Got through a bunch of mods, up next is optics.
- Try to use crafting recipes rather than resources as
the criteria for completing a hint.
- It's okay to use simple item observation for specific
cases of transient things like pliant concrete.
- It's also okay to still use simple observations for the
eligibility checks.
- Simple observation is also okay for naturally occuring
e.g. decay processes, like wilting flowers, as opposed
to crafts that need to be completed.
Add a generic method to get stonework materials for dungeon
brick generation so we can extend dungeon bricking while keeping
the same pattern of mixed cobble/bricks/bonded.
Some loot does not appear above certain depths, to restrict
late-game content to players who are more likely to have actually
achieved that level, and not spoil very-late-game content very
early in surface-accessible dungeons.
This interferes with dungeon mobility, and
especially when shelves are placed on
stairs this makes it less believable that
someone could have once lived here and
left it this way.
- Identify candidate spots to place loot.
- Store loot placement spots for later handling.
This will involve manipulating metadata and other
things that are not necessarily safe to do while
other mapgen_shared may run after us.
- Process the loot queue on tick.
Things left to do:
- Define loot tables and rarity values.
- Identify storeboxes and other storage mechanisms.
- Generate random stacks.