- The sorting actually only worked in English, and
not in any translated languages.
- The ordering would bias players towards focusing
on alphabetically-first hints, which are not
necessarily the best to try. Shuffling instead
should suggest alternative options each time the
tab is brought up.
- The ordering-bias effect is probably worse for
non-English where it's less obvious that there's
a mundane and non-meaningful reason why they
are in a particular order.
In theory we're losing the ability to quickly check
for a hint with known text is in one of the lists on
the tab for English speakers but this is not really
a core intended use-case for hints.
Described in player guide "movement" tab.
It's analogous to the old "/stuck" command that
was removed once long ago, but much more
tedious to execute, so players still have an
incentive to extricate themselves manually.
ContentDB's .gitattributes export-subst support
has been broken for a while now, and apparently
won't be fixed (it's depending on an upstream
that is similarly ignoring the issue).
We need to account for the fact that what looks
like a dev version might actually be a CDB
version that's simply not tagged right.
- 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.
According to the lua_api.txt doc blame, these were improved
around the time of the 5.0 release. Since we've dropped 0.4
support long ago, we can use these now.
The appearance is roughly unchanged on "normal" large screens,
but on small screens where text used to clip, it should now
wrap (usually, except for long URLs) and have scrollbars if
necessary.
Treat all API mods as a "layer", and use the new
nc_api_all registration to indicate that a mod depends
on the NC API (which ALL NC mods assume they do).
This means that each non-API mod does not need to
worry about which API mods it really needs and which
it does not, nor will they need to be updated for any
internal API restructures.
This is a game, not a modpack, so all mods will be
loaded anyway, and we only care about order. That
means that we don't really need to worry about
having excess dependencies because any mod we
don't actually need will be needed by something that's
loaded anyway. If somebody wants to reuse a
component elsewhere, they're likely to need to do
some work to untangle it anyway, because of the
amount that NodeCore mechanics interact and
interdepend.
- Collapse all nodecore "core" mods in the /mods listing, so it's
easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
a little easier.
- Move design principles back into docs (needs cleanup).
- New player-oriented README content.
- Clean up issue/wishlist docs a bit (some things are no longer
relevant).
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.
- 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.
It was superseded effectively by the new inventory management
system. To split stacks, count out the items to transfer onto the
ground using sneak-drop, select the destination slot and pick them
back up.