This commit is contained in:
Aaron Suen 2019-02-27 22:06:57 -05:00
parent 5aed5449ad
commit 59270e878a
2 changed files with 22 additions and 8 deletions

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@ -7,7 +7,6 @@ NEW CONTENT
- Dungeon materials, stonework?
- Decorations for dungeons
- Tree sap from stumps? Resin? Rubber? Shellac?
- Glassmaking?
- Small plants? Reeds? Mallows?
- Sea stars, sponges, anenome, coral, other underwater things?
- Fungi, esp. tree-destroying ones, blight?
@ -58,7 +57,9 @@ NEW CONTENT
USABILITY
- Hint system updates.
- Track recipe completion in stats.
- Need a "witness" system for spontaneous in-world processes,
such as tree growth or lode cooling. Credit players within
a certain distance and line-of-sight.
- Use recipes for hint guide instead of just items in hand.
- Feedback/issues URL?
- Look for new URL buttons in 5.0+

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@ -15,14 +15,27 @@ ROADMAP (SHORT-TERM)
- Inventory slots around central node each holds 1 stack.
- Dig central node to bundle up, store content in metadata.
- For now, nesting is not allowed.
- Digital logic.
- Some "redstone dust" kind of ore. Ceruleium? Maybe a
foam made with sponges, or other substrate?
- Ternary logic?
- Run wires over glass over other wires as a FET?
- No delay/buffers; transform to mechanical for delays.
- Digital logic + lighting via optics.
- Mirrors
- Change light angle
- Focus sunlight?
- Prism Node
- 1 face (back) is VCC face, must be fed light to do anything.
- 3 faces (front, left, right) are output faces, emit collimated light.
- 2 faces (top, bottom) are interference faces, switch off output if fed light.
- Create a light source (airlike) wherever prism beams hit, if not another prism.
- Beams can pass through one another.
- Lamp Crystal Node
- Inert when placed, reverts to inert form when dug.
- When provided a light source over time, it starts to glow.
- Glows perpetually once charged, until dug.
- Light can be used as input for prisms.
- Buttons/touchplates, no switches (build a latch for state).
- Pistons or rack&pinions for affecting world stuff.
- Visceral threats.
- Need some kind of "oh shit"-factor hazards for e.g. deeper mining.
- Flammable gas? Toxic gas? Radioactives?
- Monsters: stone-lurkers, mimics.
- Fire tech.
- Fire rework.
- Migrate to first-class API.