nether added technic support on April 29, and technic added nether support on May 1, resulting in them both optionally depending on each other and becoming incompatible with each other.
To resolve this, technic will keep the nether support, the compressor recipe has been moved into technic (https://github.com/minetest-mods/technic/pull/644), and this commit reverts the technic-related parts of a6d1f55f, removing the technic dependency.
Hides bug #51 - the node_stone of the biome appears in the whole chunk under the Nether, so make nether:native_mapgen look the same as default:stone, and drop whatever default:stone drops
The mantle and geode skys were working correctly, but not the sky in the main nether area - it would always switch back to stars.
Issue was found by process of elimination, so I don't know why climate_api doesn't accept "nether:nether" as a unique weather name identifier, or how this issue wasn't noticed earlier (did something change?).
climate_api's api_doc.md file says the name "should be prefixed with the mod's name in a way that could look like ``mymod:awesome_weather``. This name should only be used once."
so perhaps names of the form "mymod:mymod" cause issues? (I don't plan on figuring this climate_api behavior out though)
Fixes#56, and adds netherbrick rails (for consistency with MTG) if the fences API is found.
Using the MTG fence system adds interop between different fence types, and support for the "Tall fences and walls" option.
I've left the nether's register_craft() call unchanged, it overrides the recipe that default.register_fence() registers, granting 6 fences per crafting instead of MTG's 4.
* Add Netherrack slabs and walls
Also adds deep netherrack stairs, and deep nether brick stairs, slabs, inner stairs and outer stairs.
Adds 9 new nodes in total.
* Treasure: Nether pickaxe takes 10x less wear damage when mining netherrack
cracky-3 mining time of Nether pickaxe reduced from 0.4 to 0.3 to mine netherrack faster.
maxlevel of nether pickaxe dropped from 3 to 2 to increase wear damage with non-netherrack nodes.
* Treasure: Nether staff of light
Adds "Nether staff of Light" and "Nether staff of Eternal Light"
One is limited to 60 uses, and the other has unlimited uses but the glowstone it creates will only last for 40 seconds.
There are no crafting recipes as I hope these to eventually be treasure that can be found in the nether.
See the pull request (#50) for more discussion
* bug fixes
Fixes wrong new_y_min when shift_existing_biomes() shifts a biome below the nether floor,
find_surface_anchorPos() no longer assumes y=0 will be outside the nether.
Nil-reference fixed when a mods tries to register a portal after mods are finished loading, but the portal shape+material was already registered by another mod.
* Make ShiftExistingBiomes available via API
makes the ShiftExistingBiomes function available to other mods via the nether global, since it's not a simple function and biomes would also need to be shifted if another mod wants to add a second nether layer.
* Allow layers to extend the depth of nether effects
Mods can set/lower nether.DEPTH_FLOOR_LAYERS when creating a layer under the nether. This allows multiple layer mods to know where their ceiling should start, and to be included in the effects which only happen in the nether.
* document nether API
More of a tentative interop guide than an API.
Use snake_case for API functions.
Ethereal clears every biome when it starts to get rid of the default mapgen, which breaks the nether and can cause crashes.
Adding Ethereal as an optional dependency ensures the nether is loaded after Ethereal has already cleared the biomes.
* clears netherrack from dungeon stairways
* Adds pillars or mezzanine floors to large rooms
* slightly more careful with window placement
* glowstone sometimes added behind in windows
Add more appropriate/atmosphere distance fog to the nether, via climate_api mod to avoid conflicting with other mods.
Any game or server with climate_api mod installed will be expecting climate_api to take control of sky values.