Reinstate sponges spawning as mature colonies, and match mapgen
colonies to expected end-state of natural regrowth. This should
make it harder to distinguish an "old growth" area where players
have been hanging around a long time from pristine sponges.
- Inhibit sponge colony growth beyond a maximum size. Players
will have to prune colonies (or, smarter yet, split them) to
grow more sponges.
- Allow sponge colony transplantation. Sponges near the "core"
of a colony (i.e. surrounded by more sponges) are more viable
and more able to survive the player's crude harvesting.
Placing a shelf against the side of another shelf was possible
with a simple right-click, but placing one against the top or
bottom of another shelf didn't work. This fixes that.
Didn't look right with sparks going through glass, and still
didn't look right having sparks hit glass and go sliding off
to the side at constant velocity.
After much discussion about things like wind velocity, it was
concluded that many fires are indoors or underground, and the
check to see if they're out in the open is not worth the cost.
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 some adjustments to player entity location finding.
- Genericize crush damage logic to apply to item entities too.
- Item ents cause only 20% crushing damage.
The old method was designed for 0.4 compatibility. Since 5.0
there appears to be a flag we can just check to see if the item
is still moving according to physics or settled.
When removing a stack, if there is a stack above, move it
immediately into place of the removed stack. This works
recursively, so stack nodes never have a chance to break out
into item entities, fall to the bottom and make a huge mess.
Unfortunately there isn't a very good visual for the stack
shifting down yet, but at least the gameplay is there.
When a leaf node is displaced by crushing by a falling node,
instead of ejecting an item, try to place the node itself within
a reasonable distance.
This shoudl reduce the number of stack nodes generated from tree
canopy decay, and should alleviate the inconsistency of leaves
falling sometimes as nodes and sometimes as stacks.