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.
- Move hint handling down to API layer
- Simplify stat data; old nc_stats counting can
be moved out to a separate mod. We only
need whether the player has seen or not.
- Invert inventory tab responsibility.
- Merge witness system in from crafting.
TODO:
- Redistribute hint registration responsibility
to individual mods.
- Test external mod compat.
- Retire old nc_stats and nc_guide systems.
- Add a way to reset hints.
By restricting the recipes we check based
on the name of the central object being
checked, we can do many fewer craft
checks per item and avoid expensive
checks.
Register a "rootmatch" property for all
recipes that represents a broader, quicker
test for recipe eligibility. False positives are
allowed but false negatives are not.
Since most recipes are eligible, we can
use this to build an index for fast lookups
of subsets of recipes to run and skip most
of the other ones.
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.
- 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.
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.
Stone, lode, and lux tools now all have their handles burn, and
eject the non-flammable portions of the tool.
Now using a unified on_ignite hook for when flammable things catch
fire. The call is made BEFORE the node is replaced, and has an
opportunity to look at node metadata and eject anything
non-flammable.
It can be a function, e.g. for shelves, or a static value in the
same format that the function would return (e.g. for lode tools
which need string values for temper substitutions).
If it returns a string or itemstack, it will eject that from the
position where the node burned. If it returns a table it will
eject all the values of that table.
- Collapse all nodecore "core" mods in the /mods listing, so it's
easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
a little easier.
This makes glassmaking more challenging, as glass that is quenched
when not molded, or left wandering too long, will tend to quench to
crude glass, which is inferior.
This also prevents molten glass from wandering the countryside
forever from failed glassmaking attempts, and precludes keeping
molten glass in "captivity" as a crude infinite light source.
Make the chip darker, like loose cobble it comes from instead
of smooth stone. Also make the chip larger and sit lower in
stacks and on shelves (e.g. against wooden base) to make it look
better and easier to see.
Make tool tips correspondingly darker too.
- Included new content.
- Partially converted to base on recipes instead of just items.
- Added support for group and toolcap checks.
Fixed a number of small bugs elsewhere in the process.
- Make node match operate on only one of node or stack, depending
on whether node defers to stack via is_stack_only. This should
hopefully prevent future pummel recipe issues.
- Add new core stack API. Needs to be deployed in a lot of places.
- Start work on system for allowing flammable containers; they
eject their potentially non-flammable contents.
Allow up to 2% wear. Sometimes you're diggng with a stone tool and
the tip breaks off and you don't notice (there's no sound yet),
so you accidentally dig a little with the wood tool and get it a
little dirty. Let's be a little forgiving, and allow the stone
tip applicaton to also apply a little "repair" to the underlying
wood tool.
- Add a bit of stone to the tip of a wooden tool to harden it.
- Stone tools wear back down to their wooden originals.
- Stone tools dig faster, but wear quickly, so you need to pay
attention to wear levels and carry spare stone tips.
Also:
- Nerfed mining speeds again, but made higher-tier tools much
faster relative to lower.
- Nerfed tool durability as well.
Also:
- Standardized item ejection logic.