E.g. in stone where it had already been spawned in maps prior to this change,
in structures made with the old block, etc.
Mese ore (of a sort), as default:stone_with_mese, is generated now instead of
default:mese (which is not generated at all now).
The new default:mese_block is substituted in place of default:mese by way of an
alias.
Crystals still come from Mese Crystals in Stone, while digging buried Mese
Blocks returns exactly those (the same as can be crafted from 9 crystals). If
necessary, they can be split up into Mese Crystals again via the existing
crafting recipe.
This alters the value of the various Mese items a little, but avoids breaking
old structures that were made of mese.
The original default:mese, if needed, can be obtained by crafting one Mese
Crystal with one cooked stone. Yields 1.
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