- Smoke API uses expandable options param instead of positional
- Separate burst qty from automatically adjusted rate
- Backward compat with old API for now
- Standardize burst of smoke puffs for crafting
- Torches emit small smoke particles at increasing rate as they
start to wear out, to warn players holding them to light another
- Torches now emit a puff of smoke upon snuffing
There is a chance to find some at any depth. At
around -256, it should start to get practical to
actually hunt for it. By -600 or so, it is common
enough to actually be an obstacle, and deep
caverns start to get pum-filled.
Pumwater is added by scattering "blob" ore
throughout stone at various depths. Stone
immediately above pumwater sources is carved
away to air, to encourage the pumwater ambiance
to play, to make it a bit easier to find it by audio
cues.
- 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.
Witness checks include data about the node in
place at the time that the witness even occurred,
so players are not awarded credit if the node they
see there was changed again afterwards. A lot of
old witness code inserted the witness right
before the node was changed, since the node
change was done as a tail call, but this does not
work with delayed witnessing because the
delayed witness data would be tied to the old
node, not the replacement one.
Moving witness to after node setting should fix
a number of broken hints that should have been
delayed-witnessable, e.g. brick bonding.
We were using action log level for a lot of
things because by default MT does not seem
to capture info logs to stderr. On "production"
servers though this makes too much noise and
makes it hard to find actual player actions.
Servers that want info logging will just have
to configure/compile it in.
- Wilted flowers can be planted but will
disintegrate if plucked.
- Flowers can be washed away by water.
- Destroying flowers/sedges uses the same
particle effects as pumice.
Hints themselves have not been tided up
much, but this makes the project of fixing the
hints for each mod a little more manageable
and breaks up the hard-to-navigate single
monolithic hints file in the old guide mod.
The old guide mod has now been completely
retired. Hints are now a full-fledged API-layer
standard feature.
Face-touching water can be converted to pumice instead of the
flowing lava (e.g. lava intrudes into that space and quenches
instead) creating even more of a mess.
- Flowing lava quenches to pumice
- Pumice can spontaneously melt back to flowing
lava, when touching lava, and sometimes even
when still quenched.
- Pumice cannot be harvested or moved, it's
utterly destroyed by digging.