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ISSUES: Bugs, Cleanup and Refinements
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- Item ent merge should use logic consistent with nodecore.stack_merge,
  which handles item families.

- Flammables should respond via AISM when bathed in fire or igniting
  liquids like molten glass or rock.

- Need to find a way to make AISMs work with falling_node.
	- Create ItemStack, run hooks, try to convert back to node
	  (assume node and item meta map 1:1) and if it fails then
	  spawn an item_ent.
	- Need this for amalgamation remelting.
	- Would it make sense to unify the item and falling_node ents?

- Can we automatically dump a TP overrides.txt file?
	- Move this, and translate hook, to a chat command?

- Quicker optic path updates.
	- Record which nodes are blocking optic paths, and which are
	  used by optic paths, in-memory, for quicker recalcs?

- Consider checking for a nearby active player before running
  "fast-evolving" ABMs that don't normally work offline, like fire
  extinguishing/spreading?
	- This would make gameplay more fair for those who tend to
	  go AFK suddenly and can't return for a long time.

- Offline grass spreading.
	- Use new nodecore.soaking_abm_push API.
	- Will have to do a lot of performance testing.

- Replacement for mkreg, a.k.a. register_generic():
	- Allow lazy registration, i.e. a register method that can
	  register for things not yet defined, and allow later registration
	  of the registration definition that will pick up those missed.
	- Allow unregistering things...?

- Should ash and derivatives have a fertilizing effect?
	- Maybe wet/tacky stuccos?

- CDB screenshot out of date.
	- Update nc_reative dependencies!
	- New optics
	- Full tote
	- Glass tank, lode crates
	- Lux
	- Torches

- Unify sponge growth logic so it can be used for mapgen, to ensure
  that spawned sponges match naturally-grown ones?

- Design doc needs another shakedown.

- Consider updating tote recipe.

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