Wrong falling check. We don't need to check for repose
because that's already handled by an ABM. Instead use the
standard check_for_falling that's recursive.
The press will now search a small distance through falling
nodes to find a solid node, as long as there are no air gaps
in the pack of falling nodes.
This makes aggregate automation possible.
When lenses face one another and are each fed light to
become active, they now prefer the active state over the
shining state.
Interestingly, inline vs. angled configurations have different
numbers of stable configurations...
- Healing rate is always the same, regardless of environment.
- Remove visible damage from player.
Lasting injury has just never really been a major gameplay
factor, and making players wait to heal under certain
circumstances did not feel like it made gameplay "better" in
any way.
Now, if you get hurt, you drop your stuff, and have to wait a
MINIMAL amount of time before you can pick it up again.
Similarly, with visible inventory, the damage textures are
redundant, and with the gameplay importance of injury being
so diminished, they were visual overkill.
Supposedly entity attachment is fixed in v5.1+.
Replace the "rotating toolbelt" with a front bandolier placement.
- Should be sufficiently realistic.
- Explains quick access to items (backpack wouldn't).
- Keeps "social surface" of player on front.
If watching someone else scaling a cliff from a distance, you will not
see where the handholds are, but if you are nearby, you will be able to
see and share them.
- Prevent downgrading.
Should prevent player from falling when overhangers replaced.
- Allow hanging construction through other scaling nodes.
Should prevent full overhangs from being blocked by wall scaling.
- Repeat/hold place (right-click) with empty hand instead of pummel.
- Otherwise, works similarly to first generation.
- Scaling nodes can overwrite each other now (upgrade wall to ceiling).
- Visuals are now particle-based instead of texture, like Gen 2.
Use high-res version in a few places we were using integer-res
timer before. This should e.g. smooth time variation of wind
strength for ambient sounds.
- Packing recipes blocked by stack node visinv ents.
- Item duplication between sliding/falling nodes.
A little sloppy still, but at least it seems to fix the issues.
This should help mitigate issues that can cause falling_nodes to
clobber doors. It may make some builds that were working
unreliably before now not work at all, but after a redesign, they
may work more safely now.
When you have a thing in your hand that doesn't help
you dig a node, but you can dig that node by hand,
then apparently the after_use callback still seems to
trigger, causing the rake effect, and wear-out.
Any items that don't fit in the player's inventory will gather
to the center of the raked area, so they can combine and pile
together for easier pickup later.
Don't allow writing on surfaces of nodes that can transmit
light, which includes:
- Glass, which is too slick.
- Non-solids like frames, shelves, totes, which aren't flat enough.
AISM's now tick against stacks, including in piles, shelves,
and player inventories, (hopefully) efficiently compared to
the old way with separate ABMs. Item entity support is also
possible, but not necessary yet.
This started out as a bugfix for being able to put a torch inside a
shelf, which didn't make much sense gameplay-wise. It ended up
going quite a bit further.
- Aggregate now gets wet in stack form. Swimming with dry
concrete now has consequences.
- Lux reactions, radiation, and infusion should now behave more
consistently.
- Sponges can now wet or dry in stack form, including inside
containers.
- Torch ignition, quenching, and extinguishing is now more
consistent regardless of context, and torches are now more
dangerous, and can ignite things in more contexts.
- No graphite lubrication needed.
- Just insert pin instead of pounding it in.
- Pins must be inserted into end face.
- Node will not spin from using pin on wrong face.