Move unconfirmed/unreproducible issues to a separate
"rumors" file, move issues back to main lists only once
we've found a way to confirm or otherwise understand
them (or really just go ahead and fix them immediately
if possible).
Get rid of the intuitive leap necessary to climb a
tree to make planks. Instead, a wooden adze
can be gravel-tipped (adzes are now represented
in all tiers) and can chop tree trunks.
The graveled adze is as powerful as a wooden
hatchet and spade combined, in terms of
diggability, but it breaks after a SINGLE use.
It doesn't consume the gravel it's made from,
but reapplying the tip each use is a lot of extra
process.
When leaves decay, they accelerate checks for
decay of nearby leaves, so overall tree leaves
decay much faster, but without increasing load
at steady-state i.e. for stable trees.
Thanks to Kimapr for the basic approach, and proving
the concept.
Doors pressing a single-item stack now place that
item as a node, and trigger placement recipes. Doors
pressing nodes that don't have a single item stack
node form (sticks, leaves) also trigger placement
craft recipes.
All craft pressing recipes require some form of
backstop to provide pressure.
- Categorize types of issues, since I find I pick through the list
not based on absolute priority but based on what kind of things
I feel like working on, e.g. gameplay improvements vs. code
quality.
- Clean out the icebox. Reinstate a few things at bottom of other
lists, clean out the rest.