Dig time is modified according to difference (leveldiff) between tool
'maxlevel' and node 'level'. Digtime is divided by the larger of leveldiff
and 1. In creative mode, where the hand is redefined to have maxlevel 3,
this results in higher level nodes taking significantly longer to break.
Now, to speed up digging, hand 'maxlevel' and 'digtime' have been
increased such that nodes of differing levels have an insignificant
effect on digtime. Dig time for all nodes is now identical to that of, for
example, dirt nodes.
Make the softer woods, pine and aspen, 'flammable = 3'.
Correct inconsistent flammability of wood and stairs in relation
to all other solid wood nodes in MTGame.
Make the the softer woods, pine and aspen, 'choppy = 3'.
With thanks to contributor tenplus1
Remove leaf cache and globalstep accumulator limiter
Use 'pos' instead of 'p0'
Remove non-essential 'group:liquid' from 'neighbors'
Increase chance value to 10 to compensate for disabled cache
Disable 'catch-up' to avoid the ABM often becoming 10 times more
intensive
Remove use of 'do preserve' bool, instead simply 'return'
Remove unnecessary checks for 'd' and 'd == 0'
Don't 'get' n0, use already present 'node' instead
Swap order two conditionals so that the one most likely is first
Allows walking in, and prevents being trapped in, 2 node high spaces.
Simulates player's feet sinking into snow.
Easier jumping up onto nodes with snow.
Other screwdriver mods, or mods that cause rotation, might operate without the screwdriver mod loaded and have `screwdriver.disallow` unavailable.
This allows nodes to default to full-disallow rather than full-rotation in such a situation.
This fixes the TNT bug that can crash game when blowing up a container
which holds huge stacks above the norm... e.g. give yourself 65535 snow,
place in chest, blow up, stalled!
Previously, the collision box extended into an empty node, causing
falling node objects to land on the open gate but not transform
back into normal nodes. Now fallng node objects will fall through and
either side of the end of the open gate and transform back.
Fix crash when doors are placed under unknown nodes.
Share a can_dig among doors, that does not crash on nil-player.
Only set can_dig if we actually protect the door.
Add mouth, remove jaw shadow, shade eyesockets.
Darker shading for spine and rotate texture using ^[transform2
instead of inverting texture.
Use 'node sound gravel defaults' for sounds.
Add a global 'intersects protection' function to functions.lua for
checking if a specified volume intersects with a protected volume.
A 3D lattice of points are checked with an adjustable interval.
Add a global 'sapling on place' function to avoid duplicated code in
nodes.lua.
Nyancats are independent in the default mod. Nothing else uses them or
their code. Separating it into a separate mod makes it easier for
subgames to remove them. It also makes it easier for a mod to depend
on nyancats, as lots of subgames don't have them.
Default/mapgen.lua: Register biomes, ores and decorations in
singlenode mapgen. These were never disabled anyway because
singlenode was removed from the world creation menu.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
No longer require night to be skipped for resawn position to be saved
Remove constant beds.read_spawns() calls when a player joins as this
is only required once
Preserve overlapping registrations of large and small clusters
below y = -64 but now extend the small clusters up to y = 0 (the
previous highest iron ore level) in a similar to way to coal