Guarantee 2 usable slots no matter how many different
injury effects accumulate.
Filled slots will be shared among different damage types
roughly proportionally.
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.
Falling nodes themselves are too unstable, so players should not
be encouraged to build machines that perpetually put nodes into
that state and destabilize the game. Testing has led to some node
duplication exploits.
Leave the door operatoin rate nerf in place, though, since it will
help keep a lid on traffic.
Items riding a gear can "turn outward" if they hit a wall.
Unfortunately this creates a divergence in the tracing path,
causing "bubbles" to appear in solid conveyor trains.
There are a couple of large glaring limitations:
- Items are only pushed after doors operate, so can block doors.
- No "secondary direction" allowing items to migrate out, making
practical conveyor belts unncessarily difficult.
Separate ore melting and draining processes, to
ease the cognitive leap necessary to figure out
lode smelting. Players now get feedback when
they have figured out the heating part of the
process, and the visual for cobble with molten
lode in it hints at the draining process.
- Pack 8 leaves into 1 peat node.
- Leave peat nodes near soil and moisture to decompose further
into humus.
- Humus is a high-quality soil that works like dirt in most
ways, but grows trees quite a bit faster.
- Humus converts to dirt via grass (and eventually maybe other
plant cultivation activities).
Once a writing node has been scrawled, hold your charcoal and...
- punch it to change between the 8 glyphs
- right-click it to change between 4 to 8 rotations