- Make some adjustments to player entity location finding.
- Genericize crush damage logic to apply to item entities too.
- Item ents cause only 20% crushing damage.
When a leaf node is displaced by crushing by a falling node,
instead of ejecting an item, try to place the node itself within
a reasonable distance.
This shoudl reduce the number of stack nodes generated from tree
canopy decay, and should alleviate the inconsistency of leaves
falling sometimes as nodes and sometimes as stacks.
- 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.
Stone, lode, and lux tools now all have their handles burn, and
eject the non-flammable portions of the tool.
Now using a unified on_ignite hook for when flammable things catch
fire. The call is made BEFORE the node is replaced, and has an
opportunity to look at node metadata and eject anything
non-flammable.
It can be a function, e.g. for shelves, or a static value in the
same format that the function would return (e.g. for lode tools
which need string values for temper substitutions).
If it returns a string or itemstack, it will eject that from the
position where the node burned. If it returns a table it will
eject all the values of that table.
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.
ABM action calls are delayed until a background timer picks them
up, but it passes in the original args and assumes that the nodes
haven't changed. In addition, it bypasses our bug #8378 hack,
because that check is done in the abm action call but NOT the
background worker timer.
Do a check in the worker to make sure the node to be acted on has
not changed since the call was queued, and just let the call miss
and waste in that case.
Note that this automatically implicitly handles any #8378 issues
that may still be present since it has to force a fresh check of
the node to be operated on anyway.
- Move design principles back into docs (needs cleanup).
- New player-oriented README content.
- Clean up issue/wishlist docs a bit (some things are no longer
relevant).
Bash gravel down into ash to produce dry aggregate.
Dampen the aggregate to produce wet aggregate. The ash chemically
reacts with gravel to produce a cement.
Let the wet aggregate dry and it will cure into smooth-stone.
It will tend to flow and wander if left uncontained though.