Since there are proper recycling recipes for
these to retemper or chop them into bars
and rods, we can impose a penalty for
wearing them down completely now.
This should fix "messy raking" issues where
the rake fails to pick up some things inside
its volume because they start falling due to
items below being dug first before the rake
hits them, making it more as if the rake is
actually simultaneously digging that volume.
Based on what's being dug, rakes can have
different dig volumes and checks.
Lode rake now has 3 modes depending on
what's being dug:
- Loose things, same as wooden rake
- 3x3x3 exfoliating
- 3x1x1 soil tilling/digging
Apparently we will be required to enable
use_texture_alpha explicitly for anything using
any level of transparency, not just alpha
blending, in some future version.
- Hammer bar onto end of bar to make rod,
instead of pile of 2 bars "shapelessly". This
opens up the possibility of hammering lode
things against each other in a particular
direction/shape for future crafts.
- Make lode rod chopping recycling (i.e.
breaking things into multiple parts, not just
reshaping a bar into a prill) require heated
lode, consistent with the block recycling
recipe.
This allows custom hint logic, e.g. for recipes like
in nc_skyrealm that are only applicable based on
location.
Name passing should work even when the player is
offline.
Under pathological circumstances such as players
getting stuck near mapgen_limit, we don't want them getting stuck outside the bounds and then
pushed up past the ceiling. Instead always try to
bias the push toward the origin, under the
assumption that some place near there should
be safe.
For some reason pos_to_string gives us correct
behavior, but hash_node_position does not, even
though we check to make sure that nodes are
properly rounded so non-integer issues should not
apply here.
Just realized that this breaks certain custom skins,
like WintersKnight's prosthetic arm. The
performance improvement from culling a handful of
polygons is really nothing compared to the loss of
unique use of transparency in texture art.
Bypass all group checks, dig literally any node, and try to put
the result in player inventory. Note that this may effectively
DESTROY certain delicate features like the Dais Ex Machina core,
but it can be used to fix virtually any kind of unbreakable node
mess created in a world.