Notes update and reorg
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@ -29,6 +29,10 @@ IDEAS: Possible future additions/improvements to the game
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- Shine if facing an active lens within range.
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- Shine if facing an active lens within range.
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- Cast a distant flashlight beam if carrying a source (e.g. torch)?
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- Cast a distant flashlight beam if carrying a source (e.g. torch)?
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- Underground generated mazes, more compact than dungeons
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- Made of harder stone
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- Hide prizes like ores, treasures, etc.
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- Stone brick hardening (in-place)?
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- Stone brick hardening (in-place)?
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- Use stylus on sand to produce same patterns as on concrete, inverted?
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- Use stylus on sand to produce same patterns as on concrete, inverted?
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@ -9,6 +9,11 @@ ISSUES-CODE: Issues related to code quality and APIs
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# # # # # # # # # # # #
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- Allow mods to affect game time flow
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- Allow skipping forward through time
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- For an offline mod for mobile SP to make gametime Track
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realtime even when world is offline
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- Recipe "rate adjust" is messed up.
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- Recipe "rate adjust" is messed up.
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- Make rate_adjust ONLY use config
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- Make rate_adjust ONLY use config
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- Add a speed adjustment for manual changes, e.g. when
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- Add a speed adjustment for manual changes, e.g. when
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@ -9,6 +9,74 @@ ISSUES-GAME: Gameplay-affecting issues
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- Unconfirmed: bug involving a player dropping all inventory into
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a narrow vertical shaft (on VE-NC server) and having items cycle
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indefinitely without settling to a steady state.
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https://discord.com/channels/507234450615042048/507234451085066248/901132356977578044
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- Shelf recipe (and any other 3x3 recipe) reform
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- Add a "shelf frame" node made from wooden frames
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- Name: "form"?
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- Add appropriate material to shelf frame to make shelf
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- 2-stage construction should make it easier to discover
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- Shelf frame can gain its own distinct uses
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- e.g. some things can fall through it but not others.
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Items? Players? Fluids?
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- For glass case, dig out center of clear glass w/ pick?
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- Make solid push-out not push you out of item stacks or other
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non-full-solids so players aren't shoved off cliffs by
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dropping/placing items, torches, etc.
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- Lode prills should be able to drain from glowing ore into
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glass cases and crates
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- Fix crappy sponge death mechanic
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- Remove special treatment of glass case and glass nodes
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- May need to find a new use-case for glass case?
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- Use majority heuristic for sponge death in node form
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- Death if dry nodes > 0 and >= wet nodes nearby
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- Ignore sealing nodes
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- Improve sponge colony growth shape
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- Prevent tall vertical column growth seen on NCC by Kimapr
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- Instead of just pushing out a sponge, floodfill to find colony
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(reuse colony volume check), then pick a random surface node
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to grow from; maybe save candidate water spots during the flood
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scan and grow non-locally to that?
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- Reduce the "lode gate" further
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- Use chisels to make lenses/prisms?
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- Hint system:
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- Split hint descriptions into "pre" and "post" parts.
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- Undiscovered, show just "pre" part (1 stick + 4 adze)
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- After, show both (1 stick + 4 adze => rake)
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- Use crafting instead of inv/punch checks for "make" hints.
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- Fixes hints completing on dungeon/multiplayer cases.
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- Make all crafts/recipes trigger witnessing?
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- Hide stylus hint until after mixed concrete
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- Make a way to prevent crafting on place
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- Sneak? Aux?
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- Confirmation UI after completing recipe, e.g. floating ent
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- Make all recipes include some pummel factor?
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- Rakes don't work with door press.
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- Health system slot bias should be a bit stronger
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- Consider making offline (e.g. soaking) growth rates sublinear
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with time, e.g. diminishing returns for offline time, to create
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incentives to build nearby
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- Stone softening rates feel off.
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- Once first stage of stone softens, others follow really
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quicky (exponential runaway basically).
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- If you leave stone soaking for a while, it looks like it
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basically softens all or nothing.
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- Can we smooth this out and make it less jarring?
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- Item ent fixes
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- Item ent fixes
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- Try to settle more reliably on landing using moveresult
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- Try to settle more reliably on landing using moveresult
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- Items tend to slide more under lag conditions
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- Items tend to slide more under lag conditions
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@ -17,30 +85,10 @@ ISSUES-GAME: Gameplay-affecting issues
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velocity, to calculate damage
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velocity, to calculate damage
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- Exempt thrown items from hurting players for a
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- Exempt thrown items from hurting players for a
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second or so after being thrown
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second or so after being thrown
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- Fix crappy sponge death mechanic
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- Remove special treatment of glass case and glass nodes
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- May need to find a new use-case for glass case?
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- Use majority heuristic for sponge death in node form
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- Death if dry nodes > 0 and >= wet nodes nearby
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- Ignore sealing nodes
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- Ore density reform
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- Make all ores rarer, denser at all depths
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- Reduces tedium of lode-finding, while keeping
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challenge roughly intact (clues/stains more important)
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- Track counts in mapgen, do surveys to keep
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averages about the same
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- Hint system:
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- Use crafting instead of inv/punch checks for "make" hints.
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- Fixes hints completing on dungeon/multiplayer cases.
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- Make all crafts/recipes trigger witnessing?
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- A way to visualize the infusion rate effects would be nice
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- A way to visualize the infusion rate effects would be nice
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- Particles don't work due to semitransparent liquid
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- Particles don't work due to semitransparent liquid
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- Health system slot bias should be a bit stronger
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- Make door operation bredth-first queue-recursive for consistent
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- Make door operation bredth-first queue-recursive for consistent
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operation and addressing timing conflicts.
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operation and addressing timing conflicts.
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@ -75,8 +123,6 @@ ISSUES-GAME: Gameplay-affecting issues
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- Consider reverting burning item stack lossiness, make stacks
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- Consider reverting burning item stack lossiness, make stacks
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exactly conserve quantity when ignited?
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exactly conserve quantity when ignited?
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- Rakes don't work with door press.
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- Players losing run speed on damage would be simplified by checking for
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- Players losing run speed on damage would be simplified by checking for
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<max health instead of time of last damage.
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<max health instead of time of last damage.
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- Should lose farzoom when damaged too.
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- Should lose farzoom when damaged too.
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@ -101,16 +147,6 @@ ISSUES-GAME: Gameplay-affecting issues
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- Add a few smoke particles to fire?
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- Add a few smoke particles to fire?
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- Make them different (smaller?) than cooking to differentiate.
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- Make them different (smaller?) than cooking to differentiate.
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- Stone softening rates feel off.
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- Once first stage of stone softens, others follow really
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quicky (exponential runaway basically).
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- If you leave stone soaking for a while, it looks like it
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basically softens all or nothing.
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- Can we smooth this out and make it less jarring?
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- Make a way to prevent crafting on place
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- Sneak? Aux?
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- Consider changing wet/dry stack splitting
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- Consider changing wet/dry stack splitting
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- Currently, original stack remains in place, wetted/dried
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- Currently, original stack remains in place, wetted/dried
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stack jumps out to new spot.
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stack jumps out to new spot.
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@ -166,16 +202,6 @@ ISSUES-GAME: Gameplay-affecting issues
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- Flammables should respond via AISM when bathed in fire or igniting
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- Flammables should respond via AISM when bathed in fire or igniting
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liquids like molten glass or rock.
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liquids like molten glass or rock.
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- Shelf recipe reform
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- Add a "shelf frame" node made from wooden frames
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- Name: "form"?
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- Add appropriate material to shelf frame to make shelf
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- 2-stage construction should make it easier to discover
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- Shelf frame can gain its own distinct uses
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- e.g. some things can fall through it but not others.
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Items? Players? Fluids?
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- For glass case, dig out center of clear glass w/ pick?
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- Should there be pockets of softer stone at depth, like there is gravel?
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- Should there be pockets of softer stone at depth, like there is gravel?
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- Register ores for softer stone of each level
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- Register ores for softer stone of each level
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- Maybe some ores for cobble and/or loose cobble?
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- Maybe some ores for cobble and/or loose cobble?
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