======================================================================== ROADMAP (SHORT-TERM) ------------------------------------------------------------------------ - Library functions for handling nodecore interactions. - API-ify pummel-splitting recipes. - Hint system. - Wallmounted pop-off-as-item and item_entity overrides to transform into falling node. - Plant life stuff - Better tree growth, i.e. track cumulative time, apply environmental factors. - Leaves settle into grass as podzol? Composting/decay? - Wood tech. - Pick can break stone into cobble, then loose cobble. - Shovel can dig solid dirt as-is. - Stone tech. - Dig up ore using pick. - Tin, copper, iron. - Combine loose cobble onto staffs to form stone tools - Level 3 - Stone tools dig faster than wood, but are more brittle - Fire tech. - 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). - Ores can be cooked, converting into slag and molten metal. - Different ores require different heat intensity. - Tin and copper easily accessible, may only require wood. - Iron requires an investment in charcoal. - Molten metal: - Flowing liquid, burns, ignition source. - Automatically quenched after some time. - If flows next to water, quench immediately at that location. - Ingot will replace water; be sure to use infinite spring. - Quenching: - Trace out network, find all sources. - Apply alloying recipes. - Remove source nodes. - Determine endpoint (in water, or random bottom node) - Invisible "waiting" entity waits until all molten nodes gone. - Places ingot at destination. - Ingots placed near molten metals will sometimes melt (for alloying). - Ingots can be re-melted above sufficiently-hot fire. - Metal tools from ingots: - Copper and tin, level 4 - Bronze, level 5 - Iron, level 6 ........................................................................ ========================================================================