These are unrelated to the Player API and player object.
All other GUI/HUD code and textures are in default.
All other engine hardcoded sounds are in default.
The player_api mod is highly likely to be used unchanged in new games,
so logical grouping of content will help the creation of new games.
The output returned by `get_craft_result` has a replacements table that
contains any replacement items that could not be placed in the input
(due to the input stack having a count > 1). Put these replacements in
the dst list or drop them on the furnace.
Icesheet ice dungeons now have ice stairs.
Remove some now-unnecessary sandstone mapgen aliases, one
remains as it is required by the dungeon loot mod.
Re-arrange mapgen aliases to separate those needed for mgv6.
This schematic is used for sapling-grown large cacti, so should not
destroy the sand node below, as sand nodes are in short supply in
some situations.
Like trees, only force-place the node that replaces the sapling.
In preparation for biome-defined: dungeon materials, cave liquids,
stone type, ores, decorations.
'_ocean' biomes now extend to y = -255 to be deeper than default
mgv5 oceans, and to create 'shallow underground biomes'.
Remove unnecessary biome lists for gravel and silver sand blob ores,
as those are already defined to only appear in default:stone.
Players can enter unlimited text into the field, causing lag and
potentially locking up clients. I have not found any negative effects
server side, other than the large storage needed to store the long
text.
Alter 'large cactus' schematic to place another force-placed cactus node,
to replace the cactus seedling on growth.
Make schematic 5x7x5 to solve rotation, placement and protection check
issues.
Add a y-slice probability for height variation.
Growth time is tuned to not make this a faster way to obtain cactus nodes
compared to normal cactus farming.
Seedling texture by Extex101.
Use sapling/seedling description in protection intersection message in
'sapling_on_place' function.