======================================================================== ISSUES-GAME: Gameplay-affecting issues ------------------------------------------------------------------------ #### ##### #### # # ###### ##### #### # # # # # # # # # # # #### # # # # # # ##### # # #### # ##### # # # # # ##### # # # # # # # # # # # # # #### # #### # ###### ###### # # #### - We can reliably detect the zoom player control, make far-zoom only work while zooming, and add hints for it. - Consider switching touchtips to waypoint HUDs now that hiding distance is an option. - BUG: Players with very high lag are sometimes able to dig air, flux into their inventory, esp. with silk-touch tools. - Door upward conveying is sort of useless right now; make it also push objects outward, so this motion can be useful for upward item transport? - Valleys mapgen rivers seem to rely on having an actual separate river water registration with a specific liquid range. - Should item ents experience more drag when in fluids? - Door-wheels do not affect attached glyphs... - Add a few smoke particles to fire? - Make them different (smaller?) than cooking to differentiate. - Stone softening rates feel off. - Once first stage of stone softens, others follow really quicky (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? - Make a way to prevent crafting on place - Sneak? Aux? - Consider changing wet/dry stack splitting - Currently, original stack remains in place, wetted/dried stack jumps out to new spot. - Instead, maybe wetted/dried stays in place and original jumps out (unless there's an adjacent wetted/dried stack to reuse). - More similar to the way flammable stack ignition works - Just meaner overall - Consider largely retiring offline time-integral mechanics - Keepers: - Tree growth - Compost - Losers: - Sponge expiration - Torch expiration - Leaching - Repacking - Concrete - Lux renew - Logic: Action by a living thing (i.e. presence of player or microorganisms) is what keeps time ticking...? - Be more consistent with some non-offline mechanics like fire fuel consumption - "Fairness" issues, e.g. when sponge expiration happens before squeezer DNTs have had a chance to fire. - When we did torches via expiration metadata, the reason at the time was that there was no way to get them to tick reliably like we can with nodes; with AISMs this is no longer the case. - Repose changes - Staves/rods should repose a lot less or not at all. - Rework repose to be based on amount of loose material below, not amount of distance available to fall? repose only needs to have a particular angle as measured on flat land? - Delay lens full brightess? - Propagate optic signals immediately - Reach full brightness a few seconds later, to reduce map update work and prevent rapid strobes. - Strobes can cause excess lighting recalcs and block transfers, and can cause seizure problems for users - Consider doing looktips and using a custom HUD to force crosshair for mobile as well. - Looktips can re-show any time lookdir changes, not just on change of target node name, so rejiggling the view can give more time to read tip. - Don't allow looktip if the "above" node is below a certain light level - Consider separating wieldtips and punch/looktips again. - Separate air vs. node cursor? - Like the node vs. entity cursor, can we hide the cursor when pointing only at air? - Could have an API to check for pointability, e.g. bandolier slots from the back. - Would server lag be too much? - This would integrate really well with a WAILA sort of thing. - Could totally revamp touchtips, and dynamic feel Lightning. - Use an image HUD so we can force mobile to display it too, so mobile players can use look dir too? - falling_node pillars settle out of order! - Also anectodal issues with falling nodes sometimes tunneling WAY upwards now, as observed with BXS's mine on NCC where gravel tunneled all the way up the ladder - Tote issues: - Consider updating tote recipe. - Totes should do face-connected search for totables; don't pick up shelves only touching via a corner. - Flammables should respond via AISM when bathed in fire or igniting liquids like molten glass or rock. - Import YCTIWY as part of the base game. - Setting to disable entirely - Setting to disable compact mode - Setting for fresh/stale like bones; items become accessible only after time has passed since last login - Make the priv just to override any protections - Shelf recipe reform - Add a "shelf frame" node made from wooden frames - Name: "form"? - Add appropriate material to shelf frame to make shelf - 2-stage construction should make it easier to discover - Shelf frame can gain its own distinct uses - e.g. some things can fall through it but not others. Items? Players? Fluids? - Should there be pockets of softer stone at depth, like there is gravel? - Register ores for softer stone of each level - Maybe some ores for cobble and/or loose cobble? - Consider checking for a nearby active player before running "fast-evolving" ABMs that don't normally work offline, like fire extinguishing/spreading? - This would make gameplay more fair for those who tend to go AFK suddenly and can't return for a long time. - This would reduce the gap between things that support the offline mechanic and those that don't between MP and SP. - Make separate walkable/non-walkable stack nodes. - Should sticks and eggcorns be non-walkable? ........................................................................ ========================================================================