Prefer shining state when fed from below even if given
sunlight above. This should make open-air circuits
easier to build and less likely to act up under sunlight.
Optic checks were being propagated unconditionally in loops,
causing nearly every node in an optic network to be checked every
time.
This restores behavior to the original intended behavior of
propagating forward changes on next tick, but stopping at points
where state quiesces.
Unfortunately beam obstruction sensing has been working
instantaneously because of this bug, and that will revert to the
original intended behavior of having those picked up only on
random checks, which may cause regressions in some builds.
The sunlight_propagates flag indicates that a node
can MOSTLY transmit light, like wooden frames, items,
or torches, but there are no purely transparent things
that are flammable, and all existing flammable things
are at least opaque at their centers, where lens light
would focus.
When lenses face one another and are each fed light to
become active, they now prefer the active state over the
shining state.
Interestingly, inline vs. angled configurations have different
numbers of stable configurations...
These are based on the nodecore "honeycomb", so they should at
least thematically match the other textures somewhat, even if
they're not super-attractive.
- Collapse all nodecore "core" mods in the /mods listing, so it's
easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
a little easier.
Try to detect player traces going through a change in fluid medium
such as water/air or water/glass, and block facial recognition
through it.
Specifically allow air-into-glass transitions, or into any other
medium otherwise clear enough to allow sunlight to propagate.
- Super-clear, ultimate form of clear glass.
- Needs to be molded floating atop lava.
- Not sure about merging this yet; there are kinda a lot of forms
of glass already now...
This makes glassmaking more challenging, as glass that is quenched
when not molded, or left wandering too long, will tend to quench to
crude glass, which is inferior.
This also prevents molten glass from wandering the countryside
forever from failed glassmaking attempts, and precludes keeping
molten glass in "captivity" as a crude infinite light source.
- Included new content.
- Partially converted to base on recipes instead of just items.
- Added support for group and toolcap checks.
Fixed a number of small bugs elsewhere in the process.
It's barely usable/playable.
I'm not happy with how disjoint it is from the existing crafting
system, for little gain; there's a lot of on_nodepunch logic that
was added for this.
It also doesn't play very well. Major issues:
- Awkward collision with existing logic, e.g. taking things from
shelves, then drawing on side of shelf. Probably need a group
specifically for writable sufaces.
- Single action to rotate through all glyphs is bad. Probably
want one to change through the 8 shapes, and another to change
rotation/reflection.
- Erasure is awkward, inconsistent, and not necessarily reliable.
Should make it possible to recover charcoal in most cases, and
use a unified set of hooks for it...
Should glyphs be pointable and run logic directly on node, or
should we keep it point-through...?
- Expanded fire api, added "check" varieties of things that also
perform relevant checks for eligibility. Standardized testing
for ventilation.
- Snuff embers to coals as fuel.
- Fuel is consumed randomly by flames. This means that fuel that
are surrounded by flame burn out quicker, while flames
surrounded by fuel consume fuel from each node slower. This
adds subtlety to furnace design for efficiency.