If the item type does not at least pratially match any cooking/cooling recipe the first run, assume it never will and cache this fact
so we can quickly skip all stacks of the same
item next run.
Suggested by oilboi to make the swimming eye
height match the model anim. There is a bit of
jank switching between swimming and standing
height, but it doesn't seem to be too bad, and it
makes players have to actually break the
surface to breathe, and makes swimming a little
less bizarre in 3rd person view.
- There was never any real proof that the
limiting mechanism was necessary, and if it is,
it may be better to use it sparingly.
- We suspect this may be complicit in some
serious issues, such as door ablation failures.
- Despite 2 different revisions of the code,
limited abms have never worked reliably.
- Instead of fixed count limits, either dynamic
or time-based limits would be better.
This should lower the gap between the SP and MP
experience, since generally tools recharge all day on
MP but only when playing for SP.
Nerfing lux tool capacity should reduce the tendency
to rely on lux for everything after a certain point.
As always, boosted lux is exempt.
These things are way too durable as they are, and it's
actually kind of game-breaking. Players with lux
tools are in an entirely different class from players
without.
Instead, players should be forced to invest more in
lux reactors, or rely more on tempered lode as an
"everyday" tool and use lux for special projects.
Boosted lux is exempt from this nerf, and is now 4
times as durable as ordinary lux. It might not be a
bad idea to allow them not to experience any wear
at all when boosted...
The hack to start new players with full breath does
not apparently work with existing players, so players
are joining to find their breath half gone at the start
of play.
Instead, let's just hide the breath HUD entirely for the
initial half of underwater movement, and only show it
when the player is running low. This effectively hides
the fact that players are losing the top half of breath
when joining, in the common case.
Players joining and being immediately submerged in
water is an uncommon enough case that this will
probably not affect gameplay significantly.
This feature is too annoying in practice and makes
the player harder to control when in water under most
circumstances, and isn't worth it for the cases it does
handle.
Buffing player breath should help alleviate drowning
problems due to network issues or chat. Players may
just have to manually resurface more frequently.
This feature could be reconsidered for inclusion if a
better way to do it could be found, and if it could limit
gameplay impact. Ideally the player should simply
remain at a fixed location when not moving (i.e. the
player character should counteract any drift
automatically) but that would require engine/client
changes.
- Flowing lava quenches to pumice
- Pumice can spontaneously melt back to flowing
lava, when touching lava, and sometimes even
when still quenched.
- Pumice cannot be harvested or moved, it's
utterly destroyed by digging.