If the dais is not correctly registered or the structure
of it is invalid (missing/excess frames/cores/etc)
then the dais will not save, will be marked as
"broken" and this will be displayed to the user.
This should never happen in normal legit usage, but
this guards against e.g. worldedit shenanigans.
- If dais core location doesn't match registered one
then don't operate, to protect against multiple daises
having been created in a single world.
- Display last and (if possible) next save time in looktip.
N.B. nodecore.dnt_get is in dev only as of now.
This recipe uses a solid cobble platform, so it
should help players remember to countersink
if they want the dais to be flush with the
floor. It's also easier to make underground,
since the bottom layer only needs to be
cobbled but mostly not excavated.
- Allow "air equivalent" nodes (e.g. scaling
and light sources) in the target area. Players
can now use torches during summon.
- Summon "sparkles" emit light to help player
navigate to an exit.
- This cleans up some issues caused by using admin
commands to summon, then banish, and ending up
with eggcorns as a result.
- This cleans up the temporary plantlike eggcorn node
placement appearance that hasn't been an issue for
a year EXCEPT because of this mod.
- This just imposes a very conservative fee on the cost
of moving a dais around, when used by a player.
Once the space is reserved, all players must evacuate
the path of the incoming dais before it will solidify. This
gives players an opportunity to avoid getting trapped.