Aaron Suen
70d9e7a320
Resolve flammable itemstack regression.
Using a separate ABM for this. We may want the burn-up effect with containers later, but it may have to be handled differently in those cases as the container itself may have flammability characteristics to take into account. This SHOULD also resolve the problem with transient states of the stack node (i.e. wherein it was temporarily empty) burning up, which caused some things to burn up when they shouldn't. Particularly egregious was the destruction of hot lode prills when they dropped into forgefire.
======================================================================== CORE DESIGN PRINCIPLES ------------------------------------------------------------------------ - Do as much in node-space in the world as possible. - Minimize use of off-grid entities. - Avoid encapsulating things in inventories, machines, GUIs. - Crafting and transforming in-world. - Minimal set of primitive composable functions. - Each node should do one job (or one part of a job). - Only include the most primitive, fungible components. - Avoid redundant functionality, include fewest possible different elements. - Complex emergent gameplay by combining simple nodes. - Challenging and constrained gameplay. - Limited inventories, very restricted item storage, e.g. one stack per node. - Large, complex machines to design and build for resource transformations. - Subtle environmental hazards, like deadfalls and pestilence. - Rich, subtle interactions. - Digging, placing, punching and battering. - Different effects from different tools (including empty hand). - Different faces of node may have different effects. - Focus on puzzle-oriented single-player/cooperative gameplay. - Avoid dependence on action, combat, PvP. - Slow-moving hazards, players have a chance to think and plan. - Acessible for slow reflexes, slow networks, mobile devices. ........................................................................ ========================================================================
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