This created a ton of dependency inversions, which
necessitated moving a number of API functions up into
higher layers, and restructuring dependency lists for
a number of mods.
BOLO: non-deterministic load errors due to missed
dependencies.
Many processes that have a significant speed/time component can
now have speeds adjusted (as a multiplier from base rate) via
settings.
Things that can be adjusted:
- Tool speeds (including digging and pummeling)
- Cooking and pummel recipe durations
- Soaking processes like tree growth, peat fermentation
The settings are hierarchical, so groups of rates can be
adjusted together, and a further multiplier can be applied to
each member of the group.
The settings are calculated dynamically, for power users only,
and documenting them is out of scope for the project.
Specifically, this should help tuning for Kimapr's SkyBlock, and
possibly other mods involving signficant gameplay rebalancing.
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.
- Make handhold nodes glow, to visually simulate the player
character's now "familarity" with them by feel. We have to
represent it synesthetically because the game only gives us
sight and sound to work with.
- Make floors "scalable" so that they glow, even though they
don't affect maneuverability.
The effect of this is to allow a player who has fallen into a dark
cavern to navigate, slowly, by feel, allowing more extensive
self-rescue possibilities.
- Collapse all nodecore "core" mods in the /mods listing, so it's
easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
a little easier.
They sound silly, i.e. melting sand/steel now sounds like
sizzling bacon. They're distinct from the "hiss of steam" sound
that cooking completion makes, and it's about the best way to
symbolize "something's cooking" I can think of.
This makes it a little easier to discover recipes, since you now
generally don't have to get the exact count right anymore; just
make sure you at least have enough.
Appears to work with existing functionality.
Next step will be to rework pummel to use a "recipe" system and
reuse most of the useful parts of the crafting system.