More notes.
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WISHLIST
5
WISHLIST
@ -13,7 +13,7 @@ to the project!
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- Help (PRs and/or advocacy) with Minetest engine issues:
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- TBD: Bone attachment axes invert if there is any animation on
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that bone/axis. This is blocking the visible inventory
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feature.
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feature. (MTG #2547, but it's probably an engine bug)
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- #7245: This is blocking making navigation challenges and
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distinguishing nodes with similar appearance into gameplay
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elements.
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@ -25,6 +25,9 @@ to the project!
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the engine in its own code.
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- #9048: Causes player inventory sounds to be played at the wrong
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volume.
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- TBD: Engine should provide a standard way to make digparticles
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that doesn't depend on using [combine and knowing exact source
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texture size (breaks texturepacks).
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- Publicity and player content:
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- Help spread NodeCore! Share your experiences, screenshots,
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@ -19,9 +19,21 @@ ISSUES: Bugs, Cleanup and Refinements
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- Dirt->sand leeching
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- Time for an audit again...
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- Can we preserve non-buildable_to liquid sources when squashed,
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e.g. lava or glass clobbered by falling_node or item?
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- Flammables should respond via AISM when bathed in fire or igniting
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liquids like molten glass or rock.
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- Prevent players from ever getting completely trapped.
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- Make all materials diggable by hand.
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- Drop nothing, take a LONG time.
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- Register a special group for this? Inject in all
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nodes otherwise diggable?
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- Should under-level tools also be able to dig
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these faster than by-hand?
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- Include a drop_by_hand override hook.
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- Consider checking for a nearby active player before running
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"fast-evolving" ABMs that don't normally work offline, like fire
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extinguishing/spreading?
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@ -17,6 +17,30 @@ ROADMAP: Large New Development Projects
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- Use for shelf API.
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- Use for touchtips inv access.
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- Use for node punch sounds.
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- Play both node sounds and stack sounds,
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independent of access?
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- Genericize sponge logic using stack_access API
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- Consider upstreaming nc_stucco, maybe into nc_concrete?
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- Credit Avicennia G a.k.a. Tereno Johnson
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- Stylus from stick+chip, stick+prill, etc. using "scratchy" group.
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- Add materials for mud+ash, sand+ash, add coal lump to agg.
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- All materials work like concrete, falling, liquefy with water.
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- All of them cure to a tacky state first, then to dry.
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- Become tacky if molded, cure to lower material otherwise.
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- Use soaking. Etching allowed to reset timer?
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- Include a few etched patterns. Separate mask and noise layers.
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- bricky, meshy, barry, icebox, enol, bordythin, gkey, bindy
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- Not relocatable
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- dry digs to cobble, dirt, sand, etc.
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- tacky undiggable until it cures (like a liquid)
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- Cheaper materials have shorter liquid, longer tacky phase
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- Standardize wandering liquid API?
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- Wander frequency, dist limit
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- Generation limit params
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- Curing time
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- Curing check (e.g. for quenching)
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- Time and gen cure methods
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- Consider using a separate kind of water node for artificial water.
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- For sponge squeezing and future pumping features.
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@ -33,6 +57,7 @@ ROADMAP: Large New Development Projects
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frames, ladders.
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- Press tools (or tool heads) into nodes to activate other
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pummel recipes like chopping.
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- Mount tool heads on frames to make machine tools?
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- Press recipes for digging.
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- If pushing a node (or toolhead backed by node) and there
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is a climbable walkable behind it, or a storebox, dig the
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@ -46,6 +71,10 @@ ROADMAP: Large New Development Projects
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- Lava quenching, new material?
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- Seepstone?
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- Lava wandering.
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- Concentrations of lava should melt nearyby stone
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- Dependent on hardness of stone
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- Lava near fringes should spontaneously quench.
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- Lux Ore
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- Reconsider mapgen depth; push downwards?
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@ -56,17 +85,6 @@ ROADMAP: Large New Development Projects
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- Should there be pockets of softer stone at depth, like there is gravel?
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- Consider upstreaming nc_stucco, maybe into nc_concrete?
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- Credit Avicennia G
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- Stylus from stick+chip, stick+prill, etc. using "scratchy" group.
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- Add materials for mud+ash, sand+ash, add coal lump to agg.
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- All materials work like concrete, falling, liquefy with water.
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- All of them cure to a tacky state first, then to dry.
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- Become tacky if molded, cure to lower material otherwise.
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- Use soaking. Etching allowed to reset timer?
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- Include a few etched patterns. Separate mask and noise layers.
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- Not relocatable; dig to cobble, dirt, sand, etc.
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- Offline tick logic for spreading nodes
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- Use soaking API, calculate time to spread.
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- If actual time exceeds time to spread, pass soak depth on to
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@ -106,6 +124,17 @@ ROADMAP: Large New Development Projects
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- Need to dig all around it so it cannot move, then apply Some
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time-integrated process to convert it to useful form.
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- Renewability Gap
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- Renewable but not generatable
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- Sponges: Sprout under water from peat+sand?
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- Water sources.
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- Sustainable but not renewable
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- Lode: Infuse lode into eggcorns -> lodecorns -> tree-farming for lode?
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- Lux: Infuse lode cobble to make lux cobble?
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- Lava sources.
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- Completely lossy
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- Hard stone: harden using nearby heat sources?
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- Threats
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- Visceral
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- Flammable/toxic gas?
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