- Defined nodes, slabs, and prills of lode.
- Heating lode ore releases hot lode prills.
- Lode things in stack can air-cool to anneal or water-quench to
harden/temper. Cooling of placed nodes/slabs is planned.
- Hot items cannot be carried; picking them up causes damage and
causes player to drop them.
- Random initial rotation.
- When stackable items represent a complete full stack, rotate
about 1/3 as fast as normal. This subtle cue helps organizing
storage by finding available space, but you still need to pick
up the stack if you want an EXACT count.
- Now collecting all stats I want for first version, including
player idle and moving times, to track player's actual
engagement.
- Started working on report submission system. Unfortunately so
far I haven't been able to figure out how to get http enabled.
- 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.
- 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.
Can construct simply using a stack of sticks. Makes it possible to
maintainably tunnel upwards to bring in sunlight for indoor light
for shallow builds, and provides a safe walking surface above.
Also:
- Fixed recipe rotation to include normal check.
Allow up to 2% wear. Sometimes you're diggng with a stone tool and
the tip breaks off and you don't notice (there's no sound yet),
so you accidentally dig a little with the wood tool and get it a
little dirty. Let's be a little forgiving, and allow the stone
tip applicaton to also apply a little "repair" to the underlying
wood tool.
- Add a bit of stone to the tip of a wooden tool to harden it.
- Stone tools wear back down to their wooden originals.
- Stone tools dig faster, but wear quickly, so you need to pay
attention to wear levels and carry spare stone tips.
Also:
- Nerfed mining speeds again, but made higher-tier tools much
faster relative to lower.
- Nerfed tool durability as well.
Also:
- Standardized item ejection logic.
Try to place items into existing stacks when searching for a
settling location.
Try to launch items from reasonable corners of a source node in
item_eject so they don't self-collide and end up in one pile.
For now this is a stopgap to make sure that things aren't diggable
now that we want not to be.
This whole group level thing is kind of a mess. We will probably
have to switch to a strategy of using fewer levels and more
different groups in the long run. Based on the feedback I've been
getting in the MT Discord, it sounds like the number of tiers may
not be very flexible.
- Make check/resolve functions naturally paired instead of having
to test the "check" value, so we can use the "check" value for
more specific parameter stuff.
- Make existing pummel logic use a standard tool speed check.
Try to standardize the way we handle tools, materials, digtimes.
- Levels start at 1 and work upwards.
- Level 1 is for "hand" or "primitive" tools.
- Levels 2+ are wood, stone, metal, etc.
- Link dig times, tool levels, and durability together.
- Material groups now define standard "base dig times" which
are the main thing that makes e.g. stone harder to dig than dirt.
The speed of digging almost everything will probably have changed,
in some cases not for the better; much testing will be needed.
Rename it to "lode" so that its relationship with the more familiar
iron element is less direct, to maintain a higher baseline level of
suspension of disbelief.
Also restructure the way ores work in general, especially with
respect to normal stone. Natural ore deposits are stone with a
texture overlaid. Cobbled ore is the same ore "stain" texture with
alpha stripped and cobbles drawn over it. Normal cobble is now
basically what "gravel ore" would look like. This should allow
us to get a more consistent ore appearance with fewer textues.
- There are now 6 degrees of embers. Better fuel sources will
make better embers.
- Embers differ only in lifespan; each class lasts twice as long
as the previous. Top-grade fuels may last 15 minutes or
longer.
- Embers decay stochastically.
- Embers decay 16x as fast when smothered, but still go through
the same lifecycle.
Also:
- Plain ash now reposes.
There are no infinite fuel sources, nor are any specifically
planned at this time.