Clean up completed stuff from roadmap.

This commit is contained in:
Aaron Suen 2019-01-06 15:34:14 -05:00
parent 195a6a2f7f
commit c743199364

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@ -5,26 +5,15 @@ ROADMAP (SHORT-TERM)
- Library functions for handling nodecore interactions.
- API-ify pummel-splitting recipes.
- Hint system.
- Node check compiler, e.g. for buildable_to, name, groups, etc.
- Check-for-recipe util.
- Wallmounted pop-off-as-item and item_entity overrides
to transform into falling node.
- Flat-item node for tools and such: like sz_stuff_pile
- Need punch-groups for controlling tool capabilities
necessary to multipunch; are damage groups usable here?
- Plant life stuff
- Better tree growth, i.e. track cumulative time, apply
environmental factors.
- Leaf decay.
- Grass growth/smothering.
- Leaves settle into grass as podzol?
- Leaves settle into grass as podzol? Composting/decay?
- Wood tech.
- Pummel planks to chip off sticks and form tool-heads:
- Shovel, axe, pick.
- Use toolhead on staff to form tool.
- Axe can dig logs.
- Pick can break stone into cobble.
- Shovel can dig solid dirt as-is.
- Pick can break stone into cobble, then loose cobble.
- Shovel can dig solid dirt as-is.
- Stone tech.
- Dig up stone, ore using pick.
- Converts to loose cobble / loose ore (hand-diggable, falling)
@ -33,27 +22,6 @@ ROADMAP (SHORT-TERM)
- Level 3
- Stone tools dig faster than wood, but are more brittle
- Fire tech.
- Create fire.
- Place a stick atop a pile of dead leaves.
- Multi-punch stick with staff, probabilistic success.
- Convert leaves to cinder.
- Cinder node:
- Keeps track of fuel quantity and quality.
- Quality in levels.
- Natural wood (and leaf/stick) sources are level 1.
- Duration/quantity in seconds, logs last longest.
- Produces fire nodes above and on all sides where eligible.
- Cannot be dug by hand, hurts.
- May randomly convert to loose cinder (falling).
- Converts to ash when exhausted (falling).
- Fire node:
- Requires at least one nearby air node or goes out.
- Cannot be put out by hand, hurts.
- Consume fuel quantity from burning cinder nodes below/beside, distribute
consumption semi-randomly.
- Apply heat to all nodes above/beside.
- Fuel nodes may convert to cinders if heated and air is present.
- Heat quality combined from sum of fuel sources.
- Smelting/cooking.
- Create and try to contain a fire, place node above fire to cook.
- Logs can be cooked (if smothered to prevent igniting) into charcoal (loose, falling).