- Wilted flowers can be planted but will
disintegrate if plucked.
- Flowers can be washed away by water.
- Destroying flowers/sedges uses the same
particle effects as pumice.
Separate color and shape ID with underscores in case we add
more colors, shapes, etc. in the future, since we've used up
all the single digit color IDs already.
- Mix grass gradient consistently via overlay from the bottom
to blend plants into grass.
- Use mask cutting for all contours for flowers, consistent with
pattern for sedges.
- This makes it easy to add wilted flowers just by changing the
color mattes.
The special case of trying to push a single item into a storebox
is an overlap between the item catapult and the place-node recipe.
Change the priority order so the catapult check is done first.
This is not expected to cause problems in other cases because in
those, the presence of a "backstop" node causes them not to overlap.
- The "urn" name was a little obscure and has a bit of a funereal
connotation to it; switch it to bell.
- Turn displaced bell into cup.
- Adjust shape textures to match.
When carried, rushes don't require soil, only
moisture. They don't dry out packed in a tote,
and any nearby source of moisture is acceptable,
i.e. carried sponge when in player inventory, or
nearby water nodes. This should make reliably
transporting them feasible and make the
mechanic far less non-obvious. The "dry" in the
name hints that it's moisture they want.
NodeCore is intended to be played as a "survival" game
with damage mechanics enabled. The default
minetest.conf setting for enable_damage seems to be
false in the engine.
- 9 colors * 5 shapes = 45 varieties
- Spawn a handful of baseline species into the world
The plan is to use a breeding system where flowers spread
onto nearby fertile ground and accept mutations from
parents, plus random mutations to nearby strains, each
time they're bred, so players can farm flowers to unlocks
all possible varieties.
Keep the mellowed/muted colors, but use Winter's
contours, with a little expansion of the middle of the
lowest couple tiers to make them stand out more.
- Fix stone detection so they actually generate
- Buff pumwater frequency 2x, to 1/4 water
- Try to enqueue liquids for flow transform as soon
as the mapblocks are loaded
It was an interesting experiment but the boundary particles system
seems to be working at least as well for now. This branch will
still exist in history for future reference.
Without this, some players are likely to enable
certain privs and abilities without knowing that
they're cheats and will break the designed
gameplay. Similarly, server admins may be likely
to use the same default_privs for a nodecore server
as they might for an MTG or even creative server,
causing accidental cheating as well. Adding this
messages makes it hard to be unaware that your
game is at least misconfigured.