No more ecs
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@@ -1113,8 +1113,8 @@ loading mods (the base game and the template), their scripts and worldgen, saves
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**Phase 4: engine cleanup.**
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- Replace the hardcoded water checks in `client/systems/player_controls.ts` and `server/game/game_server.ts` with the
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`replaceable` block field.
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- Replace the hardcoded water checks in `server/game/game_server.ts` with the `replaceable` block field, like
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`client/game_mode.ts` already does.
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- `/give` stops assuming `bworld:`. It looks names up across all namespaces and asks for the full id when two mods have
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the same name.
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- Rename engine asset keys like `bworld:ui` and `bworld:m6x11` in `client/main.ts` to `engine:`, so `bworld:` only means
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@@ -1179,5 +1179,6 @@ Moving the base game into `mods/bworld` happens alongside steps 4–9. See
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components to an existing block (for example to `bworld:grass`) is a possible middle ground.
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- **Screen scaling.** The GUI currently works in raw canvas pixels (`SLOT_SIZE` is 54). `Graphics` should probably use a
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UI scale the player can change, with screens laid out in scaled units.
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- **Entities.** The game's only entity is the player, so mob mods are out of scope until the ECS has more entity types.
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- **Entities.** The only entities are players (`client/entity/`), so mob mods are out of scope until there are more
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entity types.
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- **Hot reload.** Restarting the server and reconnecting is the version 1 answer.
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