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-# Parcels Todo list
-
-Commands
--
-Basically all admin commands.
-* ~~setowner~~
-* ~~dispose~~
-* ~~reset~~
-* ~~swap~~
-* New admin commands that I can't think of right now.
-
-Also
-* ~~setbiome~~
-* random
-
-~~Modify home command:~~
-* ~~Make `:` not be required if prior component cannot be parsed to an int~~
-* ~~Listen for command events that use plotme-style argument, and transform the command~~
-
-~~Add permissions to commands (replace or fix `IContextFilter` from command lib
-to allow inheriting permissions properly).~~
-
-Parcel Options
--
-
-Parcel options apply to any player with `DEFAULT` added status.
-They affect what their permissions might be within the parcel.
-
-Apart from `/p option inputs`, `/p option inventory`, the following might be considered.
-
-~~Move existing options to "interact" namespace (`/p o interact`)
-Add classes for different things you can interact with~~
-
-~~Then,~~
-~~* Split `/p option interact inputs` into a list of interactible block types.~~
-~~The list could include container blocks, merging the existing inventory option.~~
-* Players cannot launch projectiles in locations where they can't build.~~
-This could become optional.
-
-* Option to control spreading and/or forming of blocks such as grass and ice within the parcel.~~
-
-Block Management
--
-~~Update the parcel corner with owner info when a player flies into the parcel (after migrations).
-Parcels has a player head in that corner in addition to the sign that PlotMe uses.~~
-
-~~Commands that modify parcel blocks must be kept track of to prevent multiple
-from running simultaneously in the same parcel. `hasBlockVisitors` field must be updated.
-In general, spamming the commands must be caught at all cost to avoid lots of lag.~~
-
-~~Swap - schematic is in place, but proper placement order must be enforced to make sure that attachable
-blocks are placed properly. Alternatively, if a block change method can be found that doesn't
-cause block updates, that would be preferred subject to having good performance.~~
-
-~~Change `RegionTraversal` to allow traversing different parts of a region in a different order.
-This could apply to clearing of plots, for example. It would be better if the bottom 64 (floor height)
-layers are done upwards, and the rest downwards.~~
-
-Events
--
-Prevent block spreading subject to conditions.
-
-Scan through blocks that were added since original Parcels implementation,
-that might introduce things that need to be checked or listened for.
-
-~~WorldEdit Listener.~~
-
-Limit number of beacons in a parcel and/or avoid potion effects being applied outside the parcel.
-
-Database
--
-Find and patch ways to add new useless entries (for regular players at least)
-
-Prevent invalid player names from being saved to the database.
-Here, invalid player names mean names that contain invalid characters.
-
-Use an atomic GET OR INSERT query so that parallel execution doesn't cause problems
-(as is currently the case when migrating).
-
-Implement a container that doesn't require loading all parcel data on startup (Complex).
-
-~~Update player profiles in the database on join to account for name changes.~~
-
-~~Store player status on parcel (allowed, default banned) as a number to allow for future additions to this set of possibilities~~
-
-
-After testing on Redstoner
--
-
-Clear (and swap) entities on /p clear etc
-Fix command lag
-Chorus fruit can grow outside plots
-Vines can grow outside plots
-Ghasts, bats, phantoms and magma cubes can be spawned with eggs
-ParcelTarget doesn't report a world that wasn't found correctly
-Jumping on turtle eggs is considered as interacting with pressure plates
-Setbiome internal error when progress reporting is attached
-Unclaim doesn't clear the plot. It probably should.
-Players can shoot boats and minecarts.
-You can use disabled items by rightclicking air.
-Tab complete isn't working correctly.
-~~Bed use in nether and end might not have to be blocked.~~
-
+# Parcels Todo list
+
+Commands
+-
+Basically all admin commands.
+* ~~setowner~~
+* ~~dispose~~
+* ~~reset~~
+* ~~swap~~
+* New admin commands that I can't think of right now.
+
+Also
+* ~~setbiome~~
+* random
+
+~~Modify home command:~~
+* ~~Make `:` not be required if prior component cannot be parsed to an int~~
+* ~~Listen for command events that use plotme-style argument, and transform the command~~
+
+~~Add permissions to commands (replace or fix `IContextFilter` from command lib
+to allow inheriting permissions properly).~~
+
+Parcel Options
+-
+
+Parcel options apply to any player with `DEFAULT` added status.
+They affect what their permissions might be within the parcel.
+
+Apart from `/p option inputs`, `/p option inventory`, the following might be considered.
+
+~~Move existing options to "interact" namespace (`/p o interact`)
+Add classes for different things you can interact with~~
+
+~~Then,~~
+~~* Split `/p option interact inputs` into a list of interactible block types.~~
+~~The list could include container blocks, merging the existing inventory option.~~
+* Players cannot launch projectiles in locations where they can't build.~~
+This could become optional.
+
+* Option to control spreading and/or forming of blocks such as grass and ice within the parcel.~~
+
+Block Management
+-
+~~Update the parcel corner with owner info when a player flies into the parcel (after migrations).
+Parcels has a player head in that corner in addition to the sign that PlotMe uses.~~
+
+~~Commands that modify parcel blocks must be kept track of to prevent multiple
+from running simultaneously in the same parcel. `hasBlockVisitors` field must be updated.
+In general, spamming the commands must be caught at all cost to avoid lots of lag.~~
+
+~~Swap - schematic is in place, but proper placement order must be enforced to make sure that attachable
+blocks are placed properly. Alternatively, if a block change method can be found that doesn't
+cause block updates, that would be preferred subject to having good performance.~~
+
+~~Change `RegionTraversal` to allow traversing different parts of a region in a different order.
+This could apply to clearing of plots, for example. It would be better if the bottom 64 (floor height)
+layers are done upwards, and the rest downwards.~~
+
+Events
+-
+Prevent block spreading subject to conditions.
+
+Scan through blocks that were added since original Parcels implementation,
+that might introduce things that need to be checked or listened for.
+
+~~WorldEdit Listener.~~
+
+Limit number of beacons in a parcel and/or avoid potion effects being applied outside the parcel.
+
+Database
+-
+Find and patch ways to add new useless entries (for regular players at least)
+
+~~Prevent invalid player names from being saved to the database.
+Here, invalid player names mean names that contain invalid characters.~~
+
+Use an atomic GET OR INSERT query so that parallel execution doesn't cause problems
+(as is currently the case when migrating).
+
+Implement a container that doesn't require loading all parcel data on startup (Complex).
+
+~~Update player profiles in the database on join to account for name changes.~~
+
+~~Store player status on parcel (allowed, default banned) as a number to allow for future additions to this set of possibilities~~
+
+
+After testing on Redstoner
+-
+
+~~Clear (and swap) entities on /p clear etc~~
+Fix command lag
+Chorus fruit can grow outside plots
+Vines can grow outside plots
+Ghasts, bats, phantoms and magma cubes can be spawned with eggs
+ParcelTarget doesn't report a world that wasn't found correctly
+Jumping on turtle eggs is considered as interacting with pressure plates
+Setbiome internal error when progress reporting is attached
+Unclaim doesn't clear the plot. It probably should.
+Players can shoot boats and minecarts.
+You can use disabled items by rightclicking air.
+Tab complete isn't working correctly.
+~~Bed use in nether and end might not have to be blocked.~~
+