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TODO_backlog.txt
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1.19.2-1.0.6
------------
[✔] Done and tested
[🟡] Partially done, only has a workaround and/or needs testing
[❌] Not done, top ones are roughly of higher priority
Features
--------
[❌] Wave Survival
- Start anywhere, set time to morning
- Whenever night begins, spawn wave of enemies to attack move your base
- Give enemies all frostwalker to allow islands
- But won't work on sky maps
- play a random cave ambience sound at the start of each night and title function
- start off doing only monster enemies
- lose if your capitol dies
- need to make sure enemies don't spawn too close to your buildings
- might need improved pathfinding
[❌] King of the Beacon
- simple pyramid made of 4 layers + beacon block (9x9 minimum)
- need to be neutral placeable at the start of a match
- logic to change ownership to whoever has the most units nearby, with some slight inertia
- timer to determine who wins (win via total time accumulated)
- must ignore all attack commands and be indestructible
- starts out entirely made of stone brick, but deposit ore to be upgraded into ore blocks from the top down
- level 1: regen
- level 2: strength
- level 3: resistance
- level 4: speed
- instead of scaffolding underneath, place some other brick blocks
- add a UI later to show the effects, for now just have a number next to name showing how much ore to next tier)
Bugfixes
--------
[❌] World stuck at 100%
- Maybe try running a clientside /rts-reset on logout?
- Happens only if you are on a world with buildings, then try to reenter that or any other world (with or without buildings)
[❌] Joining a world causes a lot of lag if a match is already started
- Create an experimental branch where building syncing is toggleable
- Will need volunteer helpers to test
- Review code and see if direct optimisations can be made
- Maybe can buffer the syncing (eg. only allow 1 building sync per second, across all players) so it doesn't collapse the server
[❌] On a server, unloaded workers stop gathering stuff
- Relook at forced chunks?
[❌] Made building on tall grass easier
Quality of Life Features
------------------------
[❌] Teams using vanilla teams functionality
[❌] Shift queueing movements and buildings (not just placement)
[❌] The world generation datapack is now hardcoded into the mod by default
[❌] Flatten terrain ability
- Require that villagers work on it like a building
- Will need a new flatten zone object (no need to save it)
[❌] Amethyst is now mineable, and regenerates automatically after 1min
[❌] Reduce web slowness by a lot
Balancing
---------
[❌] An upgrade at the lab now upgrades silverfish to endermites for +1 attack and +5 movespeed
[❌] Move diamond axes and multishot to enchantments at the library which cost extra to use and have a cooldown
- and only upgrade one unit per use