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