diff --git a/docs/agent-log.md b/docs/agent-log.md index 0bc767f..a4e8e17 100644 --- a/docs/agent-log.md +++ b/docs/agent-log.md @@ -4,6 +4,13 @@ What agents have done, newest first. Add an entry for every piece of work: the d note or request it was for, what changed, the files touched, the tests run, and anything left open or not verified. Keep each entry short; the git history has the details. +## 2026-10-24: Backlog combined and rewritten (Claude Code) + +- On the owner's request: t12 (exotic ores) and t31 (choosing claims) merged into t13, now + "Distinct worlds: generation options, planet presets, exotic ores and a choice of claims"; + t24 (water fixes) merged into t21, now "Code health: refactor, speed up and test the physics". + t2 and t14 rewritten with subtasks. t12, t24 and t31 archived (`tasks/archive/`), not deleted. + ## 2026-10-24: t32: minimap and full map (Claude Code, Codex) - `src/ui/map.js`: colour cache (`resetMap`, `mapArea`, `updateMap` from the frame loop), diff --git a/tasks/t12_exotic_sci_fi.md b/tasks/archive/t12_exotic_sci_fi.md similarity index 78% rename from tasks/t12_exotic_sci_fi.md rename to tasks/archive/t12_exotic_sci_fi.md index e807532..e83c6a4 100644 --- a/tasks/t12_exotic_sci_fi.md +++ b/tasks/archive/t12_exotic_sci_fi.md @@ -3,8 +3,10 @@ id: t12 title: Exotic and sci-fi ores for late game status: Backlog created: 2026-10-24 -updated: 2026-10-24T04:41:46Z +updated: 2026-10-24T23:27:52Z tags: [idea] +order: 0 +archived: true --- ## Context diff --git a/tasks/archive/t24.md b/tasks/archive/t24.md new file mode 100644 index 0000000..97f4dde --- /dev/null +++ b/tasks/archive/t24.md @@ -0,0 +1,19 @@ +--- +id: t24 +status: Backlog +order: 4 +priority: P3 +created: 2026-10-24 +updated: 2026-10-24T23:27:52Z +title: Water Fixes +archived: true +--- + +# Context + +Water never seems to run out in certain conditions when its running off the edge. maybe it actually does but it takes a while and i just didnt notice. Please do a full test suite of water physics and make sure it asks as it should in all conditions. + +## Subtasks + +- [ ] water physics fixes +- [ ] diff --git a/tasks/t31_choose_between_several.md b/tasks/archive/t31_choose_between_several.md similarity index 92% rename from tasks/t31_choose_between_several.md rename to tasks/archive/t31_choose_between_several.md index b1b4cf9..321d8bb 100644 --- a/tasks/t31_choose_between_several.md +++ b/tasks/archive/t31_choose_between_several.md @@ -1,9 +1,11 @@ --- id: t31 title: Choose between several claims and sizes when opening a new claim -status: Todo +status: Backlog created: 2026-10-24 -updated: 2026-10-24T22:39:01Z +updated: 2026-10-24T23:27:52Z +order: 6 +archived: true --- ## Context diff --git a/tasks/t13_world_generation_options.md b/tasks/t13_world_generation_options.md index 07e39eb..d092cc4 100644 --- a/tasks/t13_world_generation_options.md +++ b/tasks/t13_world_generation_options.md @@ -1,12 +1,21 @@ --- id: t13 -title: World generation options and planet presets +title: Distinct worlds: generation options, planet presets, exotic ores and a choice of claims status: Backlog created: 2026-10-24 -updated: 2026-10-24T04:41:46Z +updated: 2026-10-24T23:26:09Z tags: [idea] +order: 1 --- ## Context -- add more world generation options in new world creation and some presetsa Presets like different planet environments and all. Trees, water, dirt, all that could look different too. +- Every world is generated the same way today, and a new claim is just another random world the same size as the last. Make worlds and claims feel distinct: options when generating a world, planet presets that change how a world looks and what is in it, exotic late-game ores that only some worlds have, and a choice of claims to open, each with its own size, character and price. (Merged from t12 exotic ores and t31 choosing claims.) + +## Subtasks + +- [ ] Generation options in the new-world dialog: how much ore, caves, water and mountains, and how deep the world goes +- [ ] Planet presets that change the look and the climate: different trees, water, dirt and rock colours, for example a frozen world, a desert world and a volcanic world +- [ ] Exotic, sci-fi ores and materials for the late game, found only on some planets or very deep, each with a use +- [ ] Opening a new claim offers a few claims to choose from (for example three), each showing its size, preset, notable ores, down payment and debt +- [ ] Claim prices match their size and riches diff --git a/tasks/t14_redesign_drill_upgrades.md b/tasks/t14_redesign_drill_upgrades.md index c5ab1de..deb015e 100644 --- a/tasks/t14_redesign_drill_upgrades.md +++ b/tasks/t14_redesign_drill_upgrades.md @@ -3,10 +3,17 @@ id: t14 title: Redesign drill upgrades status: Backlog created: 2026-10-24 -updated: 2026-10-24T04:41:46Z +updated: 2026-10-24T23:26:09Z tags: [idea] +order: 2 --- ## Context -- lets talk about upgrades to the res drill. currently we have a bit mold. but that doesnt really make sense for the res drill. lets redesign the whole upgrades functionality anyway. +- The Resonance drill is upgraded today by casting drill bits in a Bit mold, which doesn't make sense for a drill that shatters rock with pulses. Redesign how upgrades work as a whole. Earlier ideas from the design notes: an amplifier, a tuning fork and harmonics for the drill, a Grav pick tool and mining charges. + +## Subtasks + +- [ ] Decide what the drill's upgrades are (power, reach, width, tuning, harder rock) and how each is earned or built, replacing the Bit mold +- [ ] Decide whether other upgrades (the bag/tank, Flask, thermal lens) follow the same system +- [ ] Old saves keep the upgrades they already have diff --git a/tasks/t21.md b/tasks/t21.md new file mode 100644 index 0000000..6d8ae41 --- /dev/null +++ b/tasks/t21.md @@ -0,0 +1,21 @@ +--- +id: t21 +status: Backlog +order: 3 +priority: P3 +created: 2026-10-24 +updated: 2026-10-24T23:26:09Z +title: Code health: refactor, speed up and test the physics +--- + +## Context + +- The code has grown fast. Clean it up and make it faster without changing how the game plays, and give the physics a full test pass, starting with water: water running off the edge of the world never seems to run out (it may only be slow; find out, and fix it if it really doesn't). (Merged from t24 water fixes.) + +## Subtasks + +- [ ] Remove duplicated code and split the largest modules into smaller files +- [ ] Profile the simulation and rendering on a Huge world and speed up the slowest parts +- [ ] A full test pass over water physics in every situation (pools, flows, falls off the world edge, pumps and pipes, freezing and boiling); fix what is wrong +- [ ] The same kind of pass over sand, molten metal and gases where tests are thin +- [ ] Fix issues found along the way, and test every piece of gameplay the changes touch diff --git a/tasks/t2_export_products_construction.md b/tasks/t2_export_products_construction.md index f913fc9..eb1b618 100644 --- a/tasks/t2_export_products_construction.md +++ b/tasks/t2_export_products_construction.md @@ -1,12 +1,19 @@ --- id: t2 -title: Export products as construction materials +title: Construction materials as export products status: Backlog created: 2026-10-24 -updated: 2026-10-24T04:41:45Z +updated: 2026-10-24T23:26:09Z tags: [discussion] +order: 5 --- ## Context -- lets think about how best to design the factory products. basics are normal smelting ore, refining, etc. but the actual export products could be like real construction materials. materials that a real construction site might need. +- Decide what the factory ultimately makes for sale. Smelting ore, grinding rock and casting bars are the basics; the products worth exporting should be real construction materials, the things an actual building site orders. Some exist already (stone blocks, planks, bricks, glass bricks, metal bars); this is about designing the full set and how each is made. + +## Subtasks + +- [ ] List candidate products a building site buys (for example steel beams, rebar, pipe, wire, glass panes, cement and concrete, roof tiles) and pick the ones that fit the game +- [ ] For each, decide its recipe from materials in the game and which machine or mold makes it +- [ ] Builders' orders and prices for them, so making finished products pays better than selling raw bars