The soaking-tickling mechanism was intended only to speed up
otherwise very boring "waiting" gameplay gates in skyblock play,
by allowing players to trade attention for time. It seems it has
been exploited in vanilla play, though, by triggering the tickling
recipes far faster than they normally should be triggered by
hand, using doors, breaking the time cost balance of things like
leaching or growing trees.
Add a "cuddly" dig group to the hand, and ONLY the hand, and make
the tickling recipes use this group so they only work with the
player's actual hand.
N.B. this group can be used for other pummel recipes in mods,
where a gentler touch is needed that cannot be gotten from a tool
or a machine, such as petting animals.
- New near_unloaded API that supports custom
distance parameter, map bounds check, and
some optimizations.
- Add area automatic unload check support to ABM
API and add to applicable ABMs, replacing many
old manual checks.
Note that the explicit unload check is only strictly
necessary when something will happen due to
a node NOT being present in the area, e.g. something
igniting due to absent coolant, or soaking quantity
being reset due to missing sources. In simple cases
where the absence of a thing causes the ABM to do
nothing, then the standard check can work because
the default action is to do nothing anyway.
This is a design compromise to knock out the
worst offender in ABM cost, by requiring a node
that must be created by player action instead
of ubiquitous naturally-occuring nodes that all
need to be checked.
Leaching is really meant to be more of a minor
gameplay element anyway, for either skyblock
purposes, or for people who are bored enough
that they want to take on a challenge like a
neutral eco footprint; most normal players just
gather the materials from mapgen and hardly
bother with leaching recipes anyway.
Some users may use filtering but not have the "clean transparent"
filter enabled in the Minetest engine config. Bake this filter
into all images to (1) avoid the consequences of this (i.e. black
halos), and (2) possibly speed up startup time (the filter will
converge immediately).
- Make texture pure black so it can be used to
darken gravel as well.
- Bolden texture alpha so it can be controlled per
node def with opacity.
- Use lighter effect on sand, heavier on gravel.
New pattern textures by GreenXenith
- Linear and Nexus shapes
- Recipe determined by player looking direction
- Rake same again to clear
- Handle pattern loss on digging, silktouch
This reverts commit 253c2282917ecade5b8356d592edab40b1d517f5.
Apparently this warning is full of crap. Explicitly
setting use_texture_alpha in the node def does
something DIFFERENT than what the engine says
it's doing enabling it internally. use_texture_alpha
enables alpha BLENDING, which is what we
don't want with interpolation filters, whereas
leaving it off enables alpha THRESHOLDING which
is exactly what we want.
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.
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.