If watching someone else scaling a cliff from a distance, you will not
see where the handholds are, but if you are nearby, you will be able to
see and share them.
- Prevent downgrading.
Should prevent player from falling when overhangers replaced.
- Allow hanging construction through other scaling nodes.
Should prevent full overhangs from being blocked by wall scaling.
- Repeat/hold place (right-click) with empty hand instead of pummel.
- Otherwise, works similarly to first generation.
- Scaling nodes can overwrite each other now (upgrade wall to ceiling).
- Visuals are now particle-based instead of texture, like Gen 2.
While this makes scaling a little easier to do, it still doesn't
fix the fundamental problem of scaling being distracting and too
easy to trigger accidentally.
The "pummel" version of scaling caused some confusion when one
player accidentally triggered it trying to figure out how to get
lode out of lode ore. The current one triggers accidentally all
the time just from tabbing out of a game with it running (e.g. it
isn't paused in multiplayer) leaving the character staring at a
wall. While such a player WOULD have opportunity to find
handholds in the wall, we aren't differentiating between a player
who's scrutinizing a surface from one staring off into space.
The scaling needs to be made harder to trigger accidentally, like
reinstating the need for an empty hand. Using a right-click
action may also help distinguish it from pummelng recipes.
Removing this from the alpha branch so players don't get too
accustomed to this functionality and then have it change AGAIN.
This reverts commit 943604cf9588a316dce19e0a60a4219b52c4d905.
- Remove pummel recipes. Now find handholds just by
staring at a particular spot. Being closer or better focused
helps.
- Use only particles instead of a facedir node, so facedir
isn't a problem when adjacent to multiple walls/ceilings.
- Automatically upgrade "wall" climbing to "overhang" climbing
when a ceiling is present.
- Make handhold nodes glow, to visually simulate the player
character's now "familarity" with them by feel. We have to
represent it synesthetically because the game only gives us
sight and sound to work with.
- Make floors "scalable" so that they glow, even though they
don't affect maneuverability.
The effect of this is to allow a player who has fallen into a dark
cavern to navigate, slowly, by feel, allowing more extensive
self-rescue possibilities.
- 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.
Pummel on the face of a wall you can't dig with your bare hands
and eventually you will find handholds there, allowing you to
climb.
This will hopefully provide an immersive alternative to /stuck
for getting out of pits, which will also make players have to
carefully extricate themselves from their situations instead of
just using /stuck to bail and then running home to come back
with supplies.