nodecore-cd2025/docs/issues.txt
2020-02-05 07:34:28 -05:00

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