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
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@@ -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 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. 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) ## 2026-10-24: t32: minimap and full map (Claude Code, Codex)
- `src/ui/map.js`: colour cache (`resetMap`, `mapArea`, `updateMap` from the frame loop), - `src/ui/map.js`: colour cache (`resetMap`, `mapArea`, `updateMap` from the frame loop),
@@ -3,8 +3,10 @@ id: t12
title: Exotic and sci-fi ores for late game title: Exotic and sci-fi ores for late game
status: Backlog status: Backlog
created: 2026-10-24 created: 2026-10-24
updated: 2026-10-24T04:41:46Z updated: 2026-10-24T23:27:52Z
tags: [idea] tags: [idea]
order: 0
archived: true
--- ---
## Context ## Context
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---
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 id: t31
title: Choose between several claims and sizes when opening a new claim title: Choose between several claims and sizes when opening a new claim
status: Todo status: Backlog
created: 2026-10-24 created: 2026-10-24
updated: 2026-10-24T22:39:01Z updated: 2026-10-24T23:27:52Z
order: 6
archived: true
--- ---
## Context ## Context
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@@ -1,12 +1,21 @@
--- ---
id: t13 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 status: Backlog
created: 2026-10-24 created: 2026-10-24
updated: 2026-10-24T04:41:46Z updated: 2026-10-24T23:26:09Z
tags: [idea] tags: [idea]
order: 1
--- ---
## Context ## 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 title: Redesign drill upgrades
status: Backlog status: Backlog
created: 2026-10-24 created: 2026-10-24
updated: 2026-10-24T04:41:46Z updated: 2026-10-24T23:26:09Z
tags: [idea] tags: [idea]
order: 2
--- ---
## Context ## 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
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@@ -1,12 +1,19 @@
--- ---
id: t2 id: t2
title: Export products as construction materials title: Construction materials as export products
status: Backlog status: Backlog
created: 2026-10-24 created: 2026-10-24
updated: 2026-10-24T04:41:45Z updated: 2026-10-24T23:26:09Z
tags: [discussion] tags: [discussion]
order: 5
--- ---
## Context ## 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