======================================================================== ISSUES: Bugs, Cleanup and Refinements ------------------------------------------------------------------------ #### ##### #### # # ###### ##### #### # # # # # # # # # # # #### # # # # # # ##### # # #### # ##### # # # # # ##### # # # # # # # # # # # # # #### # #### # ###### ###### # # #### - Quenching fire still sometimes destroys neighboring nodes! - Wooden doors should remain flammable but should drop hinge pin. - Stone doors don't necessarily dig right. Probably leftover junk being inherited in the cloning; need to dig through the properties and remove the ones we don't want inherited. - Release an official beta pack/edition. - Modpack of experimental features vs. alternate game by branch? - FAQ / Beginner's Guide: - Why can't I cut trees or grass? - How do I find minerals/ores? - How do I make torches or light indoors? - How do I make a furnace? - Allow lode cube cooking/cooling in placed form. - First-class support for stack "pez dispensers". - Upon digging a stack node, try to shift all inventories from stack nodes above downward. - Redesign how falling_nodes pile up. - Make sure nodes are not destroyed. - Allow node displacement sideways? - Maybe force column to coordinate settling in order, to avoid race conditions? - Water/wetness/coolant rework. - Move nodecore.quenched() somewhere more sensible. - Register a "wet" and "absorbant" groups. - Register wetness hooks. - What to dry to when absorbed. - What to do when wetted. - Register wetness exposure abm. - Consume one random wet node nearby. - Use for quenching lode/glass. - Allow sponges to wick water (wetness transfers). - Future applications. - Cement, cure upon wetting? - API Cleanup - Utils - Box mueller and exporand - Break up the nc_api monstrosity. - nc_api_base to create _G.nodecore and include for all. - nc_api metamod that just depends on ALL other api's. - nc_all metamod for 3rd party mod authors...? - Soaking API for time-integrated processes. - Tree growth - Heat API - Unified heating/cooling number from env. - Proper API for burning up items - on_burn? burns_to? - Unify heat transformations into recipe system with cooking recipes? - Unify nc_items and visinv API. - Stack nodes are "special", get first-class support. - Tree farming. - Show sprout/sapling above eggcorn_planted to show progress over time. - Switch to soaking API - Make separate walkable/non-walkable stack nodes. - Should sticks and eggcorns be non-walkable? - Tool level differences. - Advanced tools are NOT just the same as regular tools with certain buffs. - Higher-tier tools skip dig phases. - Fast-forward throug certain steps, e.g. raw -> loose? - Skip later stages, e.g. "silk touch" effect? - Offer combined high-tier tools, e.g. mattock = cracky + crumbly? - Tool API cleanup - Separate durability, speed, effects? - Wield view broken in MP. - Players sometimes see ents as unattached, depending on who joined when. - Regenerating ents may fix for other players, but then BREAKS F7 view, because players only see ents in F7 view that exist at the time of change, not new ones. - Appears to be known engine issue on GitHub. - Lone_Wolf is working on a player model update with texturable wield surfaces, BUT it would require having a model_image for every node, some complex. - Update core docs. - README - Convert to markdown? - Elevator pitch - Immersive, no GUIs, original gameplay - Major features - No in-game GUIs (including inventory screen) - Minimal HUDs, unified inventory/health system - Items as nodes (no decay) - Multi-stage digging - Craft in-world - Pummel - Eggcorns! - Falling embers - Design your own furnace - Angle of repose - Portable containers - Optical digital logic - Installation guide? - Singleplayer on android - CONTRIBUTING - Coverage for non-repo items - Screenshots, videos/links, for publicity - Code Quality. - Finish setting up LuaCheck, audit code. - Scripts to validate dependency graph. - Tag deps directly in code at place of use. - Auto-generate mod.conf / depends.txt - Scripts for automatic metapackage mods? - Git hooks (and git hook setup scripts)? - Loose node cleanup. - Leaves settle into grass as podzol? Composting/decay? - Dirt/sand/etc should self-compact if buried or over time. - Hint system updates. - Need a "witness" system for spontaneous in-world processes, such as tree growth or lode cooling. Credit players within a certain distance and line-of-sight. - Feedback/issues URL? - Look for new URL buttons in 5.0+ - Social features - Randomize player appearance/colors. - Shirt/pants, possibly w/ stripes/patterns - Skin color, hair color, eye color? - Add more holiday outfits. - Server player lists...? - Track server lag in metadata? - Make neighbor/distance calcs consistent. - We're using scan_flood in some places, face checks in others, and find_nodes_in_area (cuboid) in others. - Diamond shape would be most consistent. - Should require face touching, not diagonal. ........................................................................ ========================================================================