- 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
- Apply stratification last in shared mapgens, so it can see all
already-placed ores.
- Support stratification for nodes other than plain stone.
- Register lode stone and lode ore for stratification.
- Players heal over time at variable speed, depending on subtle
environmental factors.
- This frees us up to work on the death mechanic, since it's no
longer the only way to restore health and prevent an untimely
death.
- Trees now take a long time to develop after planting.
- Environmental factors are important. Growth is aide by access
to dirt for roots, and extra moisture from nearby water sources.
- Eggcorn cleanup. They look a little better falling out of the
tree, and we don't have so many now.
- Crushing damage fixes. Crushing is nuanced now, and most things
don't smush you, and many do reduced damage. A few may do more.
- Item stack convenience. Items landing on a stack or right-
clicked onto one attempt to merge into it.
- Ladders now fall (they don't connect to sides). Use the new
full-scale frames for ones that don't.
Try to standardize the way we handle tools, materials, digtimes.
- Levels start at 1 and work upwards.
- Level 1 is for "hand" or "primitive" tools.
- Levels 2+ are wood, stone, metal, etc.
- Link dig times, tool levels, and durability together.
- Material groups now define standard "base dig times" which
are the main thing that makes e.g. stone harder to dig than dirt.
The speed of digging almost everything will probably have changed,
in some cases not for the better; much testing will be needed.
Rename it to "lode" so that its relationship with the more familiar
iron element is less direct, to maintain a higher baseline level of
suspension of disbelief.
Also restructure the way ores work in general, especially with
respect to normal stone. Natural ore deposits are stone with a
texture overlaid. Cobbled ore is the same ore "stain" texture with
alpha stripped and cobbles drawn over it. Normal cobble is now
basically what "gravel ore" would look like. This should allow
us to get a more consistent ore appearance with fewer textues.
Iron ore is distributed in sheets. The ore itself will not be
exposed to the air (or any other material other than stone) but
can be detected by the rusty tint it gives nearby rocks.
Iron ore is a stone that yields cobble infused with iron.
Smelting processes to produce steels are TBD.
There are 4 different states for things in the world:
- Regular node in world
- Item stack on ground
- Item entity (falling)
- Falling node entity
The entity states are not interactable at all, and regular node
doesn't rotate. We can help differentiate node-in-air vs
node-stack-on-ground with a shadow visual.
Sometimes a node will get stuck as an entity inside another node's
negative space (e.g. a nodebox) and having a way to tell that it's
not a real one should maybe help.
"Loose" versions of materials will only allow a certain maximum
angle of repose, and will shuffle around sideways and fall if
that angle is exceeded. Softer materials like sand, leaves, loose
items, will all have shallow angles, while sturdier stuff like
dirt, gravel, etc. may allow steeper ones.
Effects:
- Grass now "toughens up" the dirt by making it take effectively
twice as long to dig up.
- Conversion from grass to dirt is now a lot more visible in world.
The idea of "transformations taking place in world" should arguably
apply to drop transformations: all nodes when dug should EITHER
go to inventory without changing, i.e. drop themselves, OR should
transform in-world and need to be dug a second time.
Apparently you can't register something as a liquid for
swimmability reasons anymore without also specifying alternate
source/flowing versions for the liquid transformer.