The builtin grant/revoke commands modify the privs table returned
from get_player_privs, which can poison the cache if the priv
modification is later aborted due to an error. Return a clone of
the privs table instead so that modifications of it don't affect
the cached copy.
If the transformation happens at the player's actual
location, they don't have to "see" it if they can "feel"
it. This fixes witness triggers happening inside the
player's inventory.
Note that these are separate from the existing
recipes used elsewhere out of necessity. Lode
also anneals faster when carried (it's exposed
to more air cooling).
- Pick up and carry hot lode things
- Sane tool wear management
Known Issues:
- No recipes yet
- Glowing things don't anneal/temper when inside
player inventory
Door press and plank recipes now share the same
underlying logic for checking for a "backstop".
Refactor the recipe checks a bit more to get rid of
excess structure and named functions.
After successfully moving a node, always stop trying
to move that node to another spot, regardless of
whether or not we had any retries to process as a
result.
Rotate horzy and verty etched concrete around its vertical axis
when it's placed. This only affects the direction of the stripes
on the top and bottom of the blocks. For example, a cross-beam
made of horzy concrete can now have the stripes on the top and
bottom of the beam in the same direction as the stripes on the
sides, or not, as desired, where before the top and bottom stripes
always ran east-west.
The YCTIWY mod is already keeping track of offline player
positions, so allow admins to use those for teleportation. This
is sort of like the szutil_offlinepos mod, but as a standard
game feature now. It can be useful for admins to quickly locate
players who are trapped and need rescue, or suspected of griefing
and need to be confirmed.
Protection mechanics are fully disabled for all actions carried
out by world mechanics itself, including machine digging/placing
and entity/fluid displacement.
This may create new opportunities for players to abuse and bypass
protection mechanics. This is an acceptable loss; the integrity
of game mechanics is more important, or else players are forced to
remove protections anyway in order to get their builds to actually
work.
Instead of hard-coding for the special glass case, check only open
faces of a storebox if the storebox_sealed group is set, otherwise
keep using the old logic of all directions.
A sponge will survive in a shelf or lode crate as long as no side
is exposed to air. It will survive in glass cases as long as the
open top is not exposed to air; the sides are not checked.
This reverts commit 16ed60d43fdba76d01d5800e561bd0c401085399.
After playing with this for a while, it's too ugly and the sprout
bit itself isn't really tall enough to warrant a tiny extra
selectionbox. I had done this because the catrealm mod has a
bush stem node that's bigger, and applying it to the bush sprout
was consistent, and thus the eggcorn sprout too ... but maybe
it makes more sense to just exempt the tiny sprouts.
If the rake breaks partway through an area dig operation, don't
continue digging everthing else with the hand, since that can
leave displaced nodes when using higher-tier rakes.
There was an arc of dark pixels that was
triggering my pareidolia and looked like a
handprint. Break up that, and possibly some
other patterns, and make stone look a bit
smoother and subtler.