These are based on the nodecore "honeycomb", so they should at
least thematically match the other textures somewhat, even if
they're not super-attractive.
Separate ore melting and draining processes, to
ease the cognitive leap necessary to figure out
lode smelting. Players now get feedback when
they have figured out the heating part of the
process, and the visual for cobble with molten
lode in it hints at the draining process.
- Pack 8 leaves into 1 peat node.
- Leave peat nodes near soil and moisture to decompose further
into humus.
- Humus is a high-quality soil that works like dirt in most
ways, but grows trees quite a bit faster.
- Humus converts to dirt via grass (and eventually maybe other
plant cultivation activities).
If a node is specially tagges with the stack_as_node group, and
the stack size is exactly 1, place as a real node instead of a
stack node.
This reinstates logic from WAY back in the super-early pre-alpha
days, except only for nodes explicitly tagged this way.
This should be applied only to nodes that aren't transformed in
any non-desirable way when placed as nodes instead of stacks, and
can be dug the same ways as stacks (i.e. snappy = 1 or
crumbly = 1).
Currently applied to sticks, staves, leaves, ladders/frames,
and torches. Ladder/frame placement offers some interesting
possibilities in terms of throwing ladders to rappel down holes.
- Leaves no longer decay into air.
- Leaves compost over longer time, following tree growth logic
(i.e. based on moisture and soil) when not exposed to air.
There is now a "dirt cycle" in NodeCore ecology. Trees consume
dirt, and stumps now no longer return it. Players need to compost
leaves by burying them away from light near dirt, which will then
allow them to create new dirt.
This is one step closer to viable skyblock gameplay.
- Leaves left in the sun decay to nothing.
- Leaves deprived of air decay into dirt.
TODO:
- Decay out of stack nodes, half-life qty?
- Dig particle effects for node destruction; create API and
apply to other places?
Make tree sounds managed by the mod that defines the nodes in
question using register_ambient, consistent with other things like
fluids.
nc_envsounds is now responsible for just the air moving and
cave dripping sounds made by air itself.
Common windiness logic moved into api layer.
As long as the game clock is running, even if the area is not
loaded and processing ABMs, tree growth will "catch up" when the
area gets loaded.
I was hoping to build a time-integrated "soaking API" to deal with
this and short-circuit the box-mueller calculation to do model the
soak as time-continuous in O(1) time, but this is good enough to
get the expected behavior for now.
If I add more long-term time-integrated stochastic processes (i.e.
not just cooking recipes) then I can do the refac at that time.
- Allow applying dirt to eggcorns w/o sneak again.
- Allow dirting any face; basically just do the custom check
directly.
- Back out the "shove eggcorns into placed dirt" recipe.
- Place EggCorns as items, not as nodes.
- Tweak visual scales, thicken them up a bit.
- Allow planting eggcorns into dirt, as well as throwing dirt
over eggcorns, to make planting easier.
- Clean up registered_* usage patterns.
- Reduce tendancy of leaves to create stack nodes.
Now they tend to stack up properly in-world more often.
- Tweak damage system to create "headroom" where minor
damage doesn't cost inv slots immediately.
- Make player hand skin color match model skin.
- Cleanup/unify grass abm logic.
- Start installing new sounds by MagikEh
Sound source:
https://github.com/MagikEh/SoundsOfWarr
Swap it out with the breath bar, since the breath bar won't be
displaying most of the time, so we can afford to not read what an
item is until we come up for air to look at it.
Also, "eggcorn" is a single word.
Had multiple complaints from players that trees are hard to find.
The possiblity of needing some exploration is reasonable, and we
don't want the world to be too uniform for aesthetic reasons, but
there shouldn't be much harm in making trees less frustrating
to find.