- Handles upsert, TTL, caching, players leaving.
- Unify breath and player name HUD logic for now.
Touchtips are more complex (multiline, translate) so
those will need more work to unify.
- Intermediate number of stages.
- No dizzying rotation.
- Still has a blank first stage for emergency hand-dig.
- More reminiscent of isometric cube motif.
- Lines coming from center make it more "crack-like".
Resize base texture down to 16x first, so mask works
as expected. Some textures may be blurred, but
we're more concerned with getting the overal color
right more than showing actual patterns.
- Now has 24 stages instead of 12.
- First stage is blank, to prevent very long digs from
giving player too much positive feedback.
- Rotation effect.
The key thing here is that for the first 1/24 of the
dig animation, no positive feedback is given to the
player to indicate that the dig is "working." This
should discourage new players from being distracted
by the emergency hand-digging feature.
More dig stages also help players get a better sense
of progress as they're digging things that do take a
long time, since digging in NodeCore tends to be
slower overall than digging in most MT games.
The rotation was thrown in as an afterthought, but
helps give a sense of progress. Hopefully it's not
too distracting or seizure-inducing on very short dig
times; it ends up sort of all blurring into a circle to me
when digging with advanced tools...
Making hand dig everything broke logic that was
depending on things being "not hand diggable".
Continue to treat things as not-hand-diggable if they
would take a long enough time to dig.
If the falling item/node causes enough damage to
trigger a "hurt" effect, then it loses much of its energy
and bounces upward off the player.
This will also reduce the "scraping" effect when nodes
fall through a player. Hopefully the damage from
falling things is a little more consistent now.
This should keep players from being able to trap
themselves permanently by burying or sealing
themselves inside a room with no tools, in theory.
Adjust silk touch logic to prevent presence of dig times
by hand from tripping it.
This may affect game balance of things like not being
able to punch trees in the early game, but since dig
times by hand are so very long, hopefully the effect
will be small.
Item drops are left as-is for now; it just takes a LOT
of patience to dig something without the right tool.
Infusion of worn tools is slightly faster, but drops off
quickly as tools are more full. Lux tools can effectively
NEVER be perfectly unworn anymore.
This helps balance out lux tools, which, once
unlocked, were also obviating the need for proper tool
resource management, since they could recharge
so easily if you had a spare set in the reactor.
Now, players need to pay attention to which tools are
most/least worn, and keep the most worn ones
infusing to ensure the reactor resource is being used
most effectively.
This was causing Lux tool infusion not to reset when
tools are removed from lux, i.e. putting a tool back
into the lux flow will "credit" the tool with infusion time
for the time since it was removed.
Sponges die more easily when in itemstack form,
for transport. Make them a bit less likely to die
from air exposure when in node form, to reduce
the number dying from temporary air bubbles after
neighoring sponges have been harvested.