Comments (4)
I was unaware it had salty dry (and can't find any?? only salty wet). I never added salty dry as... well.. it was already complicated. But they do make sense being there, and behaving as described.
from exile.
Looks like you're right, there are no dry nodes. This particular issue was reported to me on IRC chat, and I later copied it down here; I may have misinterpreted what the reporter meant.
from exile.
Instead of adding a salty dry nodes, can we use a flag to indicate a node is salty? Then we'd only need wet/dry nodes and a salty flag? Can you change the image used based on a flag?
from exile.
I don't think it's possible to change image based on a property. It would need to be separate nodes.
from exile.
Related Issues (20)
- Fire requiring blocks being dry around it is not communicated very well HOT 2
- Resting mechanics are not communicated very well HOT 1
- Climbing blocks when holding Shift when too tired to jump a full block is not communicated well HOT 3
- Kiln/pottery mechanics are not communicated very well HOT 1
- Hints/tips on death to help aid new players
- Some way to label bags to distinguish them HOT 2
- Downed state - 0% health is not the end! HOT 4
- Crafting returns oversized stacks which can end up losing items HOT 1
- Idea: move player-wise settings into a unified menu HOT 2
- error in 5.3 branch for colinfo in moblkit
- HUD text breaks with global HUD scale. HOT 1
- Further refining HUD HOT 10
- Tang is not a liquid HOT 1
- Mystery instant soup bug
- Resting mechanics become an annoyance HOT 4
- Bronach plant sprite has too low contrast
- Agricultural soil with a plant on it erodes and leaves the plant in midair
- Replace earth moon texture
- Ruins of former exiles (spawning random structures)
- Backpacks eat node metadata HOT 1
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from exile.