In old map areas, structures where Mese was used, and player inventorues, the
old black-on-yellow block is present as it used to be.
In newly-generated map areas, Mese Crystals in Stone will generate instead, as
default:stone_with_mese. Old Mese is not generated at all anymore, as this
object is deprecated.
When dug, the new Mese Crystals in Stone drops a single Mese Crystal as before,
while digging the old Mese object returns exactly those objects as before.
Mese Crystals can be crafted into Mese Blocks or into Fragments as before.
Mese pickaxes are crafted from Mese Crystals and sticks.
The original default:mese, if needed, can be obtained by crafting two Mese
Crystals, which yields two of the old Mese object. Two of these can be crafted
back into two Crystals if needed.
object found *among* the stone.
That is, mese should behave such that you get something potentially useful out
of the aggregate block you just broke, rather than just collecting the whole
block when mined.
Mese crystals in stone give a single Mese Crystal when mines. Craft three of
those + 2 sticks for Mese Pickaxe, or 9 for a Mese block. Craft one Mese
Crystal by itself to get 9 Mese Crystal fragments, which all mods should use
when a full Mese Crystal is too much.
This includes new textures for the above objects, tweaks to the sounds used for
them, and naming tweaks for the textures used for default mese in stone, so
that old texture packs don't use the "wrong" image.
This represents my best effort to match C55's suggestions.
Trigger the player.lua file in init.lua
Commit the ugly and temporary test model and texture. We'll get to a real animated player mesh once the code for that is ready
Set visual_size accordingly so the player model doesn't stretch vertically (default of the sprite player)
Attempt to use the b3d model format, although it doesn't seem to work so far