- Made grass from peat more common
- Flowers spontaneously grow on humus under sun
- Sedges spontaneously grow on grass
- Rushes can spawn near water and sedges
- New near_unloaded API that supports custom
distance parameter, map bounds check, and
some optimizations.
- Add area automatic unload check support to ABM
API and add to applicable ABMs, replacing many
old manual checks.
Note that the explicit unload check is only strictly
necessary when something will happen due to
a node NOT being present in the area, e.g. something
igniting due to absent coolant, or soaking quantity
being reset due to missing sources. In simple cases
where the absence of a thing causes the ABM to do
nothing, then the standard check can work because
the default action is to do nothing anyway.
Got through a bunch of mods, up next is optics.
- Try to use crafting recipes rather than resources as
the criteria for completing a hint.
- It's okay to use simple item observation for specific
cases of transient things like pliant concrete.
- It's also okay to still use simple observations for the
eligibility checks.
- Simple observation is also okay for naturally occuring
e.g. decay processes, like wilting flowers, as opposed
to crafts that need to be completed.
Instead of trying to always drop a sedge, then sometimes drop
another (didn't seem to work), just drop 2 sedges 25% of the time,
and 1 sedge the rest of the time if the 2 didn't drop.
Some users may use filtering but not have the "clean transparent"
filter enabled in the Minetest engine config. Bake this filter
into all images to (1) avoid the consequences of this (i.e. black
halos), and (2) possibly speed up startup time (the filter will
converge immediately).
Simpler, fixed-probability-based, mutate into
nearby phenotypes only. Mutation rate is
greatly reduced, should make flower breeding
into a challenging idle minigame.
Lock more things behind prerequisite hints, even if
they're not absolutely strictly necessary to complete
in that order, if they would commonly be done in
that order. This reduces players being overwhelmed
by available hints very early in the game, and avoids
red herrings like "find lux" which can technically be
accomplished but yields no useful results until the
player can act on them.
- Wilted flowers can be planted but will
disintegrate if plucked.
- Flowers can be washed away by water.
- Destroying flowers/sedges uses the same
particle effects as pumice.
Separate color and shape ID with underscores in case we add
more colors, shapes, etc. in the future, since we've used up
all the single digit color IDs already.
- Mix grass gradient consistently via overlay from the bottom
to blend plants into grass.
- Use mask cutting for all contours for flowers, consistent with
pattern for sedges.
- This makes it easy to add wilted flowers just by changing the
color mattes.
- The "urn" name was a little obscure and has a bit of a funereal
connotation to it; switch it to bell.
- Turn displaced bell into cup.
- Adjust shape textures to match.