- Add reset command
- Reset alerts on resetting state
- Add option to hide hints
- Add option to add custom hint attrs
- Add option to pass in an already-fully-formed
hint object and skip construction helpers
- Tidy up terrain hints a bit
Hints themselves have not been tided up
much, but this makes the project of fixing the
hints for each mod a little more manageable
and breaks up the hard-to-navigate single
monolithic hints file in the old guide mod.
The old guide mod has now been completely
retired. Hints are now a full-fledged API-layer
standard feature.
Hughes Ross has started to work on a PR for this
(https://github.com/minetest/minetest/pull/10140)
but it doesn't look like it will be ready until 5.4 at
least, and we will support pre-5.4 versions for
some time yet. The ability for TP artists to
override special_tiles is necessary to allow things
like flowing liquid textures to be customized in
texture packs.
Add a hack for these, similar to how we did the
inventory/wield image hacks.
Note that we are also forcing overrides for special
tiles, since there may be cases where we reuse a
base image without modifiers but TP artists may
still want an independent override.
Two optimizations that added up to a significant
time savings in on_generated:
- Replacing calls to area:index(x,y,z) to precalculating
an offset and then using stride math inside the loops
gives us a huge cost savings.
- Prefilling lookup-by-ID tables to force them into
sequential arrays instead of hashmaps speeds up
lookups, for a more moderate savings.
This should cause maps that have the same
seeds to have much more similar results
than before, e.g. sponge deposits will be in
the same places determined by seed and not
random each regeneration of the map.
- Mapgen shared now provides an RNG which
will be deterministic when feasible, for
repeatable mapgen results.
- Make existing rng-using mapgen hooks use
the new deterministic RNG.
- Mapgen shared hooks are also run in
deterministic order too.
- Tidy up mapgen_shared API a little more.
Stone is hardened by creating an elecric field via the Peltier
effect that causes internal crystals to align. Or something like
that.
Stone hardens over time when touching both lava and water.
All stratafiable stone types (lode sign, lode ore, lux ore) are
affected.
Don't reuse damage_per_second for damage on punch and radiant
damage. This allows these to be defined separately, i.e. no longer
assuming that all damage is from "heat" and can radiate. This
allows for things like thorny plants that hurt if you touch them
or stand in them but not if you stand near them.
Thanks to WintersKnight94 for reporting this.
- Original texture by WintersKnight94.
- Node definitions and recipes adapted from original.
- Added some hooks in a few other places to make new
recipes work.
- Chip smooth stone with a lode pick or better to make brick.
- Bricks fall but don't repose.
- Apply mortar (wet aggregate) to bond stone bricks
- Bonded bricks can be moved but don't fall anymore.
- Storeboxes are now scalable.
- Standardize touch-hurt operation.
- Touch-hurt damage on scaling.
- Now possible to alter scaling time via scaling_time
group (percent of original scaling time)
- 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.
- 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.
Reinterpreting the grass side as a mask instead of a texture
causes some really ugly artifacts with texture packs designed for
legacy textures and not overriding this.
Renaming the texture prevents the collision, and creates a sane
fallback for texture packs that don't have an override.
Quenching to solid prevents falling into lava below. Amalgamation
can be harvested from the surface with silk touch of Lux-tier
tools.
Attempting to collect with lower Lode-tier tools will likely cause
the loose amalgamation to fall into the lava below, possibly
displacing a source node (if the pool is shallow enough) upward to
fill its spot, then the amalgamation below will melt and the source
node above will quench, so no progress is made.
It's possible to harvest using lode tools, in practice, by
digging down the side of a lava pool and quenching as you go,
until you reach the bottom...
"Amalgam" may imply a mercury alloy, which is
not true in this case; we're using it in the
"combination" sense, i.e. an amalgamation of
molten and solid stone.
Quench lava to amalgam and it can be moved
around like loose cobble. The tricky bit is that it
needs to STAY quenched at ALL TIMES, and is
not (currently) stackable, so water channels need
to be setup to transport it, and limited amounts
can be moved at a time.
It's also an igniter and thus will dry out sponges
left to keep it cool.
- Register def tables instead of bare funcs.
- Add labels for mod logic use.
- Automatically skip for singlenode mapgens,
e.g. for the skyblock modpack.
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.