We were assuming that falling_nodes would settle in an
orderly fashion and just calling the node placement code, but
not the displacement of old nodes.
Make sure that things aren't destroyed in the landing zone.
Many processes that have a significant speed/time component can
now have speeds adjusted (as a multiplier from base rate) via
settings.
Things that can be adjusted:
- Tool speeds (including digging and pummeling)
- Cooking and pummel recipe durations
- Soaking processes like tree growth, peat fermentation
The settings are hierarchical, so groups of rates can be
adjusted together, and a further multiplier can be applied to
each member of the group.
The settings are calculated dynamically, for power users only,
and documenting them is out of scope for the project.
Specifically, this should help tuning for Kimapr's SkyBlock, and
possibly other mods involving signficant gameplay rebalancing.
This should improve game efficiency/smoothness when
a lot of flammable stuff is present but there are no
corresponding massive fires.
This seems to address runtime jitter issues noticed
after placing hundreds of coal nodes inside a forest.
Use high-res version in a few places we were using integer-res
timer before. This should e.g. smooth time variation of wind
strength for ambient sounds.
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.
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.
- Make handhold nodes glow, to visually simulate the player
character's now "familarity" with them by feel. We have to
represent it synesthetically because the game only gives us
sight and sound to work with.
- Make floors "scalable" so that they glow, even though they
don't affect maneuverability.
The effect of this is to allow a player who has fallen into a dark
cavern to navigate, slowly, by feel, allowing more extensive
self-rescue possibilities.
- 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.
- Leave it nil to use the default (5 levels over).
- Set it to false to disable (always drop_in_place).
- Set it to a custom set of groups to skip drop-in-place if the
tool would be able to dig a node with those groups.
Make tree sounds managed by the mod that defines the nodes in
question using register_ambient, consistent with other things like
fluids.
nc_envsounds is now responsible for just the air moving and
cave dripping sounds made by air itself.
Common windiness logic moved into api layer.