38 Commits

Author SHA1 Message Date
Aaron Suen
ad94dddd20 Strip excess bark off ladder/frame textures. 2019-01-29 20:45:16 -05:00
Aaron Suen
2d3b468c65 Knock out a bunch of small low-hanging issues.
- Eggcorn cleanup.  They look a little better falling out of the
  tree, and we don't have so many now.
- Crushing damage fixes.  Crushing is nuanced now, and most things
  don't smush you, and many do reduced damage.  A few may do more.
- Item stack convenience.  Items landing on a stack or right-
  clicked onto one attempt to merge into it.
- Ladders now fall (they don't connect to sides).  Use the new
  full-scale frames for ones that don't.
2019-01-29 20:41:29 -05:00
Aaron Suen
169f226ba7 Punch item entities to jar them loose if they get "stuck". 2019-01-26 12:50:06 -05:00
Aaron Suen
a7d7aefc5c Add ladders.
Can construct simply using a stack of sticks.  Makes it possible to
maintainably tunnel upwards to bring in sunlight for indoor light
for shallow builds, and provides a safe walking surface above.

Also:
- Fixed recipe rotation to include normal check.
2019-01-26 12:28:52 -05:00
Aaron Suen
739ad29acc Be a little more forgiving on tool wear for stonifying wood tools.
Allow up to 2% wear.  Sometimes you're diggng with a stone tool and
the tip breaks off and you don't notice (there's no sound yet),
so you accidentally dig a little with the wood tool and get it a
little dirty.  Let's be a little forgiving, and allow the stone
tip applicaton to also apply a little "repair" to the underlying
wood tool.
2019-01-26 11:39:55 -05:00
Aaron Suen
fcb8463953 Stone-tipped tools.
- Add a bit of stone to the tip of a wooden tool to harden it.
- Stone tools wear back down to their wooden originals.
- Stone tools dig faster, but wear quickly, so you need to pay
  attention to wear levels and carry spare stone tips.

Also:
- Nerfed mining speeds again, but made higher-tier tools much
  faster relative to lower.
- Nerfed tool durability as well.

Also:
- Standardized item ejection logic.
2019-01-25 09:26:15 -05:00
Aaron Suen
5fe1fe0c29 Fix crash on log splitting. 2019-01-25 00:27:49 -05:00
Aaron Suen
b6a83b2791 Pummel API overhaul.
- Make check/resolve functions naturally paired instead of having
  to test the "check" value, so we can use the "check" value for
  more specific parameter stuff.
- Make existing pummel logic use a standard tool speed check.
2019-01-24 23:16:12 -05:00
Aaron Suen
8e47b687d0 TOOL CAPABILITIES / LEVELS OVERHAUL
Try to standardize the way we handle tools, materials, digtimes.
- Levels start at 1 and work upwards.
  - Level 1 is for "hand" or "primitive" tools.
  - Levels 2+ are wood, stone, metal, etc.
- Link dig times, tool levels, and durability together.
- Material groups now define standard "base dig times" which
  are the main thing that makes e.g. stone harder to dig than dirt.

The speed of digging almost everything will probably have changed,
in some cases not for the better; much testing will be needed.
2019-01-24 22:08:05 -05:00
Aaron Suen
7080270e56 Fully rename iron to lode.
Also refactored API to handle simple aliasing on rename
automatically, and allow registration intercept for non-node
item defs too.
2019-01-24 20:45:14 -05:00
Aaron Suen
464a0e1d89 Finite fire rework.
- There are now 6 degrees of embers.  Better fuel sources will
  make better embers.
- Embers differ only in lifespan; each class lasts twice as long
  as the previous.  Top-grade fuels may last 15 minutes or
  longer.
- Embers decay stochastically.
- Embers decay 16x as fast when smothered, but still go through
  the same lifecycle.

Also:
- Plain ash now reposes.

There are no infinite fuel sources, nor are any specifically
planned at this time.
2019-01-17 00:01:00 -05:00
Aaron Suen
85bc45e3a6 Fixed a couple of warnings. 2019-01-12 20:46:56 -05:00
Aaron Suen
983f698f2c Refacs, start on iron ore.
Iron ore is distributed in sheets.  The ore itself will not be
exposed to the air (or any other material other than stone) but
can be detected by the rusty tint it gives nearby rocks.

Iron ore is a stone that yields cobble infused with iron.

Smelting processes to produce steels are TBD.
2019-01-08 02:03:18 -05:00
Aaron Suen
45441071ab Make items on ground have a shadow.
There are 4 different states for things in the world:
- Regular node in world
- Item stack on ground
- Item entity (falling)
- Falling node entity

The entity states are not interactable at all, and regular node
doesn't rotate.  We can help differentiate node-in-air vs
node-stack-on-ground with a shadow visual.

Sometimes a node will get stuck as an entity inside another node's
negative space (e.g. a nodebox) and having a way to tell that it's
not a real one should maybe help.
2019-01-06 18:46:00 -05:00
Aaron Suen
714e2d40ac Add cobble and loose cobble for pick usage.
Loose cobble now requires a mallet to repack into cobble.
2019-01-06 17:09:34 -05:00
Aaron Suen
f9abfc5e22 Fire refinements.
- Make some more materials flammable.

- Flammable items in stack form burn up too.

- Some items burn away without converting into fuel.
2019-01-06 14:51:09 -05:00
Aaron Suen
4440e1f0b8 Sticks burn up in presence of fire. 2019-01-06 14:26:27 -05:00
Aaron Suen
62f0db49e0 Fire mod is now basically functional.
"Qualitative" fire now works, spreads, etc.

Rub 2 sticks/staves together to start a fire in nearby flammables.
2019-01-06 13:04:07 -05:00
Aaron Suen
66a97860c7 Better group name. 2019-01-05 23:13:24 -05:00
Aaron Suen
e2dd2de5ba Leaf decay, woodcraft wears tools. 2019-01-05 23:11:38 -05:00
Aaron Suen
9f0f2b161e New look for adze consistent with other tools. 2019-01-04 20:32:04 -05:00
Aaron Suen
5df6e644e9 Finished basic wood tools, optimized images. 2019-01-04 20:27:44 -05:00
Aaron Suen
3b0d6b4b57 Fixed various right-click-place issues, stub for new wood tools. 2019-01-04 20:11:04 -05:00
Aaron Suen
614a96b1cc Fix broken tool-head chipping. 2019-01-04 00:05:10 -05:00
Aaron Suen
45a6c259ce Infrastructure (hack) for placing/crafting with non-node items.
Right-clicking with an item now by default places one as a stack
node.  When placing this way, crafting detection applies.

Had to copy in a bit of code from builtin.
2019-01-03 23:42:53 -05:00
Aaron Suen
67a0761e96 Clean up toolheads, refac pummel extension. 2019-01-03 23:19:41 -05:00
Aaron Suen
f7b3cab04f Fix tool head names a bit. 2018-12-30 19:56:15 -05:00
Aaron Suen
0c730c9501 Better tool chipping process: pummel them in itemstack form. 2018-12-30 19:37:59 -05:00
Aaron Suen
cbee3fa367 Initial prototype for tool heads.
They don't look right with the "signlike" render type.  May need
to find a way to allow a craftitem to be pummeled when in
"item node" form.
2018-12-30 19:16:16 -05:00
Aaron Suen
78f4c8bd74 Fix crafting, move staff to woodworking. 2018-12-30 18:44:28 -05:00
Aaron Suen
c91151ab06 Start of a more flexible centralized crafting system. 2018-12-30 17:36:47 -05:00
Aaron Suen
7835a357da API refacs, and some planning. 2018-11-05 20:03:05 -05:00
Aaron Suen
674f169090 Various touch-up. 2018-11-05 00:21:02 -05:00
Aaron Suen
e6977e1a0a Added particle effects to pummelling.
Similar to crack texture on digging, this gives visual feedback
that what the user is doing is working, and just needs more time.
2018-11-04 23:30:06 -05:00
Aaron Suen
aa1da28637 Simplify knowledge, add pummel support, stack breaking particles. 2018-11-03 21:18:39 -04:00
Aaron Suen
ac1d23c988 Merge nc_inv into nc_player.
Considering an eventual "achievement" system.
2018-11-03 19:23:33 -04:00
Aaron Suen
90574771c6 Simplify trees, since logs currently cannot be moved.
Presumably this will change in the future, but it's also not
a given that we should have a falling or rotating version of the
tree (or that it should also split to planks).
2018-11-03 19:18:28 -04:00
Aaron Suen
7bd9c4e63a Use adze to split logs into planks. 2018-11-03 18:56:07 -04:00