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.
There are other situations where we right-click on things and
expect a non-placement action, and that action fails. We should
probably be more consistent about not placing in these cases, as
players may be surprised by it, and be left in trouble due to
not having a tool to dig it back up. Requiring sneak is safer.
Now technically shelves violate this principle, but their
violation is much narrower in scope, i.e. only placement of
containers.
This reverts commit 4795a63116782fe47e72847dd308468a345b9369.
Guarantee 2 usable slots no matter how many different
injury effects accumulate.
Filled slots will be shared among different damage types
roughly proportionally.
These are based on the nodecore "honeycomb", so they should at
least thematically match the other textures somewhat, even if
they're not super-attractive.
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.
Separate ore melting and draining processes, to
ease the cognitive leap necessary to figure out
lode smelting. Players now get feedback when
they have figured out the heating part of the
process, and the visual for cobble with molten
lode in it hints at the draining process.
- Pack 8 leaves into 1 peat node.
- Leave peat nodes near soil and moisture to decompose further
into humus.
- Humus is a high-quality soil that works like dirt in most
ways, but grows trees quite a bit faster.
- Humus converts to dirt via grass (and eventually maybe other
plant cultivation activities).
Once a writing node has been scrawled, hold your charcoal and...
- punch it to change between the 8 glyphs
- right-click it to change between 4 to 8 rotations