Since the recipe output count matches frame count, this is more
consistent with design intent.
Shelves can also be crafted in place this way for use in a tote.
When picked up, it carries up to 8 surrounding shelves with it,
allowing significant inventory compression into one slot. Needs
to be placed somewhere everything fits to access the inventory
again.
Had multiple complaints from players that trees are hard to find.
The possiblity of needing some exploration is reasonable, and we
don't want the world to be too uniform for aesthetic reasons, but
there shouldn't be much harm in making trees less frustrating
to find.
Encumbrance is calculated from inventory slots filled (ignoring
count within stacks), compared to health; players can freely carry
the same proportion of slots as their health.
Players who are encumbered lose up to 80% of their walking speed
(i.e. for a full hotbar and no health).
This is another disadvantage for being injured, and an incentive
for players to take care of their health.
- Apply stratification last in shared mapgens, so it can see all
already-placed ores.
- Support stratification for nodes other than plain stone.
- Register lode stone and lode ore for stratification.
- Players heal over time at variable speed, depending on subtle
environmental factors.
- This frees us up to work on the death mechanic, since it's no
longer the only way to restore health and prevent an untimely
death.
- As a general rule, we're disallowing nesting of containers for
now. Only bare stack nodes may contain containers.
- Overhaul docs. Ideas are getting out of hand, shoved a lot of
stuff into the icebox for now.
- Make node match operate on only one of node or stack, depending
on whether node defers to stack via is_stack_only. This should
hopefully prevent future pummel recipe issues.
- Add new core stack API. Needs to be deployed in a lot of places.
- Start work on system for allowing flammable containers; they
eject their potentially non-flammable contents.
With item_eject trying to place stack nodes now instead of ents,
converting stack nodes to ents was causing an infinite loop.
Impart a tiny velocity on ents to make them ineligible for
automatic immediate stack placement.
Hacky. Should probably have a separate API to indicate ejection
as an ent or as ent/stack or something.