This freezes many things that normally happen automatically
in the world, including most ABMs and AISMs, and a few other
custom step logic items like the player "hot potato" logic.
This can be used for "creative mode" purposes to setup a complex
build without it running itself away from you, and for texture
pack authors, to have time to see things that are normally
transient or difficult to observe because of the effects they have
on nearby things or players.
Wrong falling check. We don't need to check for repose
because that's already handled by an ABM. Instead use the
standard check_for_falling that's recursive.
Use interception where possible to modify destintion for items
directly instead of relying on post-hoc inventory rearrangement.
This should resolve the glitches where items appear in the wrong
place in inventory for a flash before being moved.
- Nodes that are falling do damage to those near to them from
crushing and/or friction.
- Player activity can cause falling nodes left in precarious
positions by mapgen to fall randomly.