Backlog: merge related tasks into four and rewrite them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -3,8 +3,10 @@ id: t12
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title: Exotic and sci-fi ores for late game
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status: Backlog
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created: 2026-10-24
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updated: 2026-10-24T04:41:46Z
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updated: 2026-10-24T23:27:52Z
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tags: [idea]
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order: 0
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archived: true
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---
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## Context
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@@ -0,0 +1,19 @@
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---
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id: t24
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status: Backlog
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order: 4
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priority: P3
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created: 2026-10-24
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updated: 2026-10-24T23:27:52Z
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title: Water Fixes
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archived: true
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---
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# Context
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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.
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## Subtasks
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- [ ] water physics fixes
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- [ ]
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@@ -1,9 +1,11 @@
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---
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id: t31
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title: Choose between several claims and sizes when opening a new claim
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status: Todo
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status: Backlog
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created: 2026-10-24
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updated: 2026-10-24T22:39:01Z
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updated: 2026-10-24T23:27:52Z
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order: 6
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archived: true
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---
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## Context
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@@ -1,12 +1,21 @@
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---
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id: t13
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title: World generation options and planet presets
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title: Distinct worlds: generation options, planet presets, exotic ores and a choice of claims
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status: Backlog
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created: 2026-10-24
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updated: 2026-10-24T04:41:46Z
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updated: 2026-10-24T23:26:09Z
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tags: [idea]
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order: 1
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---
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## Context
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- 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.
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- 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.)
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## Subtasks
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- [ ] Generation options in the new-world dialog: how much ore, caves, water and mountains, and how deep the world goes
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- [ ] 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
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- [ ] Exotic, sci-fi ores and materials for the late game, found only on some planets or very deep, each with a use
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- [ ] 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
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- [ ] Claim prices match their size and riches
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@@ -3,10 +3,17 @@ id: t14
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title: Redesign drill upgrades
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status: Backlog
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created: 2026-10-24
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updated: 2026-10-24T04:41:46Z
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updated: 2026-10-24T23:26:09Z
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tags: [idea]
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order: 2
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---
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## Context
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- 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.
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- 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.
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## Subtasks
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- [ ] Decide what the drill's upgrades are (power, reach, width, tuning, harder rock) and how each is earned or built, replacing the Bit mold
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- [ ] Decide whether other upgrades (the bag/tank, Flask, thermal lens) follow the same system
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- [ ] Old saves keep the upgrades they already have
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@@ -0,0 +1,21 @@
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---
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id: t21
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status: Backlog
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order: 3
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priority: P3
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created: 2026-10-24
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updated: 2026-10-24T23:26:09Z
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title: Code health: refactor, speed up and test the physics
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---
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## Context
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- 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.)
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## Subtasks
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- [ ] Remove duplicated code and split the largest modules into smaller files
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- [ ] Profile the simulation and rendering on a Huge world and speed up the slowest parts
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- [ ] 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
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- [ ] The same kind of pass over sand, molten metal and gases where tests are thin
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- [ ] Fix issues found along the way, and test every piece of gameplay the changes touch
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@@ -1,12 +1,19 @@
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---
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id: t2
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title: Export products as construction materials
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title: Construction materials as export products
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status: Backlog
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created: 2026-10-24
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updated: 2026-10-24T04:41:45Z
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updated: 2026-10-24T23:26:09Z
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tags: [discussion]
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order: 5
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---
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## Context
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- 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.
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- 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.
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## Subtasks
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- [ ] 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
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- [ ] For each, decide its recipe from materials in the game and which machine or mold makes it
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- [ ] Builders' orders and prices for them, so making finished products pays better than selling raw bars
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