Aaron Suen fbff15e2fe MAJOR fire api/logic rework.
- 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.
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CORE DESIGN PRINCIPLES
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- 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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