Board: t21 to Review with its report; new tasks t29, t33-t36; board updates

- t21 report and subtasks ticked.
- New Todo tasks: t33 telling solid ground from loose grains, t34 nozzle blow reach, t35
  diagonal screw tubes, t36 diagonal wall blocks with a sloped face; t29 added on the board.
- The owner's board edits since the last board commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 22:51:27 -04:00
co-authored by Claude Opus 5.5
parent 7a653d94b4
commit a712e51b96
30 changed files with 204 additions and 79 deletions
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---
id: t10
title: World name box for a new world
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T05:19:25Z
updated: 2026-10-24T23:25:51Z
order: 4
report: |
(agent) The New world panel now has a Name box above Seed. It starts filled with the next
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---
id: t11
title: Welcome and first milestone shown again on an older world
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T05:04:13Z
updated: 2026-10-24T23:25:51Z
tags: [bug]
order: 5
report: |
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@@ -3,9 +3,9 @@ id: t13
title: Distinct worlds: generation options, planet presets, exotic ores and a choice of claims
status: Backlog
created: 2026-10-24
updated: 2026-10-24T23:26:09Z
updated: 2026-10-24T23:55:44Z
tags: [idea]
order: 1
order: 0
---
## Context
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@@ -3,9 +3,9 @@ id: t14
title: Redesign drill upgrades
status: Backlog
created: 2026-10-24
updated: 2026-10-24T23:26:09Z
updated: 2026-10-24T23:55:44Z
tags: [idea]
order: 2
order: 1
---
## Context
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---
id: t15
status: Review
order: 3
status: Done
order: 7
priority: P3
created: 2026-10-24
updated: 2026-10-24T05:54:12Z
updated: 2026-10-24T23:25:51Z
title: material selection menu for vacuum tool
report: |
(agent) The owner chose to fold this into t6: the bag rows are the vacuum's material
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---
id: t16
status: Review
order: 2
status: Done
order: 12
priority: P3
created: 2026-10-24
updated: 2026-10-24T06:36:11Z
updated: 2026-10-24T23:25:51Z
title: vacuum tool rework, again
report: |
(agent) Fewer modes. Left click picks up everything, or only what you've marked once you mark
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---
id: t17
status: Review
order: 0
status: Done
order: 13
priority: P3
created: 2026-10-24
updated: 2026-10-24T16:29:07Z
updated: 2026-10-24T23:25:51Z
title: fog of war changes
report: |
(agent) The bot now sees into the ground around it, through rock: fully clear out to 12 grains,
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---
id: t19
status: Review
order: 4
status: Done
order: 9
priority: P3
created: 2026-10-24
updated: 2026-10-24T15:59:05Z
updated: 2026-10-24T23:25:51Z
title: vacuum blow all visual
report: |
(agent) With the Vacuum, holding Shift (while not flying) now shows what Shift + right click
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---
id: t20
status: Review
order: 2
status: Done
order: 14
priority: P3
created: 2026-10-24
updated: 2026-10-24T17:57:43Z
updated: 2026-10-24T23:25:51Z
title: vacuum/blow tool rethink
report: |
(agent) The Vacuum has one selection for picking up and blowing out. With anything selected, a
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---
id: t21
status: Backlog
order: 3
status: Review
order: 0
priority: P3
created: 2026-10-24
updated: 2026-10-24T23:26:09Z
updated: 2026-10-25T02:42:10Z
title: Code health: refactor, speed up and test the physics
report: |
(agent) Done in six commits; all tests pass. Water: it did run out, just slowly. Pools now pour
off ledges several times faster (a 100-wide pool empties in about 50 s) and leftover film drains;
rain from steam spreads out downwind, so a waterfall into a hot shaft no longer refills its own
lake. Found and fixed: steam or smoke trapped in a pocket never finished, and rain landing on
steam deleted water. Piles near the bot now sort, quickly. Faster with identical results: the
roof scan (4.6 -> 1.9 ms on a quiet Huge world) and the heat pass. A loaded world starts around
the bot first (Huge, first 10 s: 15 -> 5.5 ms a tick, worst 80 -> 16 ms). Seven duplicates merged
and six large files split. Seeds make the same worlds as before. Please check: pour a pond off a
ledge; stand by a pile of ore on ash; load a Huge world and fly around in the first 20 s.
assignee: claude
---
## Context
@@ -14,8 +25,8 @@ title: Code health: refactor, speed up and test the physics
## 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
- [x] Remove duplicated code and split the largest modules into smaller files
- [x] Profile the simulation and rendering on a Huge world and speed up the slowest parts
- [x] 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
- [x] The same kind of pass over sand, molten metal and gases where tests are thin
- [x] Fix issues found along the way, and test every piece of gameplay the changes touch
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---
id: t25
status: Review
order: 2
status: Done
order: 11
priority: P3
created: 2026-10-24
updated: 2026-10-24T19:27:18Z
updated: 2026-10-24T23:25:51Z
title: visual effect for vac/blow tool
report: |
(agent) While sucking, short teal streaks of air swirl in toward the nozzle ring; while blowing,
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---
id: t26
status: Review
order: 3
status: Done
order: 10
priority: P3
created: 2026-10-24
updated: 2026-10-24T19:18:52Z
updated: 2026-10-24T23:25:51Z
title: rename and make name visible somewhere the vac/blow tool
report: |
(agent) The tool is now the Pneumatic nozzle. Its card starts with a title row (the name and the
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---
id: t27
status: Review
order: 4
status: Done
order: 8
priority: P3
created: 2026-10-24
updated: 2026-10-24T19:14:46Z
updated: 2026-10-24T23:25:51Z
title: add toast for vac/blow tool
report: |
(agent) Every tool's messages now show as toasts at the top of the screen; the red line in the
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@@ -7,9 +7,10 @@ report: |
about 900°C (blow them in, belt them in, or put the press over a fire) and they turn into Bricks.
2 Bricks build a brick wall block, they sell for about $9, and builders order them. Please try
pressing and firing a batch, and check that the press's moving plate reads well.
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T20:55:54Z
updated: 2026-10-24T23:25:51Z
order: 16
---
## Context
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---
id: t29
status: Done
order: 20
priority: P3
created: 2026-10-24
updated: 2026-10-24T23:25:51Z
title: add minimap
---
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@@ -3,9 +3,9 @@ id: t2
title: Construction materials as export products
status: Backlog
created: 2026-10-24
updated: 2026-10-24T23:26:09Z
updated: 2026-10-24T23:55:44Z
tags: [discussion]
order: 5
order: 2
---
## Context
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Huge world generates, and worlds come out exactly as before. A small "Saving…" chip appears at
the bottom right only if a save takes longer than about a sixth of a second. Please try a Huge
world, Continue, a new claim and travel, and say whether the saving chip should stay.
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T22:54:06Z
updated: 2026-10-24T23:25:51Z
order: 18
---
## Context
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cards now pop up at the bottom centre, mute moved to Shift+M, and "Show minimap" in settings
hides it. It costs about 0.1 ms a frame. Please try it on a Huge world, and say whether the
minimap's size and position work.
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T23:23:43Z
updated: 2026-10-24T23:25:51Z
order: 17
---
## Context
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---
id: t33
title: Make solid ground easy to tell apart from loose grains on top of it
status: Todo
created: 2026-10-25
updated: 2026-10-25T02:04:28Z
---
## Context
- When loose material (rubble, dirt, ore) lies on top of or against solid rock, the two are hard to tell apart in the smooth look: the loose grains blend into the rock under them, so it's unclear where the solid ground starts and what is still to dig. The owner's screenshot: `/home/aaron/Pictures/Screenshots/Screenshot_20261024_214546.png` (a dug-out area around the bot where loose copper-coloured rubble covers the rock).
## Subtasks
- [ ] Find what makes them blend (similar colours, lighting, the smooth look's edge blending, no outline between loose and solid)
- [ ] Give loose grains and solid ground a clear visual difference (for example an edge or shading on solid rock, a different texture or brightness for loose grains), in both looks
- [ ] Check it in dark caves, under the bot's lamp, and with the thermal lens
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@@ -0,0 +1,21 @@
---
id: t34
title: Limit how far the nozzle blows to the same reach as sucking
status: Todo
created: 2026-10-25
updated: 2026-10-25T02:26:51Z
---
## Context
- Blowing with the Pneumatic nozzle has no range limit: with the cursor outside the reach circle around the bot, blown grains still fly all the way to the cursor, and the farther you aim, the farther they go. Sucking only works inside the circle. Blowing should be limited to the same reach.
- Cause: `nozzle()` in `src/sim/vacuum.js` works out a distance capped at the reach, but `toolBlow()` aims every grain at the cursor itself rather than at that capped point.
## Subtasks
- [ ] Aim blown grains at the cursor only when it's inside the reach; outside it, aim at the edge of the reach in the cursor's direction
- [ ] Make the blow preview show where grains will land when the cursor is out of reach
- [ ] Check thrown bars still match (they already aim at the capped point)
- [ ] Add a check: blowing at a cursor far outside the reach lands nothing beyond it
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@@ -0,0 +1,21 @@
---
id: t35
title: Diagonal screw tubes
status: Todo
created: 2026-10-25
updated: 2026-10-25T02:35:19Z
---
## Context
- Screw tubes only run straight: up, down, left or right. Add diagonal tubes, and let them be placed diagonally (dragging a line at 45° lays a diagonal run), so grains and bars can be carried up or down a slope without stair-stepping straight pieces.
## Subtasks
- [ ] Decide how a diagonal tube looks and fits the 4×4 block grid (a block per diagonal step, or a dedicated diagonal piece)
- [ ] Move grains and bars along diagonal tubes, including joining onto and off straight tubes and belts
- [ ] Placing: dragging at 45° lays a diagonal run; R picks the diagonal directions when placing a single piece
- [ ] Copy, cut, paste, undo and blueprints handle diagonal tubes
- [ ] Tests for carrying sand and bars up and down a diagonal run, and for the joins
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---
id: t36
title: Diagonal wall blocks with a smooth sloped face
status: Todo
created: 2026-10-25
updated: 2026-10-25T02:45:20Z
---
## Context
- Walls can only be placed on the square block grid, so a sloped wall is a staircase of blocks. Grains catch on every step instead of sliding down, which makes funnels and hoppers clog. Add diagonal wall placement, and wall pieces whose face is a flat 45° slope, so loose material slides smoothly down a funnel wall.
## Subtasks
- [ ] Add sloped wall pieces: half-block triangles in the four orientations, so a run of them makes a flat 45° face
- [ ] Dragging a wall line at 45° lays a diagonal run of sloped pieces; R picks the orientation for a single piece
- [ ] Grains, liquids and bars slide down the flat face without catching (check powder sliding and the STICK rule against a straight 45° line)
- [ ] Works with every wall material; refunds, copy, cut, paste, undo and blueprints handle the new pieces
- [ ] Tests: sand poured into a V funnel of sloped walls all comes out the bottom; the same funnel built from square steps for comparison
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---
id: t3
title: World feels small; resources run out
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T22:06:01Z
updated: 2026-10-24T23:25:51Z
tags: [discussion]
report: |
(agent) Built all four. New worlds hold about 4.7x the ore: the top layers are as before, and
@@ -14,7 +14,7 @@ report: |
paid off, the notebook's new Claims page opens another claim for $5,000 down and $40,000 owed
(then $80,000...). Your money, bag, upgrades and discoveries come along, buildings stay put, and
you can travel back. Existing worlds only get the richer ore if you start a new world or claim.
order: 1
order: 19
---
## Context
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---
id: t4
title: Hopper blocks instead of fixed-size hoppers
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T20:55:54Z
updated: 2026-10-24T23:25:51Z
tags: [discussion]
order: 1
order: 15
report: |
(agent) Built. Grinder ($60) and Saw ($90) are 1-block pieces in the Machines tab. Grains
resting on top are worked and the result drops out underneath, so a row of them between two
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---
id: t5
title: Material selection menu
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T05:26:29Z
order: 0
updated: 2026-10-24T23:25:51Z
order: 1
report: |
(agent) New material menu for walls and molds. With the Build tool on a wall block or a mold,
press F (or click the material chip on the Build card) to open it. Each material shows how
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---
id: t6
title: Rework the vacuum/blower tool
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T05:54:12Z
updated: 2026-10-24T23:25:51Z
tags: [discussion]
order: 6
report: |
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---
id: t7
title: Option to turn off smooth pan following the mouse
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T05:15:28Z
order: 1
updated: 2026-10-24T23:25:51Z
order: 2
report: |
(agent) New setting: Settings > Display > "Camera looks toward the pointer". Turn it off and
the camera stays centred on the bot instead of drifting toward the mouse (or right stick).
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---
id: t8
title: Fog of war for unexplored areas
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T05:37:34Z
order: 2
updated: 2026-10-24T23:25:51Z
order: 3
report: |
(agent) Fog of war. Underground is black until the bot has seen it: it sees in straight
lines through air, water and gas, about 48 grains, and a few grains into the rock it looks
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---
id: t9
title: Script to run the local server for testing
status: Review
status: Done
created: 2026-10-24
updated: 2026-10-24T05:06:19Z
order: 3
updated: 2026-10-24T23:25:51Z
order: 0
report: |
(agent) New: python3 tools/serve.py builds the game, serves it at http://localhost:8000 and
rebuilds by itself when anything in src/ changes. Pages aren't cached, so a normal refresh