Cooking recipes run in all visinv nodes, not just
item stacks, BUT non-stack-only nodes (i.e. all
storeboxes) block flame touchgroups so things
in boxes cannot be heated/melted.
This allows items dropped into boxes from ore
melting to cool, but prevents sand from being
melted in a box which would naively replace
the box with the molten glass entirely.
This also fixes an old rumored bug where forcing
glowing lode items into a shelf with a door would
cause them to stay hot indefinitely.
N.B. lode cooking/cooling used to assume it could
replace the entire node, and deleted the thing
as a fail-safe when an item of the given temper
was not found (e.g. tools w/ handles). This is
now gone, and invalid tempers will throw errors
if they can ever be achieved in practice.
Either dig them with a hatchet/adze, or "collapse"
them back to frames to move them by hand.
Even though it's the same basic material as the
wooden frame, having them too easy to dig
makes it to easy to accidentally dig while trying
to pull items from it.
When an ent settles, start an iterative process
of checking each ent near it for settling, bumping
ents upward as needed (during the process only)
and keeping them ordered by their starting height
so that things that start lower settle earlier (and
thus remain lower) even if ents have fallen and
bunched up together due to physics and large
timesteps.
Seems to work fully for falling_nodes (keeps
them in a column and settles them in order), and
partially for items (keeps them in a column but
does not always settle them in order).
Instead of trying to always drop a sedge, then sometimes drop
another (didn't seem to work), just drop 2 sedges 25% of the time,
and 1 sedge the rest of the time if the 2 didn't drop.
- Retire items_fall_thru group
- Add on_settle_item callback
- Open-topped storeboxes automatically capture
items settling on top of them
- Start converting form into storebox
It seems like Minetest actually generates terrain
beyond the map limit boundaries and raycast
and get_node can retrieve them server-side, even
though they aren't rendered client-side and air is
still filled with ignores. This causes players to see
"stone" with looktips looking thru the bottom of
the world. Fix it with an explicit check for world
bounds.
This allows them to be used with the same item as
is already in the stack rather than having those items
combine into the stack FIRST and the recipe run later
with an empty weilditem.
- Future storebox recipe reform ingredient.
- Items fall through forms but players and
nodes (including falling_nodes) do not.
- Can be used to make e.g. special filter floors.
- 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.