This should improve game efficiency/smoothness when
a lot of flammable stuff is present but there are no
corresponding massive fires.
This seems to address runtime jitter issues noticed
after placing hundreds of coal nodes inside a forest.
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.
- Included new content.
- Partially converted to base on recipes instead of just items.
- Added support for group and toolcap checks.
Fixed a number of small bugs elsewhere in the process.
- Expanded fire api, added "check" varieties of things that also
perform relevant checks for eligibility. Standardized testing
for ventilation.
- Snuff embers to coals as fuel.
- Fuel is consumed randomly by flames. This means that fuel that
are surrounded by flame burn out quicker, while flames
surrounded by fuel consume fuel from each node slower. This
adds subtlety to furnace design for efficiency.
- Make node match operate on only one of node or stack, depending
on whether node defers to stack via is_stack_only. This should
hopefully prevent future pummel recipe issues.
- Add new core stack API. Needs to be deployed in a lot of places.
- Start work on system for allowing flammable containers; they
eject their potentially non-flammable contents.
- There are now 6 degrees of embers. Better fuel sources will
make better embers.
- Embers differ only in lifespan; each class lasts twice as long
as the previous. Top-grade fuels may last 15 minutes or
longer.
- Embers decay stochastically.
- Embers decay 16x as fast when smothered, but still go through
the same lifecycle.
Also:
- Plain ash now reposes.
There are no infinite fuel sources, nor are any specifically
planned at this time.