Known bugs and planned features that aren’t fixed/implemented yet. This is a running
list, not a spec — add to it whenever you notice something. Once an item is
completely done, delete it outright rather than leaving a checked-off [x] entry;
the commit history is the record of what shipped. Only keep a [~] entry when work
is partially done and the remaining gap is worth tracking. If you’re an agent fixing
one of these, mention it in the commit message so this file and the commit history
stay in sync.
Top-level split is Bugs vs. Features. Within each, items are grouped by the type of
gameplay they belong to, so related work is easy to find together. A gameplay category
only appears under a section if it currently has items there. Items specific to the
the_long_silence story live in their own section at the bottom.
the_long_silence story: factions.json,
Possessions.reputation (-100..+100, saved), adjust_rep: dialogue
action + mission on_start_rep/on_end_rep, requires_rep/
requires_rep_below option gates + faction conditional_roots, NPC/pilot
faction tags, and a Standing section in the Possessions menu. Still to
do: relations-matrix bloc ripples, hostility/combat from low standing
(needs ship combat first), crime/war on top.)Ship.health/take_damage,
Projectile.owner, SpaceScreen._check_projectile_ship_collision,
CombatRoutine (hostile AI - drives the ship low-level, no autopilot),
_sync_hostiles (rep <= -40 or a hostile_to_player:/faction_hostile:
flag), ship destruction + player recover-at-station. Still open: hostile
target brackets/UI polish, weapon variety for AI, formations, boarding.)1.12.0;
per-ship stored outfit loadouts are still a gap, see SAVE_SYSTEM.md.)reinforced_hull now
actually adds +max_health (was speed-penalty only); shield_capacitor
(+hull) and sensor_array (HUD scan of a target’s faction/standing/hull)
added and wired. Remaining inert/weak: afterburner vs ion_thruster
overlap, cargo_expansion is fine. Ship.apply_outfits now also stacks a
max_health stat_modifier.decorations floor/wall decals + per-culture packs; moon
cities have road decals. Room for more content.)system-events module + a system’s "events"
config block (see architecture/config-formats.md’s “System events”),
with one "special_asteroid" kind (rich_ore_vein) so far. Still
open: wreck/derelict-ship/anomaly/wormhole event kinds, each of which
needs its own spawn path since they don’t fit the per-chunk asteroid
model this first kind reuses (see combat-and-mining.md)..claude/settings.json (checked in) with a generalised allowlist of safe
read-only / dev commands so agents don’t burn round-trips on permission
prompts. settings.local.json currently holds ~70 hyper-specific one-off
entries that collapse to ~20 patterns (git status/diff/log,
git add/commit/push/checkout/stash, python run_tests.py,
python -m py_compile:*, python -c:*, python main.py,
SDL_VIDEODRIVER=dummy python:*, taskkill:* / pkill -f:*,
Get-Process python / Stop-Process:*). Writing permission files is
classifier-gated, so this needs a human (/permissions in an interactive
terminal, or the update-config skill).config/editor.html-style tool for authoring a story
(systems, characters, missions, dialogue).the_whisper_line).default story onto the design-JSON pipeline
(docs/GRAPHICS_PIPELINE.md) so its art is regenerable again, then drop
person_figure.py / figure_signatures.py and the old draw paths.gen_halcyon.py). The induction itself is
paced one message per action (check_mission_progress advances one
stage/frame), so the remaining density is the concourse NPC greetings +
ambient lines — needs a play-through to tune which NPCs should stay quiet
until later.