* Put calculations that are only used conditionally inside the
related `if` block.
* Make code logic more explicit.
* Take logging statement out of return value assignment.
* Remove duplicate assignment.
* Fix a typo in the function's description.
Missing features:
* Slimes should not only spawn in caves, but also at night in swamps.
* Slimes should only spawn on 10% of the map ("slime chunks").
* There are no spawn eggs registered for small and tiny slimes and magma
cubes.
When a slime or magma cube dies, it should spawn between 2 to 4 smaller
children. The code was always spawning 4 children (3 for big magma
cubes). This commit makes the following changes to the function
`spawn_children_on_die`:
* Make the number of children spawned a random number between 2 and 4.
* No longer accept the `children_count` as an argument, because this
number should always be a random number between 2 and 4 anyway.
* Update all callers accordingly.
Removed another magic number.
Add in todo for fishing.
Added in the possibility for bamboo to grow two nodes in one success.
Added in a "force" param to use with bonemealing.
Removed another magic number.
Add in todo for fishing.
Added in the possibility for bamboo to grow two nodes in one success.
Added in a "force" param to use with bonemealing.
Recent changes set the default colors to some pretty psychedelic ones.
The stated purpose was debugging, but in absense of any actual debugging
code other than v6 mapgen inadvertently assuming that role, more sensible
colors were reinstated.
If debugging code is desired, it should probably be added to the main
parts of mcl_weather.
Optipng images, after adding in bamboo top image.
Try out a plantlike style top node for bamboo stalks.
Make Bamboo drop 1-2 bamboo.
Fix Bamboo top drops.
Now the inventory view on creative is no longer set to the survival
inventory upon taking damage.
Also the initial inventory view when openning a world in creative is at
the search page, not the survival inventory page.
mcl_inventory/init.lua no longer wraps mcl_armor.update_player to also
update the inventory view. This visual update happens anyways since it
is registered to happen on a visual change with
mcl_player.register_on_visual_change .
This also fixes a small visual bug that, on creative mode, if you would
equip/unequip an armor piece, the image of the player would be updated
twice.