It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.
TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
Previously, body and limbs were stretched vertically by 1.125, creating
rectangular pixels on side faces. Head was unstretched.
Remove stretch of body and limbs, leaving the head unchanged.
No other change would excessively shorten the model, so also scale up
the model slightly, by * 1.05, such that the reduction factor for height is
equal to the increasing factor for width. This minimises the changes to
height and width.
Remove cape support.
Update the collisionbox to match.
Add missing license.txt.
Original recording by Ryding.
http://freesound.org/people/Ryding/
Found by Anth0rx, edited by paramat.
Add and use 'default.node_sound_snow_defaults()' function.
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
Uses the new player object property 'can zoom'.
In survival mode, use of zoom requires the binoculars item in
inventory.
Zoom is automatically allowed in creative mode and for players with
the 'creative' privilege.
The binoculars.update_player_property() function is global so can be
redefined by a mod for alternative behaviour.
In survival mode, use of the minimap requires the mapping kit item.
Minimap radar mode is always disabled in survival mode.
Minimap and minimap radar mode will be automatically enabled in creative mode
and for any player with the 'creative' privilege.
The 'map.update_hud_flags()' function is global so can be redefined by a mod for
alternative behaviour.
Make deeper, to compensate for ease of travel using 3D noise tunnels.
Make depth more progressive with value:
Ore, upper limit
Coal 64 no change
Iron 0 no change
Tin -32 > -64
Copper -16 > -128
Gold -64 > -256
Diamond -128 > -512
Mese crystal -64 > -512
Mese block -1024 no change
Make y of 1st density increase deeper but following a similar logic to before:
Ore, upper limit
Coal 0 no change
Iron -64 no change
Tin -128 no change
Copper -64 > -256
Gold -256 > -1024
Diamond -256 > -1024
Mese crystal -256 > -1024
Mese block -2048 new
Add second, denser layer of mese blocks with a decrease of separation and
increase in density equal to mese ore layers.