If a player has sufficient upward velocity, then the gravity
reduction meant to slow downward acceleration instead slows upward
deceleration and the player flies ridiculously high. Doesn't
happen normally in vanilla, but can happen with mods.
Thanks to Lone_Wolf for reporting this.
NodeCore was already using sounds this way, i.e. assuming
they can't meaningfully be managed (may not be heard by
players just entering the area) so might as well get the
supposed performance benefit.
Added an override to allow sounds to be marked as NOT
ephemeral just in case it's needed.
Left to do:
- Adjust wet->pliant curing recipe (maybe use soaking
with ambient heat instead of cook/cool)
- Pliant->cured recipes/soaking.
- Stylus, pattern cycling recipes.
- Register groups for chiseling doors.
- Make recipe digging not use player inventory, but drop
as an item unconditionally. N.B. the old "replace with air
then drop item" method only worked with explicit item
names and not group detection.
Instead of instantly digging the rod, which makes it look like
it disappeared, try just "loosening" it into an item so it can be
scooped up without the pick.
It was always also possible to place the rod as an item and
pound that in, making it easier to pick up, but this may not
have been obvious to most players.
- Original texture by WintersKnight94.
- Node definitions and recipes adapted from original.
- Added some hooks in a few other places to make new
recipes work.
- Chip smooth stone with a lode pick or better to make brick.
- Bricks fall but don't repose.
- Apply mortar (wet aggregate) to bond stone bricks
- Bonded bricks can be moved but don't fall anymore.
- Storeboxes are now scalable.
- Standardize touch-hurt operation.
- Touch-hurt damage on scaling.
- Now possible to alter scaling time via scaling_time
group (percent of original scaling time)