d872119fd7
- Fix door place-craft discovery not triggering due to wrong label name - Fix many door witnesses not working because the door itself obstructs view of the action; "spread" the witness event to multiple positions and give the player credit if they can observe any part of the interacting nodes.
240 lines
8.9 KiB
Plaintext
240 lines
8.9 KiB
Plaintext
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ISSUES-GAME: Gameplay-affecting issues
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- Door crafting issues:
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- Should tickling mechanic work with doors?
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- Pumwater is too hard to find
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- Make springs more plentiful at depths <= -256?
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- Add a new pum-construct?
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- Extra pools?
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- Amalgamation touching water?
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- Pockets/traps?
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- Make it especially plentiful below -512-ish
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- Detect and warn players about misuse of singlenode mapgen
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- Mods can register if they're supporting singlenode.
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- We can detect player "falling forever" by scanning down
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to find anything other than air before ignore.
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- Revert /mods changes
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- Possibly list out add-on mods in About box in long form?
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- Tree hierarchy?
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- Add optional version API?
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- Instead of always displacing nodes upon falling node landing, should
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check for diggability and if diggable, convert to drops.
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- Add subtle visual indicator opposite door hinge
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- Touch-damage is overused, should probably only apply to
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obviously extremely hot things like embers and pumwater.
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- Maybe add a pickup_damage/hotpotato group specifically
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for the hot potato functionality.
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- Re-examine chiseling recipes
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- Bricks accept annealed chisels, which makes some sense
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from a game balance perspective (cosmetic-only = cheap)
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but less re: realism.
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- Similarly doors all require tempered chisels, and maybe
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at least wooden doors should accept annealed.
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- Cannot catapult an item into a form from below.
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- Is this actually important?
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- Thatch and wicker should probably have recycling recipes.
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- Do we really need stack_as_node for leaves, sticks, and a
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few other ordinary items anymore, or has our falling_node
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rework made that irrelevant now?
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- Grass, sprouts, and stumps (maybe others) all reuse textures from
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dirt, and from some sides are visually indistinguishable from
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dirt, yet the player is somehow able to distinguish them via a
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looktip (not even needing to touch/hear). This feels inconsistent
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and maybe these nodes should have distinct textures on all sides,
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like added roots.
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- Sponge Fixes
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- Fix crappy sponge death mechanic
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- Remove special treatment of glass case and glass nodes
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- May need to find a new use-case for glass case?
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- Improve sponge colony growth shape
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- Prevent tall vertical column growth seen on NCC by Kimapr
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- Instead of just pushing out a sponge, floodfill to find colony
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(reuse colony volume check), then pick a random surface node
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to grow from; maybe save candidate water spots during the flood
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scan and grow non-locally to that?
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- Hint system:
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- Split hint descriptions into "pre" and "post" parts.
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- Undiscovered, show just "pre" part (1 stick + 4 adze)
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- After, show both (1 stick + 4 adze => rake)
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- Make all crafts/recipes trigger witnessing?
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- Hide stylus hint until after mixed concrete
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- Make a way to prevent crafting on place
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- Sneak? Aux?
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- Confirmation UI after completing recipe, e.g. floating ent
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- Make all recipes include some pummel factor?
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- Doors should produce particles when digging or pummeling
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- Door press recipe limitations
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- Node-placing recipes don't work with itemstacks
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- Tool and torch making don't work
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- We should be able to detect failed-catapulting for this
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- Stackapply recipes
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- Needed for automatic eggcorn planting
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- Rakes don't work with door press
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- Doesn't work consistently on nodes, only stacks
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(silk touch issues)
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- Need a way to decide on sneak or regular dig:
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door tier? direction? rake type?
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- Need a better API, possibly pass something for the
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"digger" param instead of machine_digging sidechannel
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- Health system slot bias should be a bit stronger
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- Consider making offline (e.g. soaking) growth rates sublinear
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with time, e.g. diminishing returns for offline time, to create
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incentives to build nearby
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- Stone softening rates feel off.
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- Once first stage of stone softens, others follow really
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quickly (exponential runaway basically).
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- If you leave stone soaking for a while, it looks like it
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basically softens all or nothing.
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- Can we smooth this out and make it less jarring?
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- Item ent fixes
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- Make crush damage use velocity relative to player,
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not absolute velocity, to calculate damage
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- A way to visualize the infusion rate effects would be nice
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- Particles don't work due to semitransparent liquid
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- Make door operation bredth-first queue-recursive for consistent
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operation and addressing timing conflicts.
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- Remove fullbright from admin hand.
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- Separate fullbright priv.
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- Also disable skybox/sunlight diminishing by depth?
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- The hand could use a bit of an overhaul too.
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- Better name, appearance.
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- Make it look like a tool instead of hand?
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- Maybe some kind of force entity like a lighting bolt?
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- Add a way to extend wandering generations
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- For glass, heat sources
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- For concrete, moisture sources
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- Rakes should probably not charge durability for digging first item
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stack, or should charge reduced wear for item stacks.
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- Tarstone should produce coal particles consistently when broken back
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down to regular cobble, but it only works with the base node, not the
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etched ones.
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- Integrate YCTIWY into base game
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- Players losing run speed on damage would be simplified by checking for
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<max health instead of time of last damage.
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- Should lose farzoom when damaged too.
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- Should water/lava springs vary by depth? Lava seems kind of laborious
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to find right now.
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- We can reliably detect the zoom player control, make far-zoom only
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work while zooming, and add hints for it.
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- Door upward conveying is sort of useless right now; make it also
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push objects outward, so this motion can be useful for upward
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item transport?
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- Valleys mapgen rivers seem to rely on having an actual separate
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river water registration with a specific liquid range.
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- Should item ents experience more drag when in fluids?
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- Door-wheels do not affect attached glyphs...
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- Add a few smoke particles to fire?
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- Make them different (smaller?) than cooking to differentiate.
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- Consider changing wet/dry stack splitting
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- Currently, original stack remains in place, wetted/dried
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stack jumps out to new spot.
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- Instead, maybe wetted/dried stays in place and original
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jumps out (unless there's an adjacent wetted/dried stack to
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reuse).
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- More similar to the way flammable stack ignition works
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- Just meaner overall
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- Consistentize soaking/offline mechanics
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- Use a DNT to make check regular for things actually soaking
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- To consider:
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- Tree growth
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- Compost
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- Sponge expiration
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- Torch expiration
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- Leaching
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- Repacking
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- Concrete
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- Lux renew
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- Logic: Action by a living thing (i.e. presence of player or
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microorganisms) is what keeps time ticking...?
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- Be more consistent with some non-offline mechanics like
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fire fuel consumption
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- When we did torches via expiration metadata, the reason at the
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time was that there was no way to get them to tick reliably like
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we can with nodes; with AISMs this is no longer the case.
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- Repose changes
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- Staves/rods should repose a lot less or not at all.
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- Rework repose to be based on amount of loose material below, not
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amount of distance available to fall? repose only needs to have a
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particular angle as measured on flat land?
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- Delay lens full brightness?
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- Propagate optic signals immediately
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- Reach full brightness a few seconds later, to reduce map
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update work and prevent rapid strobes.
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- Strobes can cause excess lighting recalcs and block
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transfers, and can cause seizure problems for users
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- Tote issues:
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- Consider updating tote recipe.
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- Totes should do face-connected search for totables; don't pick up
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shelves only touching via a corner.
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- Flammables should respond via AISM when bathed in fire or igniting
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liquids like molten glass or rock.
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- Should there be pockets of softer stone at depth, like there is gravel?
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- Register ores for softer stone of each level
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- Maybe some ores for cobble and/or loose cobble?
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- Maybe ores for dirt, sand?
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- Consider checking for a nearby active player before running
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"fast-evolving" ABMs that don't normally work offline, like fire
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extinguishing/spreading?
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- This would make gameplay more fair for those who tend to
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go AFK suddenly and can't return for a long time.
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- This would reduce the gap between things that support the offline
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mechanic and those that don't between MP and SP.
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- Make separate walkable/non-walkable stack nodes.
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- Should sticks and eggcorns be non-walkable?
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========================================================================
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