fd65215583
- Call a callback if present after rotation - Action logging - Use swap_node so metadata isn't lost
310 lines
12 KiB
Plaintext
310 lines
12 KiB
Plaintext
========================================================================
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ISSUES-GAME: Gameplay-affecting issues
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------------------------------------------------------------------------
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- Most HUDs lack z-index
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- Looktips obscured by new rotation HUDs probably shouldn't be
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- Make tongs extensible
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- Instead of checking for known glowing lode, use groups
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- A group for tong-able
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- A group to control wear rate
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- Move existing load stuff into groups
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- New Rotation System Issues
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- Enroll writing system
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- Fallback behavior when a direction is unavailable makes no
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sense.
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- Can cause a hotspot to change meaning as rotating
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- Intended for writing rotations
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- Should we go back to defining only 3D or 2D and not
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trying to support both with 1 method?
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- May make sense with dots anyway
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- Totes should honor on_rightclick handlers in on_place.
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- Need to try to address issues with items settling in pum pools.
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- Dropping in amalgam can cause arbitrary tunneling which
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can cause huge disasters.
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- Maybe displace the pum sources, and have them travel
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recursively through the pum pool until they find an open
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space, to create space for the item.
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- POSSIBLE FIX: allow items to ask a node to displace itself
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to make room, the way the "trydig" thing works in
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nc_items item_ent.
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- If we have to recursively search for where the liquid goes
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then we may want to do this only at the spot the item is
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and not everywhere it's settle-checking
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- It may make sense to spawn an entity to track the liquid
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node being displaced so it can wander around and try to
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settle over multiple ticks.
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- Mapgenned trees and grown trees are not statistically identical.
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- Because grown trees have overlapping folliage branches,
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they tend to have fewer missing corners than schematic
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trees.
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- This is not good for anarchy play and disguising bases.
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- It's not good for the "mapgen should look like natural
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gameplay steady-state" rule.
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- Mapgen fix for falling nodes is not 100% correct.
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- Tracing it, it seems like some map modifications are
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made after our mapgen_shared hooks run, causing us to
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assume some gravel will be supported below when that
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gravel later gets undercut.
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- This may not be much of a problem if the unsuspend
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logic is reliable enough, but it does put some added
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stress on the engine when these mapblocks get loaded
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and then need to immediately spawn entities.
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- Tree trunks not connected to a root still support leaves
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- Hard to trigger in vanilla, but mods with large trees
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can make it easier to happen.
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- We should probably periodically check the trunks and
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trace downward to look for a stump, and if we don't
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find one, mark the trunk as unusable, including all
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connected trunks.
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- Trunks marked as unusuable are ignored for leaf decay
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checks.
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- Tong-carried hot lode metadata combining issue
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- Combine when falling out of lode ore (probably shouldn't
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because they're losing cooling metadata) but don't combine
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when moved by tongs (annoying that they don't).
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- We probably want the ability to combine (or ignore) certain
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metadata for merging stacks, to make the tongs thing go away.
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- We may want to overhaul cooking to make annealing recipes
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combine more sensibly.
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- Run cooking/cooling in AISMs?
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- Store state info in itemstack meta instead of
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container node meta?
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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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- Crosshair still not fully synced with looktip: node
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name visible due to punching nodes still does not
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solidify the crosshair in darkness.
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- Allow some nodes to pseudorandomly choose from equivalent rotations
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instead of always picking the first one.
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- For optics, but probably not for doors.
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- Exercise all 24 rotations and ensure all code paths work for them.
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- Subtle texture variation, may affect texturepacks as well.
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- Move some ABMs into soaking API:
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- Sedges growing
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- Lava melting stone
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- Hardening/softening stone
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- Continuing issues with storebox fall-thru
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- Items now refusing to fall from a form into a crate or
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case directly below.
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- This is a side effect of logic to prevent items from falling
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OUT the bottom of lode crates that are suspended above air
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and will not be simple to fix.
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- Prills dropping out of glowing lode spawn inside a
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storebox below, but this allows them to fall through
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the bottom (since they're already past colliding with
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the box and being absorbed)
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- Maybe entities need to try to settle into a box
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if it WAS in the box's node space last tick but
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is below it now, and the box isn't open on
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the bottom.
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- Skip more entity<->entity<->node transition steps
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- falling_node / item_entity conversions
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- Instant settling on catapult for items ejected with
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downward component into a settlable space
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- Lantern brightness non-linearity
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- level = ceil(4 * (1 + 2*arcsin(charge/50 - 1)/pi))
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(thanks to Oblomov)
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- Rake recipe is a major problem
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- Lots of players are getting caught up on it
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- Replace recipe:
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- Add "partial" rakes for 1, 2, and 3 tines.
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- Using adze on handle makes partial rake.
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- Using adze on partial rake upgrades it.
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- Once a full rake is completed it works as normal.
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- Partial rakes have rake functionality but break
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after a single use.
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- Break into appropriate prills (lode)
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- Hide rake recipe until later in the game?
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- Maybe add a generic "# hints completed" qualifier?
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- Maybe add a number of hours played (non-idle) qualifier?
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- All flora should be radiation-sensitive.
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- Currently only flowers, add sedges and rushes
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- Should be at risk of harm during growth or spreading
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- Rushes may dry out
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- Sedges may be stunted, lose growth stages
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- Cheats
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- Should these be spun off into a separate mod?
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- Maybe a separate mod within the game so they
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are still standard and don't require a separate
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installation.
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- Rename the admin hand tool again.
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- Remove fullbright from admin hand.
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- Separate command to set a minimum player dynamic light.
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- Priv to disable skybox/sunlight diminishing by depth?
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- Add a /soak cheat to push soaking?
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- Add a /forest or /grove cheat to sprinkle trees around
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- Like the flora redecorate
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- Useful for servers with spawn tree attrition
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- /snuff should probably snuff torches too
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- General snuffable/on_snuff API?
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- Merge with growtrees for a general on_cheat API?
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- Emergency digging mechanic issues
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- Players still confused by it.
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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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- 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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- 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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- Hide rake hint until player reaches a certain point in the game
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- Maybe "total discovery" score threshold?
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- Hide it behind discovering something that REQUIRES rake
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like thatch or wicker?
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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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- 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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- 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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- 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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- Door-wheels do not affect attached glyphs...
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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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- 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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========================================================================
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