Hopefully not too spoilery?
This should fulfill our need for a new player FAQ, and is based
on questions that I have actually been asked by new players.
Pummel on the face of a wall you can't dig with your bare hands
and eventually you will find handholds there, allowing you to
climb.
This will hopefully provide an immersive alternative to /stuck
for getting out of pits, which will also make players have to
carefully extricate themselves from their situations instead of
just using /stuck to bail and then running home to come back
with supplies.
- Fix tab switching events for formspecs.
- Add padding to fix cutoff text rendering issue.
- Added more pt and pt_BR translations from Terifo.
Note that when you call translate() on a piece of
text, it merely adds translation tags around it to
request that it be translated client-side, but when
the client submits formspecs, the button values are
the actually translated text, which you can't
trivially access server-side. That means that we
need to use different button fields, not just count on
different button name/values, for events.
Wooden doors now use a cheap wooden axle (though
you still need lode to chisel them). All doors must now
be lubricated with graphite (coal) before driving in the
hinge pin.
Bash gravel down into ash to produce dry aggregate.
Dampen the aggregate to produce wet aggregate. The ash chemically
reacts with gravel to produce a cement.
Let the wet aggregate dry and it will cure into smooth-stone.
It will tend to flow and wander if left uncontained though.
Water is now squeezed out, can be reabsorbed, BUT might disappear
before being reabsorbed anyway. The original sponge can be
removed, though, and the water will just disappear on its own
after the timeout.
Pummel a sponge and it will release water if there is space
nearby, though it will be reabsorbed by the sponge in a few
seconds.
This CAN be used to wet other sponges (i.e. to have a managed
supply of water if working far from oceans) but CANNOT be used
to create infinite springs.
If the original sponge is removed (and there is no other sponge
to absorb the water) then the water will be removed as well.
Translations are currently by holistic strings, i.e.
no parameterization. This may create some busy
work for translators, but gives them more freedom
to account for differences between languages.
A translation template file is written out to the world
path on game start, so translators have a seed to
work from.
The alternate_loose/dig_in_place logic for cobble is interfering
with how stone doors work when dug, but it's still playable and
lossless, even though it's a bit tedious. I'd like to understand
why it's happening this way and I can't seem to bypass it easily,
but it may be justifiable to leave it this way.
This will make stacked/repeated sounds play slightly differently
so you can hear from the interference patterns that there is more
going on underneath the surface. It also adds volume to dispersed
ambient effects like fire.
Shockingly it WORKS.
Does not yet interact reasonably with a lot of terrain (should
arguably push liquids, falling nodes, items, etc.) or entities
a(i.e. should arguably push players).