- Packing recipes blocked by stack node visinv ents.
- Item duplication between sliding/falling nodes.
A little sloppy still, but at least it seems to fix the issues.
This should help mitigate issues that can cause falling_nodes to
clobber doors. It may make some builds that were working
unreliably before now not work at all, but after a redesign, they
may work more safely now.
- No graphite lubrication needed.
- Just insert pin instead of pounding it in.
- Pins must be inserted into end face.
- Node will not spin from using pin on wrong face.
There are other situations where we right-click on things and
expect a non-placement action, and that action fails. We should
probably be more consistent about not placing in these cases, as
players may be surprised by it, and be left in trouble due to
not having a tool to dig it back up. Requiring sneak is safer.
Now technically shelves violate this principle, but their
violation is much narrower in scope, i.e. only placement of
containers.
This reverts commit 4795a63116782fe47e72847dd308468a345b9369.
Falling nodes themselves are too unstable, so players should not
be encouraged to build machines that perpetually put nodes into
that state and destabilize the game. Testing has led to some node
duplication exploits.
Leave the door operatoin rate nerf in place, though, since it will
help keep a lid on traffic.
Items riding a gear can "turn outward" if they hit a wall.
Unfortunately this creates a divergence in the tracing path,
causing "bubbles" to appear in solid conveyor trains.
There are a couple of large glaring limitations:
- Items are only pushed after doors operate, so can block doors.
- No "secondary direction" allowing items to migrate out, making
practical conveyor belts unncessarily difficult.
- 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.
Wooden doors now use a cheap wooden axle (though
you still need lode to chisel them). All doors must now
be lubricated with graphite (coal) before driving in the
hinge pin.
The alternate_loose/dig_in_place logic for cobble is interfering
with how stone doors work when dug, but it's still playable and
lossless, even though it's a bit tedious. I'd like to understand
why it's happening this way and I can't seem to bypass it easily,
but it may be justifiable to leave it this way.
Shockingly it WORKS.
Does not yet interact reasonably with a lot of terrain (should
arguably push liquids, falling nodes, items, etc.) or entities
a(i.e. should arguably push players).