These things are way too durable as they are, and it's
actually kind of game-breaking. Players with lux
tools are in an entirely different class from players
without.
Instead, players should be forced to invest more in
lux reactors, or rely more on tempered lode as an
"everyday" tool and use lux for special projects.
Boosted lux is exempt from this nerf, and is now 4
times as durable as ordinary lux. It might not be a
bad idea to allow them not to experience any wear
at all when boosted...
The hack to start new players with full breath does
not apparently work with existing players, so players
are joining to find their breath half gone at the start
of play.
Instead, let's just hide the breath HUD entirely for the
initial half of underwater movement, and only show it
when the player is running low. This effectively hides
the fact that players are losing the top half of breath
when joining, in the common case.
Players joining and being immediately submerged in
water is an uncommon enough case that this will
probably not affect gameplay significantly.
This feature is too annoying in practice and makes
the player harder to control when in water under most
circumstances, and isn't worth it for the cases it does
handle.
Buffing player breath should help alleviate drowning
problems due to network issues or chat. Players may
just have to manually resurface more frequently.
This feature could be reconsidered for inclusion if a
better way to do it could be found, and if it could limit
gameplay impact. Ideally the player should simply
remain at a fixed location when not moving (i.e. the
player character should counteract any drift
automatically) but that would require engine/client
changes.
- Flowing lava quenches to pumice
- Pumice can spontaneously melt back to flowing
lava, when touching lava, and sometimes even
when still quenched.
- Pumice cannot be harvested or moved, it's
utterly destroyed by digging.
Stone is hardened by creating an elecric field via the Peltier
effect that causes internal crystals to align. Or something like
that.
Stone hardens over time when touching both lava and water.
All stratafiable stone types (lode sign, lode ore, lux ore) are
affected.
- Climbing long ladders is often necessary (deep mining for key
materials like molten rock) and boring.
- Running-up-ladder prevention hasn't really been working right
anyway; it's trivial to bypass it by "wiggling" as you climb.
- Ladder running prevention was done as a "realism" thing, which
we are always prepared to sacrifice if it interferes with fun.
Instead of simply allowing the previous "exploit" allowing players
to run up ladders as long as they're "running" into them, actually
allow fast ladder-climbing (and up-swimming) as a first-class
feature.
We tried this first back in 5.0, and found that there were issues:
- Some collision detection stuff broke.
- It felt choppy.
- Didn't work consistently on Android.
- There was already auto-jump anyway.
Since then, with the addition of auto-run, auto-jump has not felt
sufficient, especially for climbing terrain or staircases. There
have also been a number of updates since the last time stepheight
was tried, including to collision detection and movement.
It's time to see how this feels in actual gameplay again.
Set stepheight to just a little above 1, so player can step up
a full node, plus a little margin of error for rounding etc.
Before, ABM firing was delayed by up to a full
interval, but the fulfillment timer could wander
around relative to the trigger, which could lead
to unreliable door ablation.
Instead, just always run the ABM fulfilment
triggers on the next tick, so limted_abm is
ONLY doing the limiting for events that arrive
within the same tick, as most ABMs do.
Apparently we can't trust node meta to return
the same data to us that we just pushed in for
a few seconds, so check an in-memory cache
first and only use the meta for newly loaded
areas.
Bug was introduced in 16a7c9fe, caused by
the fact that sometimes nodes are dug by nil,
i.e. the way the chisel is dug up automatically
in the chiseling process.
Place as an empty stack node (soon to be
replaced by the server as a non-empty one
anyway) so laggy clients can right-click with
dirt earlier.
This should mitigate Kimapr's high-latency
mass tree farming woes...?
When digging a node that defines both a drop_in_place
and a drop (e.g. tarstone) silktouch wasn't canceling the
drop as well as the drop_in_place.
When we're using silktouch, assume that both drop and
drop_in_place are meant to be canceled, and move
the drop into a new drop_non_silktouch member, so
the builtin/engine doesn't process the drop.
Defer and coalesce visinv entity creation/removal
checks until the next tick, so we can process them more
efficiently in a batch.
The spawn area of the Community MP server was
lagging to something like 6x the dedicated step size,
due to the huge number of dropped items. This code,
on the same machine, seems to appear the same to the
player, but produces almost no measurable lag.