This reverts commit 03f8d32967cc35e418d8ffb46b00f65eaf34e685.
Apparently this causes item destruction: when stack nodes are
secondarily dug by a rake, their items are not given to the
player.
It seems as though the new intercept hooks are catching
everything, and since this logic was disabled hardly anyone
noticed. The few rearrangements that were happening were
probably caused by inventory clear/restore mods unrelated to
NC operation. This code was quite complex and removing it
will simplify the project.
If there are multiple variants with conflicting
translations and no "generic" translation, then
sort the variants into an arbitrary but constistent
order so we always get the same results each
time we run this with the same input, and
translations don't fluctuate.
Share strings across variants for a common
langauge, if we don't have a string for that
specific variant. This should help us get better
overall translation coverage.
This is done as a "filter" on converting the raw
weblate data to MT locale files, so we don't get
the purity of the original translations ruined.
Want to see if we see anything weird during
gameplay, since this is quite rare now. We are
still recalculating what we WOULD have done for
debugging purposes so if we see anything weird
we can tell if the rearrange would have fixed it.
When I was watching other people work on their
reactors, I was standing some distance off and
still got significant radiation damage after a
short time, even with the reactors subcritical.
Cut the radiation accumulation rate by 75% this
time, while buffing flux a little more relative to
solids.
Items in inventory can both emit radiation
and shield you from in-inventory radiation.
This process happens separately from
node-space radiation, though.
Certain items, e.g. heated lode, were meant not to
be carryable so that players would need to plan
certain constructions properly. The "hot potato"
feature was added to achieve this, and I had
assumed that players would eventually find it
sufficiently frustrating that they would stop and try
to figure out how to do things properly. This has
not worked out, and players working at a forge
spend a lot of their time fiddling with hot things
trying to randomly throw it into the right spot.
This change should make it more difficult for
players to manipulate the "hot potato" item
physics to move items that shouldn't be movable
by hand once heated. Problems involving heated
item placement need to be solved through proper
furnace design, not workarounds. As a bonus, it's
now also harder to accidentally hot-potato your
items into places it's hard to get them out of.
At some point in the future, we will probably be
adding tongs to provide a proper way to move
these items, once players have reached the
proper tech level.
We were using the igniter's position instead of the
flammable's to check if the flammable had already
been tested, which caused fire not to spread fully
though large blocks of contiguous flammables, and
biased the direction of fire spread where it did.
Thanks to Elon_Satoshi a.k.a. Copenhagen_Bram for
discovering, reporting, and helping to confirm that
this bug had a long history.