multiple tweaks, full descrips in the "sub" commits. summary as follows:
-- unbreakable list moved to the top of the three lists, for readability purposes.
-- almost everything in all three lists "compacted", listing related or "de-rigeur" entries on single lines for simplicity.
-- unbreakable list heavily updated to include almost all forms of wiring, trap, and world theme components. (last one means monoliths and music boxes)
-- majority of "construction/cosmetic/theme" furniture items removed from place/break list, preventing players from absently decimating the world design. Most "useable" furniture remains movable, including all forms of buff and crafting stations.
-- most negative entries removed from break/place list unless specific comments required. we don't need 300 commented out entries for furniture.
-- all pre-HM ores no longer on full break list. all post-HM ores EXCEPT chlorophyte now properly on break list. Chloro currently restricted to 1-wide rule to prevent spreading chloro from allowing mud walls to be permeable.
-- pointless entries removed from place list, as many things, like random plants, aren't placeable anyway.
--all entries updated to properly use tile-id, and are in ID order. this should help speed up loading? maybe? a little?
~~possible tweak for future is to fully reorder all entries in each list by type, for easier future editing. will likely do that myself when I move all this item/recipe stuff to a separate subfile.
~~some of the "trap" unbreakables are of questionable inclusion. comments are included for those. several likely remain unused by the current map, but i went through the ENTIRE terraria tile-id list and future-proofed those. I also set bubbles and grates to be unbreakable, so that use of 1-tile wide instances of them in construction does not allow players to damage contraptions.
~~ remember that unbreakable only prevents mining. things like boulders can still be "broken" by being activated.
~~ finally, some of the breakables may be somewhat pointless, as the item can be broken by weapons/projectiles. They are still included so as to avoid the weird situation of being able to stab something away, but not mine it.
multiple tweaks, full descrips in the "sub" commits. summary as follows:
-- unbreakable list moved to the top of the three lists, for readability purposes. -- almost everything in all three lists "compacted", listing related or "de-rigeur" entries on single lines for simplicity. -- unbreakable list heavily updated to include almost all forms of wiring, trap, and world theme components. (last one means monoliths and music boxes) -- majority of "construction/cosmetic/theme" furniture items removed from place/break list, preventing players from absently decimating the world design. Most "useable" furniture remains movable, including all forms of buff and crafting stations. -- most negative entries removed from break/place list unless specific comments required. we don't need 300 commented out entries for furniture. -- all pre-HM ores no longer on full break list. all post-HM ores EXCEPT chlorophyte now properly on break list. Chloro currently restricted to 1-wide rule to prevent spreading chloro from allowing mud walls to be permeable. -- pointless entries removed from place list, as many things, like random plants, aren't placeable anyway. --all entries updated to properly use tile-id, and are in ID order. this should help speed up loading? maybe? a little?
~~possible tweak for future is to fully reorder all entries in each list by type, for easier future editing. will likely do that myself when I move all this item/recipe stuff to a separate subfile. ~~some of the "trap" unbreakables are of questionable inclusion. comments are included for those. several likely remain unused by the current map, but i went through the ENTIRE terraria tile-id list and future-proofed those. I also set bubbles and grates to be unbreakable, so that use of 1-tile wide instances of them in construction does not allow players to damage contraptions. ~~ remember that unbreakable only prevents mining. things like boulders can still be "broken" by being activated. ~~ finally, some of the breakables may be somewhat pointless, as the item can be broken by weapons/projectiles. They are still included so as to avoid the weird situation of being able to stab something away, but not mine it.