More notes about builtin entity mess.
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@ -9,15 +9,20 @@ ICEBOX: Low-Priority Ideas
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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- Falling_node is a train-wreck and needs to be rebuilt.
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- Attempts to monkey-patch it have still left fundamental problems.
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- Falling nodes can sometimes end up occupying the same space and
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clobbering each other.
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- Search upward (up to starting height) for place to settle?
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- If settling fails, convert to item and bounce/eject?
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- Need to refactor out separate hooks for things like settling detection,
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settling commitment, etc so downstream mods can tweak.
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- Arguably item_entity needs similar care.
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- Rebuild falling_node and item entity from the ground up.
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- Refactor item_entity's scan method into scan_tunnel API for
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use by both item_entity and falling_node.
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- Add methods to settle as node or settle as stacks.
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- Add flags to force stack/item settlement.
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- Add method to try to settle item/node first, create ent only
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if settling fails.
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- On anything settling and a node being created, check space above
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for entities to early-settle.
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- Make falling_node try to find somewhere to place itself instead
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of displacing the node it landed on, convert to an item as a
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fallback.
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- Standardize collision detection, i.e. ignore node collision boxes
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and settle early based on full-node size.
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- Wandering fluids API for concrete, glass?
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- Configurable setting for generation count multiplier.
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