Sponge nodes die if exposed to air for >= 2 seconds. They
are still more fragile in item form. This allows reliably
swapping a node used to seal in a living sponge without
instantly killing it, which used to be possible but risky,
depending on racing with the ABM timer.
- New near_unloaded API that supports custom
distance parameter, map bounds check, and
some optimizations.
- Add area automatic unload check support to ABM
API and add to applicable ABMs, replacing many
old manual checks.
Note that the explicit unload check is only strictly
necessary when something will happen due to
a node NOT being present in the area, e.g. something
igniting due to absent coolant, or soaking quantity
being reset due to missing sources. In simple cases
where the absence of a thing causes the ABM to do
nothing, then the standard check can work because
the default action is to do nothing anyway.
Don't reuse damage_per_second for damage on punch and radiant
damage. This allows these to be defined separately, i.e. no longer
assuming that all damage is from "heat" and can radiate. This
allows for things like thorny plants that hurt if you touch them
or stand in them but not if you stand near them.
Thanks to WintersKnight94 for reporting this.
Sponges die more easily when in itemstack form,
for transport. Make them a bit less likely to die
from air exposure when in node form, to reduce
the number dying from temporary air bubbles after
neighoring sponges have been harvested.
This should reduce the chance that sponges are
killed by a transient, like the absence of water caused
by digging sand out from under one. It's still a bit
risky though.
Sponges grow way too slow for the new cultivation
mechanics. Extremely slow growth is no longer
necessary to prevent colony explosion due to the
introduction in gen2 of total colony size inhibition.
- Sponge mod now depends on optics/glass.
- Living sponges die to wet sponges rapidly in air.
- Living sponges are preserved by water, or a
water-tight container.
- Glass tanks with a watertight lid preserve sponges.
- Glass tanks inside a packed tote preserve sponges.
- Sponges have about a 2 second half-life in air.
The net effect is that capturing living sponges is no
longer a frustrating, probabilistic exercise, but now
transporting them involves significant technological and
problem-solving work.
- Inhibit sponge colony growth beyond a maximum size. Players
will have to prune colonies (or, smarter yet, split them) to
grow more sponges.
- Allow sponge colony transplantation. Sponges near the "core"
of a colony (i.e. surrounded by more sponges) are more viable
and more able to survive the player's crude harvesting.