- 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.
These are based on the nodecore "honeycomb", so they should at
least thematically match the other textures somewhat, even if
they're not super-attractive.
Separate ore melting and draining processes, to
ease the cognitive leap necessary to figure out
lode smelting. Players now get feedback when
they have figured out the heating part of the
process, and the visual for cobble with molten
lode in it hints at the draining process.
- Pack 8 leaves into 1 peat node.
- Leave peat nodes near soil and moisture to decompose further
into humus.
- Humus is a high-quality soil that works like dirt in most
ways, but grows trees quite a bit faster.
- Humus converts to dirt via grass (and eventually maybe other
plant cultivation activities).
If a node is specially tagges with the stack_as_node group, and
the stack size is exactly 1, place as a real node instead of a
stack node.
This reinstates logic from WAY back in the super-early pre-alpha
days, except only for nodes explicitly tagged this way.
This should be applied only to nodes that aren't transformed in
any non-desirable way when placed as nodes instead of stacks, and
can be dug the same ways as stacks (i.e. snappy = 1 or
crumbly = 1).
Currently applied to sticks, staves, leaves, ladders/frames,
and torches. Ladder/frame placement offers some interesting
possibilities in terms of throwing ladders to rappel down holes.
- Leaves no longer decay into air.
- Leaves compost over longer time, following tree growth logic
(i.e. based on moisture and soil) when not exposed to air.
There is now a "dirt cycle" in NodeCore ecology. Trees consume
dirt, and stumps now no longer return it. Players need to compost
leaves by burying them away from light near dirt, which will then
allow them to create new dirt.
This is one step closer to viable skyblock gameplay.
- Leaves left in the sun decay to nothing.
- Leaves deprived of air decay into dirt.
TODO:
- Decay out of stack nodes, half-life qty?
- Dig particle effects for node destruction; create API and
apply to other places?