If a player is close enough to an event when it
happens (withing "likely hearing" distance) then if
they later punch the node then they can "collect"
the discovery.
The idea is that if a player hears the sound of
something happening, then they might go and
investigate and discover the thing they thought
they had left there isn't what's there anymore.
In retrospect I may want to combine this with a
limited form of the visual witnessing, just as there
may be events that a player is less likely to touch
in aftermath, or may not be practical to (e.g.
if what's left behind is air)
These may be especially valuable because some
players may be used to dropping items ONLY using
the formspec inventory and may have forgotten that
they even have key bindings for this; the hint should
motivate them to search for a way.
This reverts commit 03f8d32967cc35e418d8ffb46b00f65eaf34e685.
Apparently this causes item destruction: when stack nodes are
secondarily dug by a rake, their items are not given to the
player.
It seems as though the new intercept hooks are catching
everything, and since this logic was disabled hardly anyone
noticed. The few rearrangements that were happening were
probably caused by inventory clear/restore mods unrelated to
NC operation. This code was quite complex and removing it
will simplify the project.
If there are multiple variants with conflicting
translations and no "generic" translation, then
sort the variants into an arbitrary but constistent
order so we always get the same results each
time we run this with the same input, and
translations don't fluctuate.
Share strings across variants for a common
langauge, if we don't have a string for that
specific variant. This should help us get better
overall translation coverage.
This is done as a "filter" on converting the raw
weblate data to MT locale files, so we don't get
the purity of the original translations ruined.
Want to see if we see anything weird during
gameplay, since this is quite rare now. We are
still recalculating what we WOULD have done for
debugging purposes so if we see anything weird
we can tell if the rearrange would have fixed it.
When I was watching other people work on their
reactors, I was standing some distance off and
still got significant radiation damage after a
short time, even with the reactors subcritical.
Cut the radiation accumulation rate by 75% this
time, while buffing flux a little more relative to
solids.
Items in inventory can both emit radiation
and shield you from in-inventory radiation.
This process happens separately from
node-space radiation, though.