Hints themselves have not been tided up
much, but this makes the project of fixing the
hints for each mod a little more manageable
and breaks up the hard-to-navigate single
monolithic hints file in the old guide mod.
The old guide mod has now been completely
retired. Hints are now a full-fledged API-layer
standard feature.
- Move hint handling down to API layer
- Simplify stat data; old nc_stats counting can
be moved out to a separate mod. We only
need whether the player has seen or not.
- Invert inventory tab responsibility.
- Merge witness system in from crafting.
TODO:
- Redistribute hint registration responsibility
to individual mods.
- Test external mod compat.
- Retire old nc_stats and nc_guide systems.
- Add a way to reset hints.
- Highlight behind item may lag behind the
new cursor, but the new cursor will show
which slot you're trying to select when
scrolling rapidly.
- Also fix the margins/centering for hotbar
image.
Will have to see how this plays on the actual
MP server, where there's notable RTT lag.
This was causing a texture from texture packs
to be reinterpreted differently, causing buggy-
looking hotbars, and TP authors would not
have been able to change the hotbar to work
with both versions.
Now before and after use different sets of
textures so a single TP can safely support
both before and after.
Since it's now possible to do the fancy hotbar using texturemods
in supported MT 5.2+, the old method of trying to reconstruct the
hotbar piecewise via custom HUDs is probably no longer relevant.
Since there are proper recycling recipes for
these to retemper or chop them into bars
and rods, we can impose a penalty for
wearing them down completely now.
This should fix "messy raking" issues where
the rake fails to pick up some things inside
its volume because they start falling due to
items below being dug first before the rake
hits them, making it more as if the rake is
actually simultaneously digging that volume.
Based on what's being dug, rakes can have
different dig volumes and checks.
Lode rake now has 3 modes depending on
what's being dug:
- Loose things, same as wooden rake
- 3x3x3 exfoliating
- 3x1x1 soil tilling/digging
Apparently we will be required to enable
use_texture_alpha explicitly for anything using
any level of transparency, not just alpha
blending, in some future version.
- Hammer bar onto end of bar to make rod,
instead of pile of 2 bars "shapelessly". This
opens up the possibility of hammering lode
things against each other in a particular
direction/shape for future crafts.
- Make lode rod chopping recycling (i.e.
breaking things into multiple parts, not just
reshaping a bar into a prill) require heated
lode, consistent with the block recycling
recipe.
This allows custom hint logic, e.g. for recipes like
in nc_skyrealm that are only applicable based on
location.
Name passing should work even when the player is
offline.