- Split infusion logic from tool registration
so tools aren't depending on sharing local
tables with infusion logic.
- Use alternative_lux_* fields on tool item
registrations to control how lux infusion and
boost/unboost applies to tools.
- It should now be possible to register tools
independently that can tap into lux infusion
and boost features.
- It should now be possible to make tools
boostable, unboostable, and infusable all
independently, so they don't need to support
all those actions, and they don't need to
round-trip from e.g. a boost/unboost operation.
- We no longer depend on a naming convention
for boost/unboost pairs (though in practice we
follow it in the core game, but mods are not
required to).
This should lower the gap between the SP and MP
experience, since generally tools recharge all day on
MP but only when playing for SP.
Nerfing lux tool capacity should reduce the tendency
to rely on lux for everything after a certain point.
As always, boosted lux is exempt.
These things are way too durable as they are, and it's
actually kind of game-breaking. Players with lux
tools are in an entirely different class from players
without.
Instead, players should be forced to invest more in
lux reactors, or rely more on tempered lode as an
"everyday" tool and use lux for special projects.
Boosted lux is exempt from this nerf, and is now 4
times as durable as ordinary lux. It might not be a
bad idea to allow them not to experience any wear
at all when boosted...
Infusion of worn tools is slightly faster, but drops off
quickly as tools are more full. Lux tools can effectively
NEVER be perfectly unworn anymore.
This helps balance out lux tools, which, once
unlocked, were also obviating the need for proper tool
resource management, since they could recharge
so easily if you had a spare set in the reactor.
Now, players need to pay attention to which tools are
most/least worn, and keep the most worn ones
infusing to ensure the reactor resource is being used
most effectively.
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.
Comb through issues. Shelve some of them. Fix a couple.
Add some ideas and reorganize/recombine others.
Lux tools should infuse in any open container, so shelves should
work fine too.