- Players no longer constantly glow in darkness.
- Players can now place light spots by scaling, faster
than actual climbing spots.
- Climbing spots appear if player continues placement
after light appears.
- Floor traversal mechanism is now obsolete.
This allows players to traverse dark caves reasonably
well, still, but only voluntarily, so darkness stealth
mechanics are possible again.
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.
- 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.