More notes.

This commit is contained in:
Aaron Suen 2019-12-24 14:48:40 -05:00
parent 10f3ce71a3
commit 2fb6e1eefc
3 changed files with 56 additions and 12 deletions

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@ -13,7 +13,7 @@ to the project!
- Help (PRs and/or advocacy) with Minetest engine issues:
- TBD: Bone attachment axes invert if there is any animation on
that bone/axis. This is blocking the visible inventory
feature.
feature. (MTG #2547, but it's probably an engine bug)
- #7245: This is blocking making navigation challenges and
distinguishing nodes with similar appearance into gameplay
elements.
@ -25,6 +25,9 @@ to the project!
the engine in its own code.
- #9048: Causes player inventory sounds to be played at the wrong
volume.
- TBD: Engine should provide a standard way to make digparticles
that doesn't depend on using [combine and knowing exact source
texture size (breaks texturepacks).
- Publicity and player content:
- Help spread NodeCore! Share your experiences, screenshots,

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@ -19,9 +19,21 @@ ISSUES: Bugs, Cleanup and Refinements
- Dirt->sand leeching
- Time for an audit again...
- Can we preserve non-buildable_to liquid sources when squashed,
e.g. lava or glass clobbered by falling_node or item?
- Flammables should respond via AISM when bathed in fire or igniting
liquids like molten glass or rock.
- Prevent players from ever getting completely trapped.
- Make all materials diggable by hand.
- Drop nothing, take a LONG time.
- Register a special group for this? Inject in all
nodes otherwise diggable?
- Should under-level tools also be able to dig
these faster than by-hand?
- Include a drop_by_hand override hook.
- Consider checking for a nearby active player before running
"fast-evolving" ABMs that don't normally work offline, like fire
extinguishing/spreading?

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@ -17,6 +17,30 @@ ROADMAP: Large New Development Projects
- Use for shelf API.
- Use for touchtips inv access.
- Use for node punch sounds.
- Play both node sounds and stack sounds,
independent of access?
- Genericize sponge logic using stack_access API
- Consider upstreaming nc_stucco, maybe into nc_concrete?
- Credit Avicennia G a.k.a. Tereno Johnson
- Stylus from stick+chip, stick+prill, etc. using "scratchy" group.
- Add materials for mud+ash, sand+ash, add coal lump to agg.
- All materials work like concrete, falling, liquefy with water.
- All of them cure to a tacky state first, then to dry.
- Become tacky if molded, cure to lower material otherwise.
- Use soaking. Etching allowed to reset timer?
- Include a few etched patterns. Separate mask and noise layers.
- bricky, meshy, barry, icebox, enol, bordythin, gkey, bindy
- Not relocatable
- dry digs to cobble, dirt, sand, etc.
- tacky undiggable until it cures (like a liquid)
- Cheaper materials have shorter liquid, longer tacky phase
- Standardize wandering liquid API?
- Wander frequency, dist limit
- Generation limit params
- Curing time
- Curing check (e.g. for quenching)
- Time and gen cure methods
- Consider using a separate kind of water node for artificial water.
- For sponge squeezing and future pumping features.
@ -33,6 +57,7 @@ ROADMAP: Large New Development Projects
frames, ladders.
- Press tools (or tool heads) into nodes to activate other
pummel recipes like chopping.
- Mount tool heads on frames to make machine tools?
- 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
@ -46,6 +71,10 @@ ROADMAP: Large New Development Projects
- Lava quenching, new material?
- Seepstone?
- Lava wandering.
- Concentrations of lava should melt nearyby stone
- Dependent on hardness of stone
- Lava near fringes should spontaneously quench.
- Lux Ore
- Reconsider mapgen depth; push downwards?
@ -56,17 +85,6 @@ ROADMAP: Large New Development Projects
- Should there be pockets of softer stone at depth, like there is gravel?
- Consider upstreaming nc_stucco, maybe into nc_concrete?
- Credit Avicennia G
- Stylus from stick+chip, stick+prill, etc. using "scratchy" group.
- Add materials for mud+ash, sand+ash, add coal lump to agg.
- All materials work like concrete, falling, liquefy with water.
- All of them cure to a tacky state first, then to dry.
- Become tacky if molded, cure to lower material otherwise.
- Use soaking. Etching allowed to reset timer?
- Include a few etched patterns. Separate mask and noise layers.
- Not relocatable; dig to cobble, dirt, sand, etc.
- Offline tick logic for spreading nodes
- Use soaking API, calculate time to spread.
- If actual time exceeds time to spread, pass soak depth on to
@ -106,6 +124,17 @@ ROADMAP: Large New Development Projects
- Need to dig all around it so it cannot move, then apply Some
time-integrated process to convert it to useful form.
- Renewability Gap
- Renewable but not generatable
- Sponges: Sprout under water from peat+sand?
- Water sources.
- Sustainable but not renewable
- Lode: Infuse lode into eggcorns -> lodecorns -> tree-farming for lode?
- Lux: Infuse lode cobble to make lux cobble?
- Lava sources.
- Completely lossy
- Hard stone: harden using nearby heat sources?
- Threats
- Visceral
- Flammable/toxic gas?