We actually have good enough coverage to
push in events when the ents need to update
appearance, so the only thing the patrol
on step was doing was clearing old ents that
the ABM wouldn't catch, which would just be
cleared eventually anyway due to unloading
or something.
This cuts out a major performance cost item
entirely.
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...