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.
Mods may change singlenode mapgen to generate stone,
in which case we want them to be able to also reenable
the standard mapgen_shared hooks.
- If def.enabled == true, always run the hook.
- If def.enabled == false, never run it.
- If def.enabled is not set (nil) then run it based on
standard logic, i.e. not on singlenode.
- Register def tables instead of bare funcs.
- Add labels for mod logic use.
- Automatically skip for singlenode mapgens,
e.g. for the skyblock modpack.
Ensure players can't cause a blast of loud
wind or drip sounds to happen within the near
clipping boundaries of other nearby players
just because they're in the same general
area and played their sounds first in the tick.
This freezes many things that normally happen automatically
in the world, including most ABMs and AISMs, and a few other
custom step logic items like the player "hot potato" logic.
This can be used for "creative mode" purposes to setup a complex
build without it running itself away from you, and for texture
pack authors, to have time to see things that are normally
transient or difficult to observe because of the effects they have
on nearby things or players.
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.