- Anvil API is a wrapper that registers multiple
recipes, one for each type of anvil allowed.
- Can now use smooth stone as an anvil, however
once it's been used it cracks, and once it's been
cracked, if it cools, it converts to cobble and cannot
be reused, forcing players to master concrete, keep
their forge hot, or relocate the forge each time it
cools.
It seems like a number of players are coming in with
misconceptions about the type of game this is or
what the experience is supposed to be like. Add
some explicit warnings to the CDB long description to
make it clearer.
If these help, it may make sense to add similar
warnings to the player's guide.
There seems to be a common misconception among
new players that the "hint" system is supposed to
help provide guidance when they're stuck, when what
they're really for is hinting that something exists and
challenging the player to find out how to access it.
Change the name of "hints" to "challenges" for all
text display purposes to try to clarify.
This caused copious confusion for new players, who assume the
glass "tank" is like an aquarium tank and can be used to carry
water. Originally it was intended to seal in "moisture" for
sponge transport, but that has become a far less important use
case (and in fact sponge transport is probably best done just by
building submerged pathways, like the way amalgam transport is
done) and glass "tanks" are more like "display cases" now, or an
intermediate storage container that adds top access (useful for
totes).
Instead of draining only into air/non-walkable below, allow
draining into any space air can pass, including ones where the
prills would be immediately displaced, e.g. into a frame.
This also allows it to drain directly into an existing stack of
glowing prills without an intervening airspace. This should tone
down the difficulty of figuring out ore smelting a bit, and
make for somewhat more interesting lode furnace builds.
Instead of relying on base layers to replace dungeon cobble with
real cobble in the bricking logic, explicitly set a cobble node
name so that downstream consumers (e.g. nature mod) that extned
this API will reliably get all fill/brick/bonded members of the
material profile to transform consistently.
Use all base concrete materials in dungeon gen.
- From y=+32 to y=+64, transition from stone to a 50/50 mix
of adobe and sandstone.
- From y=-640 to y=-768, transition from stone to tarstone.
Adds some more variety and reason to explore dungeons.
Add a generic method to get stonework materials for dungeon
brick generation so we can extend dungeon bricking while keeping
the same pattern of mixed cobble/bricks/bonded.
Some loot does not appear above certain depths, to restrict
late-game content to players who are more likely to have actually
achieved that level, and not spoil very-late-game content very
early in surface-accessible dungeons.
Some users may use filtering but not have the "clean transparent"
filter enabled in the Minetest engine config. Bake this filter
into all images to (1) avoid the consequences of this (i.e. black
halos), and (2) possibly speed up startup time (the filter will
converge immediately).
Sponges can "time out" due to having been unloaded, and having
their check timer fire before an automated squeezer door timer
fires. If this happens, the water needed to drain completely
before it could be re-squeezed, forcing a break in the water
flow.
This allows water sources to replace the water flows, so that
unbroken water sources will work even in load/unload boundary
conditions.
This document has remained unmaintained for a
long time, never was truly correct, was always
reactive and descriptive rather than being
prescriptive, and frankly the readme does a better
job of that anyway.
From early on, NodeCore was always about
experimentation, and just keeping what fit in and
worked. This means that "design principles" have
always been less about some grand underlying long-
term vision, and more about just pattern recognition.
NodeCore has been around long enough that the
patterns are fairly evident by now. Trying to keep
around a doc that is always lagging behind these
patterns is not helpful.
Simpler, fixed-probability-based, mutate into
nearby phenotypes only. Mutation rate is
greatly reduced, should make flower breeding
into a challenging idle minigame.
When placing a tote, if the space it's being placed into is not
buildable (e.g. placing against the ground where a stick is
lying above it) then it would crash; make it just abort tote
placement instead.