RPGCore Backlog¶
This file has been superseded by todo.md and the linked sub-pages. New items go there. This file is kept for historical reference only — the strikethrough items below record completed work.
~~Old Backlog~~ (archived)¶
Items collected from testing and review, sorted by complexity. Pull into a session when ready.
Phase 2 — Medium complexity¶
~~Global region in /region commands~~ ✅ Fixed in rpg-regions 0.5.0¶
~~Config examples everywhere~~ ✅ Done — all 20 config.yml files annotated¶
~~Shift-click in other GUIs~~ ✅ Fixed in rpg-alchemy 0.2.0 (BrewingGui) + rpg-enchanting 0.2.0 (StationGui); BankerGui has no input slots (buttons only, correctly blocks all bottom-inv clicks)¶
~~GUI formatting consistency pass~~ ✅ Done — rpg-cooking 0.3.0, rpg-alchemy 0.3.0, rpg-enchanting 0.3.0, rpg-npcs 0.4.0¶
Phase 3 — Major features¶
~~/trade command~~ ✅ Done — rpg-trade 0.1.0, rpg-api 0.3.0, rpg-core 1.0.1¶
Stats GUI redesign¶
The stats screen should show: - Armor currently worn (4 slots, visual items) - Tool/weapon in main hand - Companion/pet slot (placeholder for now) - Accessories count (and list) from rpg-accessories - Stats grouped into categories shown on separate items (Combat, Gathering, Economy, etc.) - "Send trade request" button → triggers trade invite - "View auctions" button → opens a filtered view of the player's active AH listings (when AH is built)
Dungeon system flesh-out¶
Current state: create/setspawn/setexit/setentrance commands work, but /dungeon enter teleports the player and then does nothing. The dungeon needs:
- Instance isolation (copy of the region, or schematic paste) so multiple groups can run simultaneously
- Mob spawning within the dungeon boundary
- Completion condition (kill all mobs? reach the exit?) that triggers reward + exit teleport
- Progress tracking (floor, wave, etc.)
- See docs/addons/dungeons.md for the full intended design.
Enchantment/Reforge overhaul¶
Enchantments in lore:
- Remove the Enchantments: section header
- Show each enchantment inline between the item stats block and the item flavor lore
- Enchantments modify stats shown in lore: e.g. Strength: +10 (+5) where the (+5) in its own color indicates the enchantment's contribution; base stat is +5
Stat increment display:
- Upgrades AND reforges should each show their own (+X) contribution next to the stat, in a distinct color
- One reforge per item max; shown as a prefix on the item name
Application method: - Reforges and upgrades become physical items placed in the anvil GUI alongside the target item - Click "Apply" → consumes the upgrade/reforge item, modifies the target - Some reforges/upgrades should require rare reagents as a cost
RPG-Farming redesign¶
New farming model (similar to custom blocks):
- Admins assign world blocks to custom farming block types (like /rpg block convert)
- Custom farming blocks respawn through their vanilla growth stages visually
- Not breakable while not fully grown
- Growth time configurable per crop type in config.yml
- Breaking a fully-grown crop drops configured loot and restarts the growth cycle
/trade, Bazaar, and Auction House: non-tradeable items¶
Items defined with tradeable: false should be blocked in:
- Player-to-player /trade
- Bazaar listings (when built)
- Auction House listings (when built)
Known bugs deferred (need more investigation)¶
| Bug | Plugin | Notes |
|---|---|---|
~~Potions vanish on block click, no /effects entry~~ |
~~rpg-core~~ | ~~Fixed: potions suppression default changed to false~~ |
| ~~Admin custom block placement doesn't register~~ | ~~rpg-core~~ | ~~Fixed: BlockPlaceListener + PDC tag on give items~~ |