- Now has 24 stages instead of 12.
- First stage is blank, to prevent very long digs from
giving player too much positive feedback.
- Rotation effect.
The key thing here is that for the first 1/24 of the
dig animation, no positive feedback is given to the
player to indicate that the dig is "working." This
should discourage new players from being distracted
by the emergency hand-digging feature.
More dig stages also help players get a better sense
of progress as they're digging things that do take a
long time, since digging in NodeCore tends to be
slower overall than digging in most MT games.
The rotation was thrown in as an afterthought, but
helps give a sense of progress. Hopefully it's not
too distracting or seizure-inducing on very short dig
times; it ends up sort of all blurring into a circle to me
when digging with advanced tools...
Making hand dig everything broke logic that was
depending on things being "not hand diggable".
Continue to treat things as not-hand-diggable if they
would take a long enough time to dig.
If the falling item/node causes enough damage to
trigger a "hurt" effect, then it loses much of its energy
and bounces upward off the player.
This will also reduce the "scraping" effect when nodes
fall through a player. Hopefully the damage from
falling things is a little more consistent now.
This should keep players from being able to trap
themselves permanently by burying or sealing
themselves inside a room with no tools, in theory.
Adjust silk touch logic to prevent presence of dig times
by hand from tripping it.
This may affect game balance of things like not being
able to punch trees in the early game, but since dig
times by hand are so very long, hopefully the effect
will be small.
Item drops are left as-is for now; it just takes a LOT
of patience to dig something without the right tool.
Infusion of worn tools is slightly faster, but drops off
quickly as tools are more full. Lux tools can effectively
NEVER be perfectly unworn anymore.
This helps balance out lux tools, which, once
unlocked, were also obviating the need for proper tool
resource management, since they could recharge
so easily if you had a spare set in the reactor.
Now, players need to pay attention to which tools are
most/least worn, and keep the most worn ones
infusing to ensure the reactor resource is being used
most effectively.
This was causing Lux tool infusion not to reset when
tools are removed from lux, i.e. putting a tool back
into the lux flow will "credit" the tool with infusion time
for the time since it was removed.
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.
If players are invisible, NodeCore will not add any visible or
audible effects for them, allowing such players to be completely
non-interactive with gameplay.
This allows things like spectator or stealth-admin mods to
function properly.