2714 Commits

Author SHA1 Message Date
Aaron Suen
a12e1b359a Fix wrong group in grass check
This allows mods (e.g. WC Naturae) to register stuff
that's suitable for grass growth but not usable for
cultivating other, more complex plant life.
2021-12-26 09:06:36 -05:00
Aaron Suen
2c6eb8dd91 A few more translations 2021-12-26 00:15:46 -05:00
Aaron Suen
fde1d0ade7 Fix leaf decay check destoying loose leaves 2021-12-25 23:57:26 -05:00
Aaron Suen
9a2082f084 Fix soaking ABM push cache incoherence 2021-12-24 22:08:10 -05:00
Aaron Suen
31f8ab4ae1 Fix anvil hints (again) 2021-12-24 02:32:25 -05:00
Aaron Suen
dd5236f38b Mostly un-nerf rush growth rate
Sedges were buffed to balance it already anyway.
2021-12-22 21:49:39 -05:00
Aaron Suen
cd0470c3ab Support the new CDB "dev state" key 2021-12-21 20:47:11 -05:00
Aaron Suen
27f6447787 More translations, more notes. 2021-12-21 18:08:30 -05:00
Aaron Suen
d43fccf9f7 Update credits for new german translations 2021-12-21 12:27:42 -05:00
Aaron Suen
d450857844 Translation download reliablity update
Detect a translation that once had strings but became
blank due to an uncaught failure to download the
file from weblate.

Also make trace output a bit terser but more specific.
2021-12-21 12:26:24 -05:00
Aaron Suen
1c5434b433 Update translation src w/ hint/discover updates 2021-12-21 11:46:22 -05:00
Aaron Suen
3db0d71dcb Translation updates 2021-12-21 11:44:01 -05:00
Aaron Suen
2b9c30c8de Fix node stack meta privatization
When stack data was moved from node meta
inventory to fields, it was automatically privatized
and no longer sent to clients, which led to the
unintended consequence of breaking client
enable_local_map_saving.  Maps saved this way are
missing all stored item stacks, which can be a very
significant part of the gameplay and render the
maps useless for many purposes.

The default behavior should be to leave this engine
feature intact, with an opt-in option for those who may
have come to rely on the alternative behavior.
2021-12-18 12:42:45 -05:00
Aaron Suen
472cced786 Note 2021-12-18 12:20:10 -05:00
Aaron Suen
cc5ddfbc71 Notes updates 2021-12-18 12:18:23 -05:00
Aaron Suen
8c027089ae Merge branch 'unloadcheck' into dev 2021-12-18 12:14:08 -05:00
Aaron Suen
17c3f1700f Area load check for AISMs 2021-12-18 12:10:58 -05:00
Aaron Suen
31de8b0fde Add automatic unload testing for DNTs 2021-12-18 12:05:25 -05:00
Aaron Suen
a1b2df3941 Begin standardization of unload bounds check
- New near_unloaded API that supports custom
  distance parameter, map bounds check, and
  some optimizations.
- Add area automatic unload check support to ABM
  API and add to applicable ABMs, replacing many
  old manual checks.

Note that the explicit unload check is only strictly
necessary when something will happen due to
a node NOT being present in the area, e.g. something
igniting due to absent coolant, or soaking quantity
being reset due to missing sources.  In simple cases
where the absence of a thing causes the ABM to do
nothing, then the standard check can work because
the default action is to do nothing anyway.
2021-12-18 11:28:14 -05:00
Aaron Suen
42606f53da Add one player model issue to wishlist 2021-12-18 10:47:21 -05:00
Aaron Suen
a73d9e4457 Report demuxed ABM amounts too 2021-12-18 10:44:45 -05:00
Aaron Suen
646711fe8e Text formatting 2021-12-17 00:50:37 -05:00
Aaron Suen
58dc3accc8 Update wishlist, esp. player model issues 2021-12-17 00:43:50 -05:00
Aaron Suen
b3eb4b474b Allow run-up-ladders for "split" ladders 2021-12-16 23:41:15 -05:00
Aaron Suen
34907db496 Fix deleted wrong file 2021-12-16 23:05:03 -05:00
Aaron Suen
985cffbcc1 More issues cleanup 2021-12-16 22:57:59 -05:00
Aaron Suen
2537bb7c27 Finish basic hint reform 2021-12-16 22:49:07 -05:00
Aaron Suen
65dc1fe58f Start working on some hint reform
Got through a bunch of mods, up next is optics.

- Try to use crafting recipes rather than resources as
  the criteria for completing a hint.
- It's okay to use simple item observation for specific
  cases of transient things like pliant concrete.
- It's also okay to still use simple observations for the
  eligibility checks.
- Simple observation is also okay for naturally occuring
  e.g. decay processes, like wilting flowers, as opposed
  to crafts that need to be completed.
2021-12-16 22:31:50 -05:00
Aaron Suen
aad414bee0 More issues notes 2021-12-16 20:54:28 -05:00
Aaron Suen
fb76d23f36 Expand peat grinding to groups
- Use groups so it's easier for mods to add things
  that can be ground into peat.
- Pretty much all flora can be ground into peat as well.
2021-12-16 20:47:13 -05:00
Aaron Suen
b7e4809e85 Make rakes at least somewhat useful with doors
- Normal non-selective raking mode works when
  pushing a rake with a door.
- The rake does not pick itself up.
- Collected things are dumped at the location of
  the direct raking target.

This doesn't seem super useful right now, but
a rake digging a full stack of some item will cause
all additional stacks of items in its range to settle
near the full stack, which could end up over a chute
allowing the item to fall down, and thus could be
used to collect items that scatter over a wider area.

Before releasing this we might consider making
rake digging selective by default, so these can be
used to sort and filter items.

May also consider making it possible to dig with a
rake in other circumstances, e.g. pushing a rake
against an open side of a storebox that has no room
for the rake will cause the rake to dig that stack and
all nearby matches?

May also consider cleaning up the raking API entirely
to make it easier to directly invoke a rake via
machine digging ... or tidy up the machine digging
API so it's no so hacky.
2021-12-16 18:01:23 -05:00
Aaron Suen
32df131204 Merge branch 'master' into dev 2021-12-15 21:48:55 -05:00
Aaron Suen
f26cea0067 More images caught by the optimizer 2021-12-15 21:46:42 -05:00
Aaron Suen
1175aa0339 Fix missing back faces on flowing liquids 2021-12-15 21:36:20 -05:00
Aaron Suen
080aed561e Fix crash 2021-12-15 21:36:02 -05:00
Aaron Suen
6da9332d2b Random sedge placement size
This makes it possible to place sedges of any size on any surface,
including ones where sedges cannot grow, given enough patience
and materials.
2021-12-15 07:22:05 -05:00
Aaron Suen
c5e19ed1b5 Just show exact stack counts in looktips
Was there ever really any value to forcing a player to
pick up a stack to inspect it instead of just telling them
how many up front?  Probably not.
2021-12-15 02:38:07 -05:00
Aaron Suen
430d8dc7c2 Another image optimization 2021-12-13 23:47:33 -05:00
Aaron Suen
f936121be9 Tweak firestarting weights
Make sparks bias "downward" for igniting nearby
materials, making starting a fire on top of thatch
more useful, and making thatch a more useful
tinder material.
2021-12-13 23:42:28 -05:00
Aaron Suen
6cb8aecbf1 Thatch flammability buff
- Should be more flammable than wicker
- Optional alternative "first fire" tinder
2021-12-13 23:34:37 -05:00
Aaron Suen
a7127c0f0e Buff sedge drop rates
Sedge farming for thatch (the only major application
right now) is far too brutal, especially after the 8:1
conversion rate.
2021-12-13 23:28:26 -05:00
Aaron Suen
d6ebd48e26 Fix mod list 2021-12-13 22:54:13 -05:00
Aaron Suen
7d12ea4acb Use textures for all particles
These cannot be overridden by texturepacks
otherwise.
2021-12-13 22:18:06 -05:00
Aaron Suen
66ddeeb2d3 Fix players being hurt by own thrown items 2021-12-13 21:54:13 -05:00
Aaron Suen
f8df58eb67 Typo 2021-12-13 20:58:38 -05:00
Aaron Suen
f48798ba77 Tweak raking line opacity 2021-12-13 06:54:09 -05:00
Aaron Suen
8120a5c715 Re-rename hints/challenges to discovery
NodeCore is supposed to be a "player vs self" mental
challenge, neither tourism/spectacle, nor a "player vs
environment" conquest.  Players are supposed to find
their own goals, as well as applying the effort to
achieve them, and the nature of the goals is
purposefully as open-ended as possible, ideally with
no bias toward any kind of "completionism."

The name "Hints" implied some kind of assistance, and
thus was inappropriate.  The name "Challenges"
similarly implies an extrinsic source of motivation,
which the system is only marginally designed to
provide; especially, it helps new player gain some
momentum, but players are supposed to find their own
motivation eventually instead of chasing after
hint completion as a goal, especially since they will
miss the most compelling aspects of the game.

Somewhat experimentally, rename these once again
to "discovery"/"discoveries" and remove language that
suggests progress toward completion.  Add stronger
language suggesting that there is much more to
discover outside of this, hinting at emergent systems
as an example
2021-12-12 14:17:29 -05:00
Aaron Suen
f3bdf91dc6 More accurate entity settling
Under heavy lag conditions, physical entities may
land on the ground at any point during a time
step, but if they have a lot of horizontal velocity
then they may "slide" along the ground, and if we
only check for settling based on their pos at step
times, they may have already slid some distance
dependent on luck and the actual amount of
server lag.  This means that under heavy lag
conditions, items may spread out inconsistently
from their landing positions and make a messy
pile.

Using the MT 5.3+ moveresult parameter of
entity steps, we can easily find out when the
initial ground contact occured, and use that as
the settling position, which should be more
consistent under lag conditions.

This has the effect of making entities more
consistently "sticky" so they always tend to
stick at the point of initial contact and rarely
slide or glance along the ground, unless they
hit an edge/corner.
2021-12-12 10:01:24 -05:00
Aaron Suen
67e4c5d476 Leach to non-loose to aid witnessability
If the node leaches and then later repacks, then
the delayed witness would be lost.  This gives
players more time to witness the result.
2021-12-12 00:46:06 -05:00
Aaron Suen
95a27184d8 Refresh player guide upon closing it 2021-12-12 00:36:24 -05:00