- 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.
- Make planted eggcorns evident via visual and
description; it was too easy for new players to
think they screwed up the recipe.
- Leaves inherit growth rate of trunk.
- Growth particles at tip of growing trunk.
- Code cleanup, refactoring, break up large files.
- Minor texture adjustments.
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.