Backlog: merge related tasks into four and rewrite them

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 19:28:00 -04:00
co-authored by Claude Opus 5.5
parent 8d12b67c08
commit 68c021f64b
8 changed files with 85 additions and 11 deletions
@@ -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
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@@ -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
- [ ]
@@ -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
+12 -3
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@@ -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
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@@ -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
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@@ -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
+10 -3
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@@ -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