- Move hint handling down to API layer
- Simplify stat data; old nc_stats counting can
be moved out to a separate mod. We only
need whether the player has seen or not.
- Invert inventory tab responsibility.
- Merge witness system in from crafting.
TODO:
- Redistribute hint registration responsibility
to individual mods.
- Test external mod compat.
- Retire old nc_stats and nc_guide systems.
- Add a way to reset hints.
Stone, lode, and lux tools now all have their handles burn, and
eject the non-flammable portions of the tool.
Now using a unified on_ignite hook for when flammable things catch
fire. The call is made BEFORE the node is replaced, and has an
opportunity to look at node metadata and eject anything
non-flammable.
It can be a function, e.g. for shelves, or a static value in the
same format that the function would return (e.g. for lode tools
which need string values for temper substitutions).
If it returns a string or itemstack, it will eject that from the
position where the node burned. If it returns a table it will
eject all the values of that table.
- Included new content.
- Partially converted to base on recipes instead of just items.
- Added support for group and toolcap checks.
Fixed a number of small bugs elsewhere in the process.
Allow up to 2% wear. Sometimes you're diggng with a stone tool and
the tip breaks off and you don't notice (there's no sound yet),
so you accidentally dig a little with the wood tool and get it a
little dirty. Let's be a little forgiving, and allow the stone
tip applicaton to also apply a little "repair" to the underlying
wood tool.
- Add a bit of stone to the tip of a wooden tool to harden it.
- Stone tools wear back down to their wooden originals.
- Stone tools dig faster, but wear quickly, so you need to pay
attention to wear levels and carry spare stone tips.
Also:
- Nerfed mining speeds again, but made higher-tier tools much
faster relative to lower.
- Nerfed tool durability as well.
Also:
- Standardized item ejection logic.