With item_eject trying to place stack nodes now instead of ents,
converting stack nodes to ents was causing an infinite loop.
Impart a tiny velocity on ents to make them ineligible for
automatic immediate stack placement.
Hacky. Should probably have a separate API to indicate ejection
as an ent or as ent/stack or something.
Axes were way too powerful, and apparently even stone axes were
digging trees way too fast. Make this closer to the speed of
digging stone instead of the speed of dirt. Make higher-tier
tools more useful here.
- Remove debugging code.
- We don't really need to be able to reach through shelves, but
we don't want to miss when trying to access them, so make
shelf hitboxes solid for now.
The old code wasn't working in v5.0+, due to the separation of
item entity physical_state into separate moving/sliding states.
Instead, just check to see if its position has remained unchanged
for a nominal amount of time before settling.
Non-cubic nodes wreak havoc with falling items and stacks. The
general need for slabs can be worked around by increasing the
player's stepheight allowing traversal of normal terrain without
jumping. Unfortunately this will only work in 5.0+, which should
hopefully be released soon.
Using a separate ABM for this. We may want the burn-up effect with
containers later, but it may have to be handled differently in
those cases as the container itself may have flammability
characteristics to take into account.
This SHOULD also resolve the problem with transient states of the
stack node (i.e. wherein it was temporarily empty) burning up,
which caused some things to burn up when they shouldn't.
Particularly egregious was the destruction of hot lode prills when
they dropped into forgefire.