This is allows you to split a stack by throwing individual items
with sneak-drop, letting them settle into a single stack, and
then sneak-digging the stack to keep it separate in your inventory.
This makes it possible to split stacks into arbitrary quantities
without having to use the inventory GUI.
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.
- 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.
Axes were way too powerful, and apparently even stone axes were
digging trees way too fast. Make this closer to the speed of
digging stone instead of the speed of dirt. Make higher-tier
tools more useful here.
Appears to work with existing functionality.
Next step will be to rework pummel to use a "recipe" system and
reuse most of the useful parts of the crafting system.
Nobody was using the snooper; not worth the bother to host it.
Instead, consolidate player statistics tracking for the achievement
system. We can still use it for statistics collection, but users
would probably have to post world dumps for that.
- Eggcorn cleanup. They look a little better falling out of the
tree, and we don't have so many now.
- Crushing damage fixes. Crushing is nuanced now, and most things
don't smush you, and many do reduced damage. A few may do more.
- Item stack convenience. Items landing on a stack or right-
clicked onto one attempt to merge into it.
- Ladders now fall (they don't connect to sides). Use the new
full-scale frames for ones that don't.
- Defined nodes, slabs, and prills of lode.
- Heating lode ore releases hot lode prills.
- Lode things in stack can air-cool to anneal or water-quench to
harden/temper. Cooling of placed nodes/slabs is planned.
- Hot items cannot be carried; picking them up causes damage and
causes player to drop them.
- Random initial rotation.
- When stackable items represent a complete full stack, rotate
about 1/3 as fast as normal. This subtle cue helps organizing
storage by finding available space, but you still need to pick
up the stack if you want an EXACT count.