nodecore-cd2025/docs/roadmap.txt

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ROADMAP: Large New Development Projects
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2020-05-29 09:20:40 -04:00
- Import YCTIWY as part of the base game.
- Setting to disable entirely
- Setting to disable compact mode
- Setting for fresh/stale like bones; items become accessible
only after time has passed since last login
- Make the priv just to override any protections
- Shelf recipe reform
- Add a "shelf frame" node made from wooden frames
- Add appropriate material to shelf frame to make shelf
- 2-stage construction should make it easier to discover
- Shelf frame can gain its own distinct uses
- e.g. some things can fall through it but not others.
Items? Players? Fluids?
2020-03-21 08:19:24 -04:00
- Should there be pockets of softer stone at depth, like there is gravel?
- Add recipe hints (prearranged nodes) to dungeons as decorations?
2020-03-20 07:27:06 -04:00
- Tree sap
- Stumps with air above exude, become dry stumps.
- Use as a glue/resin in recipes.
- Make longer-life torches?
- Stick optics in place to prevent rotating?
- Straw/thatch?
- Lode tongs?
- Craft from bars/rods.
- Pick up any item and embed in tongs itemstack.
2020-03-21 08:19:24 -04:00
- Domain Wall Sensor
- Adapt from sztest?
- Field Generator?
- Power an annealed lode block from 2 opposite faces.
- Generates particle effect at mapblock boundary.
- Particle effect with lux fluid and/or cobble?
- Create particle effect around player while carrying lux in
inventory?
- Maybe only if the lux is higher activation tier?
- Easier recipe API:
- Use ascii art like ezschematic?
- Aliases like "sides"/"corners"?
- Make 3x3 recipes easier to define.
- Should ash and derivatives have a fertilizing effect?
- Maybe wet/tacky stuccos?
2020-03-20 07:27:06 -04:00
- Optic locking
- Prevent accidental rotation.
- Use tree sap / glue?
- Make "glued" optic node?
- Detect adjacent glue node?
- Apply frame, make framed optics?
- Hammer into place with certain tool?
2020-06-04 08:13:53 -04:00
- Make stone brick more easily crafted by chiseling with a high-tier
pick, e.g. tier 7+
2019-12-31 10:35:19 -05:00
2019-10-31 09:16:30 -04:00
- Door Automation
2019-12-15 08:28:34 -05:00
- Should have press recipes for stickcraft, i.e. staves,
frames, ladders.
2019-11-25 21:25:21 -05:00
- Press tools (or tool heads) into nodes to activate other
pummel recipes like chopping.
2019-12-24 14:48:40 -05:00
- Mount tool heads on frames to make machine tools?
2019-12-15 08:28:34 -05:00
- Press recipes for digging.
- If pushing a node (or toolhead backed by node) and there
is a climbable walkable behind it, or a storebox, dig the
node and push it through climable as catapult, or into
storebox if it fits.
- Pressing stack of 1 node places it, instead of pummeling it.
Can pummel on the second push.
- Should doors trigger place recipes when blocked?
2019-10-31 09:16:30 -04:00
- Push players?
2019-11-16 19:52:22 -05:00
- Need more door materials: lode, glasses
2019-10-31 09:16:30 -04:00
2019-12-31 10:35:19 -05:00
- Standardize visinv access API
- stack_access(pos, node, dirfrom) - return booly
whether access to inside stack is allowed.
- Use for shelf API.
- Use for touchtips inv access.
- Genericize sponge logic using stack_access API
2020-01-07 06:56:11 -05:00
- Lava rework:
- Wandering fluids API for concrete, glass, lava?
- Configurable setting for generation count multiplier.
2019-12-24 14:48:40 -05:00
- Lava wandering.
- Concentrations of lava should melt nearyby stone
- Dependent on hardness of stone
- Lava near fringes should spontaneously quench.
2019-10-11 21:09:48 -04:00
2019-12-24 14:48:40 -05:00
- Renewability Gap
- Renewable but not generatable
- Sponges: Sprout under water from peat+sand?
- Lode
- Lux
2019-12-24 14:48:40 -05:00
- Water sources.
- Sustainable but not renewable
- Not sustainable
- Lava sources.
2019-12-24 14:48:40 -05:00
- Threats
- Visceral
2019-08-30 20:32:14 -04:00
- Flammable/toxic gas?
- Monsters: stone-lurkers, mimics.
2020-05-29 09:20:40 -04:00
- Complex multi-node mimic that eats tools you try to dig it with,
stores them in core node(s) inside somewhere to be recovered.
- Lightning, meteor strikes?
- Creeping
- Cellular automata hazards.
- From exploration, delving too deep, leaving things to rot, etc.
2019-08-30 20:32:14 -04:00
- Blights, Fungi
2020-05-29 09:20:40 -04:00
- Termites, carpenter ants, other wood-eating inflictions?
2019-12-31 10:35:19 -05:00
- Lurk Ore
- Moves freely among air-exposed stone while no player is looking.
- Follows after player, attempting to cause harm.
- Weakens nodes above/below player into falling nodes,
e.g. loose cobble, gravel?
- Steals items from player, drops onto ground or absorbs them
into body? Saps tool durability?
- Ignites flammables it passes by?
- Downgrades or absorbs ores nearby by contact or air floodfill?
- Creates illusionary nodes you can fall through?
- Cannot be dug or damaged directly.
- Digging it yields plain stone, but converts up to 2
surrounding stone nodes into Lurk.
- Need to dig all around it so it cannot move, then apply Some
time-integrated process to convert it to useful form.
- New materials to craft with.
- Dungeon materials, stonework?
- Decorations for dungeons
- Small plants? Reeds? Mallows?
- Sea stars, anenome, coral, other underwater things?
- Fungi, esp. tree-destroying ones, blight?
- Oil, natural gas? Fossils and fossil fuels?
- Geode, hydra crystals, radioactives?
- Shipwrecks or alien tech
- Slow-moving animals? Snails? Miniature spice worms?
- Non-portable things, like "spawners" or wormholes
- Tubers and taproots, cacti, and other "defensive" plantlife
- Plant-like CA animals, like bee nests and clouds of bees?
Termine mounds? Ant colonies? Coral?
- Popeggcorn?
2019-10-05 10:28:38 -04:00
- Ores that smelt via heating and then rapid quenching?
- Things that cannot ever be dug, and must be moved only
by in-world machinery?
2019-09-19 07:34:03 -04:00
- Vary player walking speed based on nodes under feet?
- Visual "craft guide" system?
- Build a 3x3 work space out of wood/logs, place center node
last and it will convert to a workbench node.
- Workbench node will scan for potential recipe matches
centered on the space above based on what's present
and matches at least 1 non-air node, picks one.
- Create display "ghost" entities representing items that
can be placed to complete the recipe.
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