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Add to TODO
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63
TODO.md
63
TODO.md
@ -1,23 +1,50 @@
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_Keep in mind that this is just a basic outline of planned features, and will be constantly changing!_
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_Keep in mind that this is just a basic outline of planned features, and will be constantly changing!_
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### 3.x Planned
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### Won't Add
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- New save system: toggleable autosave, named slots, less clunky save UI
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_(These are not planned in the near future at all, and have been suggested before **many** times.)_
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- [DONE?] Optimize for tablets
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- Texture packs
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- Teleporter UI changes, more colors (?)
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- Online player profiles
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- [DONE] New building tools: selection-delete, hold to place blocks in a line, one-tap delete mode (mobile). New 'tool' menu (desktop).
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- Player mech on Android
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- [DONE] Refactor `Renderer`, remove code for rendering platform-specific placement and move to 2 different classes
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- Modding support
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- New map format system. Each new version is a different class, convert between different versions.
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- Underground conduits
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### Already Suggested
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_(not necessarily planned!)_
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- "more blocks" "more turrets" "more content" "more X/Y/Z"
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- Multiplayer
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- Building of units (tanks, drones, _soldiers_, doesn't matter)
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- Enemy bases, fighting against AI, capture points
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- Co-op of any sort
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- Campaign, challenge mode
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- Multiple cores
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- Movable turrets
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- Batteries or storage for anything
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- Destroy map indestructible blocks
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- Customizable world ore generation + seed
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- Steam release
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- Research system, tech tree, persistent upgrades, upgrades at all
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- Missile enemies/turrets/weapons (both homing and non-homing)
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- Better graphics
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- Enemies dropping resources
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- Final objectives/non-endless mode
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- Fusion reactor
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### Balance
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- Slow down progression slightly
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- Better endgame turrets (?)
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- Nerf RTG, buff nuclear reactor
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- Faster power
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### Misc. QoL
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- Minimap
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- Minimap
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- More indicators for when the core is damaged and/or under attack
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- Underground conduits
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- Fix bugs with junction not accepting blocks (low FPS)
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- More indicators for core damaged/attacked
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- Fix bugs with tunnel merging and/or removing items (low FPS)
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- Delete saves, export saves, import saves
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- Display playtime in saves
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- Edit descriptions for conveyor tunnels to be more clear about how to use them
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- Edit descriptions for conveyor tunnels to be more clear about how to use them
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- [DONE] Add link to Mindustry discord everywhere
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- New map format system to display
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- Balancing to slow down progression
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- Better placement controls, break while placing
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- Map editor
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- Hide UI elements
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- Delete saves
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- New liquid conduit system
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- Display playtime
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### Major Bugs
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### Major Bugs
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- Black screen when tabbing out on Android
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- Black screen when tabbing out on Android
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@ -26,10 +53,6 @@ _Keep in mind that this is just a basic outline of planned features, and will be
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- Google Payments verify crash
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- Google Payments verify crash
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- Google Payments IllegalArgument crash
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- Google Payments IllegalArgument crash
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### 4.0 Planned
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- Multiplayer framework, possibly implementation
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- New look to blocks, make them less 'blocky'
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### Misc
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### Misc
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- Localization support. Change all in-game strings to localized strings. Check compatibility with GWT and Android libraries.
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- Localization support. Change all in-game strings to localized strings. Check compatibility with GWT and Android libraries.
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="io.anuke.mindustry"
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package="io.anuke.mindustry"
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android:versionCode="45"
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android:versionCode="47"
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android:versionName="3.2b4" >
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android:versionName="3.2" >
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<uses-permission android:name="com.android.vending.BILLING" />
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<uses-permission android:name="com.android.vending.BILLING" />
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<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
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<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
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@ -214,6 +214,9 @@ public class World extends Module{
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}
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}
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void set(int x, int y, Block type, int rot){
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void set(int x, int y, Block type, int rot){
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if(!Mathf.inBounds(x, y, tiles)){
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return;
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}
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if(type == ProductionBlocks.stonedrill){
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if(type == ProductionBlocks.stonedrill){
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tiles[x][y].setFloor(Blocks.stone);
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tiles[x][y].setFloor(Blocks.stone);
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}
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}
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@ -72,7 +72,7 @@ public class MapEditorDialog extends Dialog{
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Pixmaps.write(editor.pixmap(), result);
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Pixmaps.write(editor.pixmap(), result);
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}catch (Exception e){
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}catch (Exception e){
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Vars.ui.showError("Error saving image file:\n[orange]" + Strings.parseException(e, false));
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Vars.ui.showError("Error saving image file:\n[orange]" + Strings.parseException(e, false));
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e.printStackTrace();
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if(!Vars.android) e.printStackTrace();
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}
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}
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Vars.ui.hideLoading();
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Vars.ui.hideLoading();
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});
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});
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@ -133,6 +133,8 @@ public class BlocksFragment implements Fragment{
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get().marginLeft(0f);
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get().marginLeft(0f);
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get().marginRight(0f);
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get().marginRight(0f);
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end();
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end();
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}}.right().bottom().uniformX();
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}}.right().bottom().uniformX();
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@ -23,19 +23,6 @@ public class PlacementFragment implements Fragment{
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visible(()->player.recipe != null && !GameState.is(State.menu));
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visible(()->player.recipe != null && !GameState.is(State.menu));
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abottom();
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abottom();
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aleft();
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aleft();
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/*
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Image image = new Image("icon-arrow");
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image.update(() -> {
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image.setRotation(player.rotation*90);
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image.setOrigin(Align.center);
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});
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new table("pane"){{
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visible(() -> player.recipe != null && player.recipe.result.rotate);
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add(image).size(40f);
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}}.size(54f).end();
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row();*/
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new table(){{
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new table(){{
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touchable(Touchable.enabled);
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touchable(Touchable.enabled);
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@ -137,7 +137,7 @@ public class Maps implements Disposable{
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}
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}
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return true;
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return true;
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}catch(Exception e){
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}catch(Exception e){
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e.printStackTrace();
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if(!Vars.android) e.printStackTrace();
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Gdx.app.error("Mindustry-Maps", "Failed loading map file: " + file);
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Gdx.app.error("Mindustry-Maps", "Failed loading map file: " + file);
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return false;
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return false;
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}
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}
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