- Further simplifies their appearance and
registration code
- Makes stacks on ground consistent with stacks
on shelves.
- Makes stacks-on-stacks look a litlte less silly.
- Eliminates spurious implication that stack
nodes might block light, which they don't
necessarily do.
Auto-run acceleration starts at the same time but now
takes twice as long to complete (~8.3 seconds to max).
Anyone know enough calculus to figure out how much
distance is required for a "running start" for a maximum
long-jump now?
- Players start out at a brisk walk, accelerate to a run
if moving continuously forward.
- Clean up and consolidate various player movement
code, including footsteps, freefall, and zoom focus.
- You can now forge hot lode using either tempered OR
annealed anvil.
- This creates a gameplay path for accessing annealed
lode without having the resources (i.e. water/sponges)
to access tempered yet.
- Cold-working is still more efficient for being able to
pick up the excess prills from the process.
- Cold working, and then heating afterwards, is still likely
the only reasonable way to make mattocks.
According to the lua_api.txt doc blame, these were improved
around the time of the 5.0 release. Since we've dropped 0.4
support long ago, we can use these now.
The appearance is roughly unchanged on "normal" large screens,
but on small screens where text used to clip, it should now
wrap (usually, except for long URLs) and have scrollbars if
necessary.
This allows overriding the data to use the same
logic but a different model, overriding the function
to use the same data but different logic, or both.
Mods can now override all player visuals, including
animations, model, scale, etc. Full functionality
via overriding API methods. Simpler overrides for
skin and mesh by setting player meta attrs.
- Make planted eggcorns evident via visual and
description; it was too easy for new players to
think they screwed up the recipe.
- Leaves inherit growth rate of trunk.
- Growth particles at tip of growing trunk.
- Code cleanup, refactoring, break up large files.
- Minor texture adjustments.
Quenching to solid prevents falling into lava below. Amalgamation
can be harvested from the surface with silk touch of Lux-tier
tools.
Attempting to collect with lower Lode-tier tools will likely cause
the loose amalgamation to fall into the lava below, possibly
displacing a source node (if the pool is shallow enough) upward to
fill its spot, then the amalgamation below will melt and the source
node above will quench, so no progress is made.
It's possible to harvest using lode tools, in practice, by
digging down the side of a lava pool and quenching as you go,
until you reach the bottom...
"Amalgam" may imply a mercury alloy, which is
not true in this case; we're using it in the
"combination" sense, i.e. an amalgamation of
molten and solid stone.
Quench lava to amalgam and it can be moved
around like loose cobble. The tricky bit is that it
needs to STAY quenched at ALL TIMES, and is
not (currently) stackable, so water channels need
to be setup to transport it, and limited amounts
can be moved at a time.
It's also an igniter and thus will dry out sponges
left to keep it cool.