- New near_unloaded API that supports custom
distance parameter, map bounds check, and
some optimizations.
- Add area automatic unload check support to ABM
API and add to applicable ABMs, replacing many
old manual checks.
Note that the explicit unload check is only strictly
necessary when something will happen due to
a node NOT being present in the area, e.g. something
igniting due to absent coolant, or soaking quantity
being reset due to missing sources. In simple cases
where the absence of a thing causes the ABM to do
nothing, then the standard check can work because
the default action is to do nothing anyway.
The original idea was that stacks of loose nodes should repack
from the bottom up, and self-repacking should never "race" against
reposing.
If the node is sitting on a solid node, it can always self-repack.
If it's sitting on a loose node, then only repack if the node
below is not itself in the process of self-repacking, and if the
node itself isn't awaiting reposing.
- Apply logic as first-class support so we can still
have custom after_dig_node hooks.
- Shared flag nodecore.silktouch_digging that can
be used in after_dig_node callbacks to determine
if we're in the middle of a silk-touch dig.
- Add coal particles to tarstone digging if the coal
is destroyed/dispersed during the dig operation.
By restricting the recipes we check based
on the name of the central object being
checked, we can do many fewer craft
checks per item and avoid expensive
checks.
Register a "rootmatch" property for all
recipes that represents a broader, quicker
test for recipe eligibility. False positives are
allowed but false negatives are not.
Since most recipes are eligible, we can
use this to build an index for fast lookups
of subsets of recipes to run and skip most
of the other ones.
Quench lava to amalgam and it can be moved
around like loose cobble. The tricky bit is that it
needs to STAY quenched at ALL TIMES, and is
not (currently) stackable, so water channels need
to be setup to transport it, and limited amounts
can be moved at a time.
It's also an igniter and thus will dry out sponges
left to keep it cool.
This freezes many things that normally happen automatically
in the world, including most ABMs and AISMs, and a few other
custom step logic items like the player "hot potato" logic.
This can be used for "creative mode" purposes to setup a complex
build without it running itself away from you, and for texture
pack authors, to have time to see things that are normally
transient or difficult to observe because of the effects they have
on nearby things or players.
Treat all API mods as a "layer", and use the new
nc_api_all registration to indicate that a mod depends
on the NC API (which ALL NC mods assume they do).
This means that each non-API mod does not need to
worry about which API mods it really needs and which
it does not, nor will they need to be updated for any
internal API restructures.
This is a game, not a modpack, so all mods will be
loaded anyway, and we only care about order. That
means that we don't really need to worry about
having excess dependencies because any mod we
don't actually need will be needed by something that's
loaded anyway. If somebody wants to reuse a
component elsewhere, they're likely to need to do
some work to untangle it anyway, because of the
amount that NodeCore mechanics interact and
interdepend.
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.