Client mod for the Archipelago multiworld randomizer.
- going into settings resyncs all items, even inflation traps, but connection stuff doesn't reset
- weird level checking after loading save file with saved connection details, maybe because of inflation trap?
- pinned shapes unpin after receiving upgrades
- wire layer not showing in vanilla
- later level requiring less amount than previous
- king of efficency might softlock if rotating required but only got ccw rotator so far, maybe fix by requiring cw rotator for that location?
- chaining extractor not progression
- level reaching achievements do not sync if checked while not connected
- Build input box in HUD class
- storing reoccuring strings in global data to prevent errors:
- "Shapesanity" and its different types, put together with [].join(" ")
- merge level requirement generation using phases
- Rework building overrides for future mod compatibility
- Convert to TypeScript
- Update archipelago.js to 2.0 (need fix for
structuredClone()) - Rework shapesanity data transfer and processing
- ability to remove done shapesanity row
- add level 50/level 100 achievements to list of disabled long playtime achievements if goal == even fasterer or efficiency III
- meantime offline playing
- connecting in main menu and loading save overwrites login data, but not gameplay altering data
- Save all slot data in save file
- when connected replace ap inventory, else load from save file
- Text box (read only), received non-progression items only there
- Achievement description ingame
- Details when checking Level location, override hud
- Automatic reconnecting if connection lost
- make even_fasterer goal collaborytive using datastorage
- sorting shapesanity rows by completion
- shapesanity shape signal at hub
- filtering shapesanity rows
- color, subshape, type (half/piece/singles/...)
- and/or/not switch
- More splash tips
- something about random yamls and even_fasterer goal
- something about the bucket
- Make list of compatible utility mods
- Add cosmetic randomization to game info
- Option groups for building variants
- Make being able to build a MAM a requirement for MAM goal
- Option to make shapesanity logically require building a mam
- item that gives preview on next level
- Something with energy link
- idea: blueprint shape
- idea: AP logo resembling shape (Dragion)
- idea: building for sending and receiving energy (Dragion)
- idea: disable blueprint achievements when energy link active
- Add bounty goal: collect mcguffins, enough of them reveal bounty (always fully randomized shape with up to 4 layers), checking that sends goal (not without enough mcguffins)
- idea: mcguffins are called customer requirements (Boo)
- Add Maximum goal: all other goals combined
- All levels up to goal_amount
- All upgrades up to goal_amount
- If also added: Deliver bounty shape
- 256 blueprint shapes per second to send goal (not saved if reached earlier)
- Raid boss goal
- Level 26 as horrendously large level, scaling with participating player count
- Players contribute to common boss, bounce packet sends contributed shapes to all players
- Two variants: sync and async
- Shapes get drained in certain time intervals (interval length depending on variant + host setting)
- Need some ideas for expanding upgrade requirements
- idea: patterns per category (Dragion)
- Idea: Amount of early phases (1-10, standard 1)
- Important: Look out for collisions with goal_amount
- Idea: Amount of shapes in late phase(s) (1-5, standard 3)
- Idea: Amount of shapes in early phase(s) (1-5, standard 5)
- Idea: Different modes:
- Standard (x early phase(s), 1 late phase)
- Alternate (x <early, late>)
- producer with 100 "producable shape" items, options: no producer, yes producer, replace extractor
- Expand shapesanity to 4 layers (blacklist needed!!!)
- Option for how to unlock building variants, choice: individual, progressive, backwards
- Add option to automatically complete and skip checked levels and upgrades
- Mod compatibility and including some features in generation
- Portable Micro Hub Receiver
- Quad Stacker
- SkUpdate
- Shapez Expanded Buildings/Shapes
- Flowers and gems generate weirdly
- Packaging
- Edge Rotation
- Lazer Cutting
- Buy Land
- Wrexcavator
- Plantz
- Hexagonal
- Diamond shape (original)
- Non-constant signal (original)
- Option: additional upgrade categories, needs another datapackage setting
- Long belt helper hotkey as an item
- "slow" choice for the
randomize_level_logicoption: every region contains one third of the remaining levels (i.e. 0 processors 1/3 of levels, 1 proc 2/3 * 1/3, 2 proc 2/3 * 2/3 * 1/3, ...) - Time trials
- trials to build a factory for a random shape in a limited time frame
- adjustable punishment
- different difficulties based on available buildings and complexity
- new tab in AP box with button for each trial to start and reveal the shape
- New goal requiring all trials to be completed
- Better freeplay shape generator (just copy from this mod)
- task-based read-only implementation
- Offline randomizer
- Randomize blueprint shape
- option to have it in earlier spheres
- preset option
- Buildings functionality randomization, like malfunctioning trap, but permanent
- Add music tracks to item pool (is that even possible?)
- Cosmetic randomization (togglable)
- Shape drawings
- Tooltips
- Image
- Name
- Description
- silhouette color
- building variants
- sound effects
- shop order
- Produce and send products to other games via gifting api
- Online shop to order gifts as expansion to gifting api, can be disabled
- Example:
"Shops;[teamNumber]": { "[slotNumber]": { "DataVersion": 2, // Same as gift data version "ShopVersion": 1, // Increment if shop is updated mid-run "ShopName": "Player1's factory", "Payment": "Send anything", // Information for customers on how to pay "Offers": [ { "ItemName": "Copper Plate", // Should be unique within the shop "Traits": [...], // See GiftTrait Specification "Price": 288000 // in AP currency }, { "ItemName": "Coffee", "Traits": [...], "Price": 1500000000 } ] } } "ShopOrders;[teamNumber];[slotName]": { "[unique ID]": { "ID": "[unique ID]", // Will also be the id of the delivered gift "CustomerSlot": 1, "CustomerTeam": 0, "ShopVersion": 1, // In case the shop is updated mid-run, so the seller knows the correct price "ItemName": "Copper Plate", "Amount": 15 } } - Base price is calculated with amount of operations to create the shape, with mulitplier option ranging 0.0-3.0
- Make sure item list only contains what is currently producable (=> update shop when receiving more progression items)
- Shop items can consist of multiple shapes (so they are not restricted by 4 corners)
- Example:
- Goal "Customer satisfaction": Deliver certain amount of certain shop orders (minimum 5?), goal shape should be cheap and requiring all buildings, requires other players to take part
- Add host setting to force disable gift shop (without error, only info in log)
- IMPORTANT: Text
- GOOD LOOKING: Text
- FEATURE: Text
- BEFORE PR: Text
- TECHNICAL: Text