As long as the game clock is running, even if the area is not
loaded and processing ABMs, tree growth will "catch up" when the
area gets loaded.
I was hoping to build a time-integrated "soaking API" to deal with
this and short-circuit the box-mueller calculation to do model the
soak as time-continuous in O(1) time, but this is good enough to
get the expected behavior for now.
If I add more long-term time-integrated stochastic processes (i.e.
not just cooking recipes) then I can do the refac at that time.
ABM action calls are delayed until a background timer picks them
up, but it passes in the original args and assumes that the nodes
haven't changed. In addition, it bypasses our bug #8378 hack,
because that check is done in the abm action call but NOT the
background worker timer.
Do a check in the worker to make sure the node to be acted on has
not changed since the call was queued, and just let the call miss
and waste in that case.
Note that this automatically implicitly handles any #8378 issues
that may still be present since it has to force a fresh check of
the node to be operated on anyway.
Minetest abm node changes race with node
digging/placing by player. This was somewhat
noticeable with fire sometimes deleting nodes
used to snuff the fire, but with lux it's much more
damaging, since it allows a player to very easily
duplicate lux.
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.
- Move design principles back into docs (needs cleanup).
- New player-oriented README content.
- Clean up issue/wishlist docs a bit (some things are no longer
relevant).
Hopefully not too spoilery?
This should fulfill our need for a new player FAQ, and is based
on questions that I have actually been asked by new players.
Pummel on the face of a wall you can't dig with your bare hands
and eventually you will find handholds there, allowing you to
climb.
This will hopefully provide an immersive alternative to /stuck
for getting out of pits, which will also make players have to
carefully extricate themselves from their situations instead of
just using /stuck to bail and then running home to come back
with supplies.
- Fix tab switching events for formspecs.
- Add padding to fix cutoff text rendering issue.
- Added more pt and pt_BR translations from Terifo.
Note that when you call translate() on a piece of
text, it merely adds translation tags around it to
request that it be translated client-side, but when
the client submits formspecs, the button values are
the actually translated text, which you can't
trivially access server-side. That means that we
need to use different button fields, not just count on
different button name/values, for events.
Wooden doors now use a cheap wooden axle (though
you still need lode to chisel them). All doors must now
be lubricated with graphite (coal) before driving in the
hinge pin.
Bash gravel down into ash to produce dry aggregate.
Dampen the aggregate to produce wet aggregate. The ash chemically
reacts with gravel to produce a cement.
Let the wet aggregate dry and it will cure into smooth-stone.
It will tend to flow and wander if left uncontained though.
Water is now squeezed out, can be reabsorbed, BUT might disappear
before being reabsorbed anyway. The original sponge can be
removed, though, and the water will just disappear on its own
after the timeout.