When you have a thing in your hand that doesn't help
you dig a node, but you can dig that node by hand,
then apparently the after_use callback still seems to
trigger, causing the rake effect, and wear-out.
Any items that don't fit in the player's inventory will gather
to the center of the raked area, so they can combine and pile
together for easier pickup later.
Don't allow writing on surfaces of nodes that can transmit
light, which includes:
- Glass, which is too slick.
- Non-solids like frames, shelves, totes, which aren't flat enough.
AISM's now tick against stacks, including in piles, shelves,
and player inventories, (hopefully) efficiently compared to
the old way with separate ABMs. Item entity support is also
possible, but not necessary yet.
This started out as a bugfix for being able to put a torch inside a
shelf, which didn't make much sense gameplay-wise. It ended up
going quite a bit further.
- Aggregate now gets wet in stack form. Swimming with dry
concrete now has consequences.
- Lux reactions, radiation, and infusion should now behave more
consistently.
- Sponges can now wet or dry in stack form, including inside
containers.
- Torch ignition, quenching, and extinguishing is now more
consistent regardless of context, and torches are now more
dangerous, and can ignite things in more contexts.
- No graphite lubrication needed.
- Just insert pin instead of pounding it in.
- Pins must be inserted into end face.
- Node will not spin from using pin on wrong face.
While this makes scaling a little easier to do, it still doesn't
fix the fundamental problem of scaling being distracting and too
easy to trigger accidentally.
The "pummel" version of scaling caused some confusion when one
player accidentally triggered it trying to figure out how to get
lode out of lode ore. The current one triggers accidentally all
the time just from tabbing out of a game with it running (e.g. it
isn't paused in multiplayer) leaving the character staring at a
wall. While such a player WOULD have opportunity to find
handholds in the wall, we aren't differentiating between a player
who's scrutinizing a surface from one staring off into space.
The scaling needs to be made harder to trigger accidentally, like
reinstating the need for an empty hand. Using a right-click
action may also help distinguish it from pummelng recipes.
Removing this from the alpha branch so players don't get too
accustomed to this functionality and then have it change AGAIN.
This reverts commit 943604cf9588a316dce19e0a60a4219b52c4d905.
- Remove pummel recipes. Now find handholds just by
staring at a particular spot. Being closer or better focused
helps.
- Use only particles instead of a facedir node, so facedir
isn't a problem when adjacent to multiple walls/ceilings.
- Automatically upgrade "wall" climbing to "overhang" climbing
when a ceiling is present.
Before, settling was being processed out of order, so nodes could
fall into the space of nodes below and kick them out as items, so a
solid column of nodes could collapse and eject some nodes as items.
This makes hopper-feeding systems a pain to use.
Instead, explicitly signal upwards (tail-recursive) to settle all
falling nodes on the same tick, since they should already be falling
and accelerating downwards in lock-step.
This isn't perfect, as there are possible race conditions with things
being added into the node-space of the falling column while it's
falling, but it seems to work for now...
In the earliest days of the game, repose was added, and at the time it
seems that the intent was to have nodes "roll" off of their perches.
This caused problems though with tree leaves wandering an unlimited
distance down grassy hillsides, so it was changed so that repose
nodes could only roll off of loose/falling nodes that were able to "tilt"
to let the above nodes come off. Because of this, the implied action
here seems to have changed from "rolling" to "sliding", so the extra
ceiling clearance is no longer necessary.
There are other situations where we right-click on things and
expect a non-placement action, and that action fails. We should
probably be more consistent about not placing in these cases, as
players may be surprised by it, and be left in trouble due to
not having a tool to dig it back up. Requiring sneak is safer.
Now technically shelves violate this principle, but their
violation is much narrower in scope, i.e. only placement of
containers.
This reverts commit 4795a63116782fe47e72847dd308468a345b9369.
Guarantee 2 usable slots no matter how many different
injury effects accumulate.
Filled slots will be shared among different damage types
roughly proportionally.