======================================================================== ISSUES: Bugs, Cleanup and Refinements ------------------------------------------------------------------------ #### ##### #### # # ###### ##### #### # # # # # # # # # # # #### # # # # # # ##### # # #### # ##### # # # # # ##### # # # # # # # # # # # # # #### # #### # ###### ###### # # #### - falling_node pillars settle out of order! - Add hint for recycling glass(es) to sand? - Delayed hint witnessing? - Store credit for soaking recipe in node metadata, give it to the first person to punch it later. - Use for witnessing fermentation recipes like peat/humus, humus/dirt, dirt/sand. - Tote recycling is possible but has no hint. - Should recipe be changed? Heat it back into a cube if empty? - Tree soil rate should bias closer nodes to have higher impact...? - Should tree growth rate start out faster but slow down? - This could make the decision to harvest trees early vs wait for them to mature more nuanced. - Radiant heat should travel through sunlight_propagates nodes. - Maybe even paramtype=light ones? - Should we create "recipe groups" to make it easier to specify equivalent recipes for hint purposes? - Totes should do face-connected search for totables; don't pick up shelves only touching via a corner. - Switch door ablation propulsion to run on a node timer instead of an abm, so it responds faster and more consistently? - Item ent merge should use logic consistent with nodecore.stack_merge, which handles item families. - Flammables should respond via AISM when bathed in fire or igniting liquids like molten glass or rock. - Need to find a way to make AISMs work with falling_node. - Create ItemStack, run hooks, try to convert back to node (assume node and item meta map 1:1) and if it fails then spawn an item_ent. - Need this for amalgamation remelting. - Would it make sense to unify the item and falling_node ents? - Can we automatically dump a TP overrides.txt file? - Move this, and translate hook, to a chat command? - Quicker optic path updates. - Record which nodes are blocking optic paths, and which are used by optic paths, in-memory, for quicker recalcs? - 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. - Offline grass spreading. - Use new nodecore.soaking_abm_push API. - Will have to do a lot of performance testing. - Replacement for mkreg, a.k.a. register_generic(): - Allow lazy registration, i.e. a register method that can register for things not yet defined, and allow later registration of the registration definition that will pick up those missed. - Allow unregistering things...? - Should ash and derivatives have a fertilizing effect? - Maybe wet/tacky stuccos? - Unify sponge growth logic so it can be used for mapgen, to ensure that spawned sponges match naturally-grown ones? - Design doc needs another shakedown. - Consider updating tote recipe. ........................................................................ ========================================================================