5d8e2d9eb4
This should make it easier to snuff mass fires created by griefers quickly.
234 lines
8.8 KiB
Plaintext
234 lines
8.8 KiB
Plaintext
========================================================================
|
|
ISSUES-GAME: Gameplay-affecting issues
|
|
------------------------------------------------------------------------
|
|
|
|
#### ##### #### # # ###### ##### ####
|
|
# # # # # # # # # # #
|
|
#### # # # # # # ##### # # ####
|
|
# ##### # # # # # ##### #
|
|
# # # # # # # # # # # #
|
|
#### # #### # ###### ###### # # ####
|
|
|
|
- Move some ABMs into soaking API:
|
|
- Sedges growing
|
|
- Lava melting stone
|
|
- Hardening/softening stone
|
|
|
|
- Move sedge growing abm into soaking.
|
|
|
|
- Continuing issues with storebox fall-thru
|
|
- Items now refusing to fall from a form into a crate or
|
|
case directly below.
|
|
- This is a side effect of logic to prevent items from falling
|
|
OUT the bottom of lode crates that are suspended above air
|
|
and will not be simple to fix.
|
|
- 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.
|
|
|
|
- Skip more entity<->entity<->node transition steps
|
|
- falling_node / item_entity conversions
|
|
- Instant settling on catapult for items ejected with
|
|
downward component into a settlable space
|
|
|
|
- Lantern brightness non-linearity
|
|
- level = ceil(4 * (1 + 2*arcsin(charge/50 - 1)/pi))
|
|
(thanks to Oblomov)
|
|
|
|
- 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?
|
|
|
|
- All flora should be radiation-sensitive.
|
|
- Currently only flowers, add sedges and rushes
|
|
- Should be at risk of harm during growth or spreading
|
|
- Rushes may dry out
|
|
- Sedges may be stunted, lose growth stages
|
|
|
|
- Door placement convenience
|
|
- If player places a door panel against the face of another
|
|
door panel (sneak+place) then match axis if possible.
|
|
|
|
- Cheats
|
|
- Should these be spun off into a separate mod?
|
|
- Maybe a separate mod within the game so they
|
|
are still standard and don't require a separate
|
|
installation.
|
|
- Rename the admin hand tool again.
|
|
- Remove fullbright from admin hand.
|
|
- Separate command to set a minimum player dynamic light.
|
|
- Priv to disable skybox/sunlight diminishing by depth?
|
|
- 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
|
|
- /snuff should probably snuff torches too
|
|
- General snuffable/on_snuff API?
|
|
- Merge with growtrees for a general on_cheat API?
|
|
|
|
- Emergency digging mechanic issues
|
|
- Players still confused by it.
|
|
|
|
- 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.
|
|
|
|
- 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
|
|
|
|
- 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.
|
|
|
|
- Valleys mapgen rivers seem to rely on having an actual separate
|
|
river water registration with a specific liquid range.
|
|
|
|
- Door-wheels do not affect attached glyphs...
|
|
|
|
- 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
|
|
|
|
- Consistentize soaking/offline mechanics
|
|
- Use a DNT to make check regular for things actually soaking
|
|
- To consider:
|
|
- Tree growth
|
|
- Compost
|
|
- 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
|
|
- 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?
|
|
|
|
- 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.
|
|
|
|
- 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?
|
|
- Maybe ores for dirt, sand?
|
|
|
|
- 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?
|
|
|
|
........................................................................
|
|
========================================================================
|