nodecore-cd2025/docs/issues.txt
2019-08-14 18:41:46 -04:00

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ISSUES: Bugs, Cleanup and Refinements
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- 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.
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