- Lenses no longer produce light from sun at all;
artificial light is always needed.
- Grass and trees survive, don't do dual-time check.
- Breeze sounds work in twilight.
- Sponge drying only requires twilight, now also can
happen under artificial light.
- Peat to grass happens under twilight.
Lenses work from sunlight up to roughly y = -10.
You can now have unlimited optic power from the sun,
but conducting it all the way down from the surface is
more of a pain than having a loop at depth.
- No day/night cycle, no sun/moon.
- Get rid of clouds too.
- Skybox is now 100% texture-packable.
- Natural light diminishes with depth.
Night-time no longer disrupts gameplay topside, but
skylights are no longer useful to an infinite depth and
artificial light is necessary for all deep mining.
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.
This created a ton of dependency inversions, which
necessitated moving a number of API functions up into
higher layers, and restructuring dependency lists for
a number of mods.
BOLO: non-deterministic load errors due to missed
dependencies.
Prefer shining state when fed from below even if given
sunlight above. This should make open-air circuits
easier to build and less likely to act up under sunlight.
Optic checks were being propagated unconditionally in loops,
causing nearly every node in an optic network to be checked every
time.
This restores behavior to the original intended behavior of
propagating forward changes on next tick, but stopping at points
where state quiesces.
Unfortunately beam obstruction sensing has been working
instantaneously because of this bug, and that will revert to the
original intended behavior of having those picked up only on
random checks, which may cause regressions in some builds.
The sunlight_propagates flag indicates that a node
can MOSTLY transmit light, like wooden frames, items,
or torches, but there are no purely transparent things
that are flammable, and all existing flammable things
are at least opaque at their centers, where lens light
would focus.
When lenses face one another and are each fed light to
become active, they now prefer the active state over the
shining state.
Interestingly, inline vs. angled configurations have different
numbers of stable configurations...
These are based on the nodecore "honeycomb", so they should at
least thematically match the other textures somewhat, even if
they're not super-attractive.