This created a ton of dependency inversions, which
necessitated moving a number of API functions up into
higher layers, and restructuring dependency lists for
a number of mods.
BOLO: non-deterministic load errors due to missed
dependencies.
If the falling item/node causes enough damage to
trigger a "hurt" effect, then it loses much of its energy
and bounces upward off the player.
This will also reduce the "scraping" effect when nodes
fall through a player. Hopefully the damage from
falling things is a little more consistent now.
- Make some adjustments to player entity location finding.
- Genericize crush damage logic to apply to item entities too.
- Item ents cause only 20% crushing damage.
- 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.
- Nodes that are falling do damage to those near to them from
crushing and/or friction.
- Player activity can cause falling nodes left in precarious
positions by mapgen to fall randomly.