======================================================================== ISSUES-GAME: Gameplay-affecting issues ------------------------------------------------------------------------ #### ##### #### # # ###### ##### #### # # # # # # # # # # # #### # # # # # # ##### # # #### # ##### # # # # # ##### # # # # # # # # # # # # # #### # #### # ###### ###### # # #### - Rake recipe is a major problem - Lots of players are getting caught up on it - Replace recipe: - Add "partial" rakes for 1, 2, and 3 tines. - Using adze on handle makes partial rake. - Using adze on partial rake upgrades it. - Once a full rake is completed it works as normal. - Partial rakes have rake functionality but break after a single use. - Break into appropriate prills (lode) - Hide rake recipe until later in the game? - Maybe add a generic "# hints completed" qualifier? - Maybe add a number of hours played (non-idle) qualifier? - Instead of always displacing nodes upon falling node landing, should check for diggability and if diggable, convert to drops. - If a mod adds a second loose-leaves-like node (falling, non-walkable, e.g. nc_nature loose shrub) then it and loose leaves in a narrow deep pit will constantly replace each other. - Cheats - Add radius to /snuff, /ignite, /growtrees, etc - Add a /soak cheat to push soaking? - Add a /forest or /grove cheat to sprinkle trees around - Like the flora redecorate - Useful for servers with spawn tree attrition - Emergency digging mechanic issues - Players still confused by it. - Because pumwater is pointable, if you're trapped with no way to get your head out of it, you can't emergency dig the container and free yourself. - Continuing issues with storebox fall-thru - Items now refusing to fall from a form into a crate or case directly below. - Prills dropping out of glowing lode spawn inside a storebox below, but this allows them to fall through the bottom (since they're already past colliding with the box and being absorbed) - Maybe entities need to try to settle into a box if it WAS in the box's node space last tick but is below it now, and the box isn't open on the bottom. - /snuff should probably snuff torches too - General snuffable/on_snuff API? - Merge with growtrees for a general on_cheat API? - Detect and warn players about misuse of singlenode mapgen - Mods can register if they're supporting singlenode. - We can detect player "falling forever" by scanning down to find anything other than air before ignore. - Touch-damage is overused, should probably only apply to obviously extremely hot things like embers and pumwater. - Maybe add a pickup_damage/hotpotato group specifically for the hot potato functionality. - Re-examine chiseling recipes - Bricks accept annealed chisels, which makes some sense from a game balance perspective (cosmetic-only = cheap) but less re: realism. - Similarly doors all require tempered chisels, and maybe at least wooden doors should accept annealed. - Cannot catapult an item into a form from below. - Is this actually important? - Thatch and wicker should probably have recycling recipes. - Do we really need stack_as_node for leaves, sticks, and a few other ordinary items anymore, or has our falling_node rework made that irrelevant now? - Sponge Fixes - Fix crappy sponge death mechanic - Remove special treatment of glass case and glass nodes - May need to find a new use-case for glass case? - Improve sponge colony growth shape - Prevent tall vertical column growth seen on NCC by Kimapr - Instead of just pushing out a sponge, floodfill to find colony (reuse colony volume check), then pick a random surface node to grow from; maybe save candidate water spots during the flood scan and grow non-locally to that? - Hint system: - Split hint descriptions into "pre" and "post" parts. - Undiscovered, show just "pre" part (1 stick + 4 adze) - After, show both (1 stick + 4 adze => rake) - Make all crafts/recipes trigger witnessing? - Hide stylus hint until after mixed concrete - Make a way to prevent crafting on place - Sneak? Aux? - Confirmation UI after completing recipe, e.g. floating ent - Make all recipes include some pummel factor? - Door press recipe limitations - Node-placing recipes don't work with itemstacks - Tool and torch making don't work - We should be able to detect failed-catapulting for this - Stackapply recipes - Needed for automatic eggcorn planting - Health system slot bias should be a bit stronger - Consider making offline (e.g. soaking) growth rates sublinear with time, e.g. diminishing returns for offline time, to create incentives to build nearby - Stone softening rates feel off. - Once first stage of stone softens, others follow really quickly (exponential runaway basically). - If you leave stone soaking for a while, it looks like it basically softens all or nothing. - Can we smooth this out and make it less jarring? - Item ent fixes - Make crush damage use velocity relative to player, not absolute velocity, to calculate damage - A way to visualize the infusion rate effects would be nice - Particles don't work due to semitransparent liquid - Remove fullbright from admin hand. - Separate fullbright priv. - Also disable skybox/sunlight diminishing by depth? - The hand could use a bit of an overhaul too. - Better name, appearance. - Make it look like a tool instead of hand? - Maybe some kind of force entity like a lighting bolt? - Add a way to extend wandering generations - For glass, heat sources - For concrete, moisture sources - Rakes should probably not charge durability for digging first item stack, or should charge reduced wear for item stacks. - Tarstone should produce coal particles consistently when broken back down to regular cobble, but it only works with the base node, not the etched ones. - Integrate YCTIWY into base game - Players losing run speed on damage would be simplified by checking for