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.
- Collapse all nodecore "core" mods in the /mods listing, so it's
easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
a little easier.
Wooden doors now use a cheap wooden axle (though
you still need lode to chisel them). All doors must now
be lubricated with graphite (coal) before driving in the
hinge pin.
The alternate_loose/dig_in_place logic for cobble is interfering
with how stone doors work when dug, but it's still playable and
lossless, even though it's a bit tedious. I'd like to understand
why it's happening this way and I can't seem to bypass it easily,
but it may be justifiable to leave it this way.
Shockingly it WORKS.
Does not yet interact reasonably with a lot of terrain (should
arguably push liquids, falling nodes, items, etc.) or entities
a(i.e. should arguably push players).