The old method was designed for 0.4 compatibility. Since 5.0
there appears to be a flag we can just check to see if the item
is still moving according to physics or settled.
When removing a stack, if there is a stack above, move it
immediately into place of the removed stack. This works
recursively, so stack nodes never have a chance to break out
into item entities, fall to the bottom and make a huge mess.
Unfortunately there isn't a very good visual for the stack
shifting down yet, but at least the gameplay is there.
When a leaf node is displaced by crushing by a falling node,
instead of ejecting an item, try to place the node itself within
a reasonable distance.
This shoudl reduce the number of stack nodes generated from tree
canopy decay, and should alleviate the inconsistency of leaves
falling sometimes as nodes and sometimes as stacks.
- 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.
If items have a common "stackfamily" property in definition, then
they combine stacks; name and metadata are effectively ignored and
any name is considered acceptable for the combined stack name.
This is used by Lux to allow it to stack naturally instead of the
player having to lay them out spaced on the ground to "cool" them
all to the same level, since all Lux changes dynamically anyway.
Attempt to place stack node directly when player is pointing at
a node space, instead of tossing out an item ent.
This makes item organization less tedious in the early game, as
players are manipulating node positions instead of calculating
ent ballistics in their heads when trying to lay out inventories
on the ground, or using naive shelving.
(Note that wooden shelves still have an advantage in how quickly
items can be taken from them).
Items are still tossed as ents if a player is not looking at a
valid place in nodespace, so inventories can still be e.g. thrown
over a cliff or jettisoned in the ocean...
- Expanded fire api, added "check" varieties of things that also
perform relevant checks for eligibility. Standardized testing
for ventilation.
- Snuff embers to coals as fuel.
- Fuel is consumed randomly by flames. This means that fuel that
are surrounded by flame burn out quicker, while flames
surrounded by fuel consume fuel from each node slower. This
adds subtlety to furnace design for efficiency.
This restores an old visual scale from the extremely early days
of NodeCore. That style was removed to syncrhonize the scale of
stack nodes with item ents. The syncrhonization can work the
other way, too, though.
This was triggered by wanting to make loose item ents more
visually distinct at a glance from settled stack nodes, by making
loose item ent rotation faster. Since we were going to change the
properties either way, given that, then we might as well use the
better visual.
Since making stack nodes have a full-size collision hull, it was
distracting having the items inside be so mismatched in scale.
Also, the "pointing around stacks" thing becomes less important
in long-run gameplay with shelves in play, which do not allow
pointing around/through anyway.
- Allow applying dirt to eggcorns w/o sneak again.
- Allow dirting any face; basically just do the custom check
directly.
- Back out the "shove eggcorns into placed dirt" recipe.
- Place EggCorns as items, not as nodes.
- Tweak visual scales, thicken them up a bit.
- Allow planting eggcorns into dirt, as well as throwing dirt
over eggcorns, to make planting easier.
- Clean up registered_* usage patterns.
- Reduce tendancy of leaves to create stack nodes.
Now they tend to stack up properly in-world more often.
- Tweak damage system to create "headroom" where minor
damage doesn't cost inv slots immediately.
- Make player hand skin color match model skin.
- Cleanup/unify grass abm logic.
- Start installing new sounds by MagikEh
Sound source:
https://github.com/MagikEh/SoundsOfWarr
Avoid above-grade placement, but randomly allow it, allowing
items that are "stuck" in a pile of leaves to gradually
random-walk their way out into a stable position.
With item_eject trying to place stack nodes now instead of ents,
converting stack nodes to ents was causing an infinite loop.
Impart a tiny velocity on ents to make them ineligible for
automatic immediate stack placement.
Hacky. Should probably have a separate API to indicate ejection
as an ent or as ent/stack or something.
The old code wasn't working in v5.0+, due to the separation of
item entity physical_state into separate moving/sliding states.
Instead, just check to see if its position has remained unchanged
for a nominal amount of time before settling.
Using a separate ABM for this. We may want the burn-up effect with
containers later, but it may have to be handled differently in
those cases as the container itself may have flammability
characteristics to take into account.
This SHOULD also resolve the problem with transient states of the
stack node (i.e. wherein it was temporarily empty) burning up,
which caused some things to burn up when they shouldn't.
Particularly egregious was the destruction of hot lode prills when
they dropped into forgefire.
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.
- Refactor player knowledge into player mod, to declutter API.
- Move player knowledge into mod storage so players don't need to
be connected to access. Old knowledge will be reset, but I
doubt there was very much of it to lose.
- Start gathering some basic stats.
- Main glaring omission is player moving and idle time.