Swap it out with the breath bar, since the breath bar won't be
displaying most of the time, so we can afford to not read what an
item is until we come up for air to look at it.
Also, "eggcorn" is a single word.
Had multiple complaints from players that trees are hard to find.
The possiblity of needing some exploration is reasonable, and we
don't want the world to be too uniform for aesthetic reasons, but
there shouldn't be much harm in making trees less frustrating
to find.
- Players heal over time at variable speed, depending on subtle
environmental factors.
- This frees us up to work on the death mechanic, since it's no
longer the only way to restore health and prevent an untimely
death.
- Trees now take a long time to develop after planting.
- Environmental factors are important. Growth is aide by access
to dirt for roots, and extra moisture from nearby water sources.
- 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.
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.
- 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.
Iron ore is distributed in sheets. The ore itself will not be
exposed to the air (or any other material other than stone) but
can be detected by the rusty tint it gives nearby rocks.
Iron ore is a stone that yields cobble infused with iron.
Smelting processes to produce steels are TBD.
This actually makes it a little easier to start a fire, in case
the node we picked to send sparks to isn't flammable enough; the
fire here may last long enough that, depending on ABM timing,
nearby tinder may catch fire anyway.
- Clean up utils into multiple files.
- Standardize limited ABM.
- Standardize debug trace handling. Instead of using chat_send_all
to debug, and then having to remember to remove before release,
allow privileged players to receive all server debug messages.
Presumably this will change in the future, but it's also not
a given that we should have a falling or rotating version of the
tree (or that it should also split to planks).
Much TODO:
- Primitive adze should not harvest trees whole; need to split into
planks from end only.
- Not entirely satisfied with crafting experience from gameplay nor
API perspective.
- Need an easier way to register these kinds of recipe checks.
- Need more gameplay actions to commmit a craft, e.g. have to pound
the tool head into place.