======================================================================== IDEAS: Possible future additions/improvements to the game ------------------------------------------------------------------------ #### ##### #### # # ###### ##### #### # # # # # # # # # # # #### # # # # # # ##### # # #### # ##### # # # # # ##### # # # # # # # # # # # # # #### # #### # ###### ###### # # #### - Improve lode ore hint-stains - Make sure hint stone always indicates at least some real ore - Generate ore veins in mapgen - In post-gen, find ore, spread stone stains outward in a few random direction streaks - Full-stack rendering optimization - Huge piles of cobble stacks cause significant framerate loss - https://gitlab.com/sztest/nodecore/-/merge_requests/19 a.k.a. full-stack-nodeboxes branch - Actually all visinv entities building up in an area cause framerate loss, but most are impractical to address - Wicker baskets - Limited alternative to full tote - Made of cheaper materials (wicker, wood form) - Can only carry wooden forms (must be unpacked on a flat surface) - Very flammable, ejects all contents (nodes and stacks) upon ignition - Make them only contain certain items, others (e.g. sand/ash) filter/leak through? - Make them drop items periodically? - Clean up sky pummesses - Make free-floating pumice randomly fall? melt? decay? - Make pumice trigger chain melt reactions? - Only if not already on the ground? - Aux-punch to take 1 item out of a stack? - Discovery Expansion - Support for "hidden" hints that never show up as hidden/future, but only appear when completed. - For bonus/hidden content like renewal recipes. - Allow hints to be assigned IDs/groups, used as prereqs themselves. - Would need a deferred/multipass system for testing. - Maybe show hidden hints once all non-hidden ones are done? - Half hint completion from witnessing? - Some hints are witness-only like leaching, you just get full completion for those - Some hints can be done by hand, or witnessed; allow a special half-completion state for those - Gives players hints that they saw something worth doing, but let them keep track of the fact that they haven't figure it out themselves - Add "welcome" messages on login - In the same spirit as the server version line - Notify if NodeCore updated since last played - Welcome new players? - Warn on special conditions, e.g. world in stasis? - Add to /status? - Hint system "quest" lines? - Series of hints specially marked. - Special game significance. - Examples: - Tool tiers - Automation - Make infused tools not directly flammable, BUT lose durability when near igniters similar to water effect. - Underground generated mazes, more compact than dungeons - Made of harder stone - Hide prizes like ores, treasures, etc. - Stone brick hardening (in-place)? - Use stylus on sand to produce same patterns as on concrete, inverted? - Display some kind of warning on >2s lagspikes - This breaks some game things like pummels - Players should all be warned ... HUD? - More social particles - On digging - On pummel (don't just show to one player) - More door stuff - More materials - Wicker? - Forms of glass? - Lode? - High tier door ideas - Require higher-tier doors to operate higher-tier tools/heads? - Limit ability of lower-tier doors to drive higher-tier doors, e.g. only allow driving up to 1 tier above? This could allow one-way slippage mechanisms. - Some doors can't be hand-operated, only ablated. - Plants from nc_nature - To import: - Mushrooms - Function: - Source of special materials like ash? Cheaper peat? - Upconvert dirt to humus nearby? - A pure white concrete material? - Use crude glass for recipe? Flow wet concrete into crude glass from above? - Magnets or other items to help find metal, especially locating lost valuable tools, totes, etc? - Durable transparent/window material. - Harder to mine, noob protection. - "Reinforced glass?" - Use lava+water hardening recipe on glasses? - Lode frames to fill this role? - Reach-through-able lux rad shielding? - Make radiant heat do burn damage instead of plain? - Reuse lux burns? Different kind of burn? - Spindle/axle nodes - Can carry door rotations along a 1x1 path - Don't actually move (except maybe animate) - Apply friction in all 4 directions - Can act as gears. - Note that they should "spin" twice as fast, though this probably wouldn't actually matter according to actual mechanics. - Maybe make threading? - Apply lateral forces to certain nodes? - Make grain augers? - Special threaded elevator nodes? - Clutch nodes to rotate nodes on ends - Rotate facedir nodes - Make storeboxed rotatable so we can dump them out - Make etched concrete rotatable? - Rotate only in pliant state by rightclick. - When dug w/ silk touch, store param2 in metadata, add rotation value to touchtip to explain non-stacking. - Visual "subtitles" for sounds? - Use new image_waypoint HUD type; it works in new versions, invisible in old versions (graceful fallback). - An icon for each sound type. - Buff igniting - Make hot lode and other heated materials able to ignite - This was probably not already done just because we didn't have AISMs at the time, but we do now. - Reconsider lux fluid ignition again. - Maybe have rare "spark" events that can ignite? - Maybe have it involve proximity to other materials? - Water? Lava? - Optic beams? - Can we use glasslike_framed for shelves? - Alternate 2 versions of the registration based on y coord so it forces top/bottom faces to show - Sealed storeboxes? - Pummel glass onto case, planks onto shelf - No side access at all until unsealed - More lode bar crafts: - Allow frame loose ends to be chopped off when placed next to other frames, so custom shapes can be made. - Chop wood ladders/frames back into sticks? - Piezo node for optics detects sounds? - Sounds emitted by mod stuff? - Footsteps? - Can be used as a BUD - Lode tongs? - Craft from bars/rods (or lode adzes?). - Add an API to hot potato - Scan for all hot potato items and produce a list of slot->bool - If any items found with an on_hot_potato callback, pass them that list (and player, inv, etc) to be modified. - If slot is marked "safe" then no hot potato if items are in a slot adjacent to tongs. - If slot is not marked safe, mark it safe if tongs or any tool are wielded item. - Unmark safe any slots that don't contain hot things after hot potato check. - Will probably need to unify damage_touch into an API that checks for damage given a player and a stack. - Check for hot potato. - Check upon pickup for anti-lode-move-exploit. - Reform rake recipes - Maybe 2x adze -> tongs, 2x tongs -> rake? - Lux/lode ore in already-partly-dug cobble form in mapgen/ore? - Dungeon loot - Expose API for mods to intercept/modify loot - Add recipe hints (prearranged nodes) as decorations? - A lode "mace" tool with all dig groups? - Would require reevaluatng recipe priority, or tool modality. - Make lava easier to find at a distance visually - Particles, like cherenkov? - New Darkness feature: - Keep track of queue of recent "safe spots" for player: in sunlight, on solid ground or climbable etc. - Also check for being completely entombed in solid non-climbables. - Track player darkness, search for nearby light. Keep track of recent hit/miss (ring/queue). - If player is in TOTAL darkness for long enough to be certain, then do "fugue" teleportation. - Fade screen to black slowly via HUD (maybe have an API for this for skyrealms). - Drop all items. - Apply a temporary debuff...? - Teleport player back to recent safe spots until we find one, or run out. - Fade screen back from black. - Should tool appearance vary based on wear? - Make "fresh" vs. "worn" tools (for purposes of their usability in crafts) have a distinct look? - Tree sap - Stumps with air above exude, become dry stumps. - Use as a glue/resin in recipes. - Make longer-life torches? - Stick optics in place to prevent rotating? - Should ash and derivatives have a fertilizing effect? - Maybe wet/tacky stuccos? - Way to detect specific nodes - Comparison against a sample node? - Allow optic signals to carry "chroma" signatures, compare? - Renewability Gap - Renewable but not generatable - Sponges: Sprout under water from peat+sand? - Lode - Lux cobble - Water sources - Lava sources - Sedges - Rushes - Flowers - Sustainable but not renewable - Not sustainable - Lux stone (smooth) - Threats - Visceral - Leaping sparks/podobos from lava - Only where multiple source nodes are adjacent (lava lakes) to be nicer to managed builds and skyblocks. - They fly ballistically, maybe bounce, and set fires where they land. - Possibly knock stone loose and cause cave-ins? Displacing lava lakes upward would be pretty dramatic. - Flammable/toxic gas? - Monsters: stone-lurkers, mimics. - Complex multi-node mimic that eats tools you try to dig it with, stores them in core node(s) inside somewhere to be recovered. - Lightning, meteor strikes? - Creeping - Cellular automata hazards. - From exploration, delving too deep, leaving things to rot, etc. - Blights, Fungi - Termites, carpenter ants, other wood-eating inflictions? - Lurk Ore - Moves freely among air-exposed stone while no player is looking. - Follows after player, attempting to cause harm. - Weakens nodes above/below player into falling nodes, e.g. loose cobble, gravel? - Steals items from player, drops onto ground or absorbs them into body? Saps tool durability? - Ignites flammables it passes by? - Downgrades or absorbs ores nearby by contact or air floodfill? - Creates illusionary nodes you can fall through? - Cannot be dug or damaged directly. - Digging it yields plain stone, but converts up to 2 surrounding stone nodes into Lurk. - Need to dig all around it so it cannot move, then apply Some time-integrated process to convert it to useful form. - Chop (menger) sponges into (sierpinski) carpets? - Walk-through thin facade nodes, like charcoal glyphs - Block liquid flow paths - Hold moisture, act as non-blocking coolant? - New materials to craft with. - Dungeon materials, stonework? - Decorations for dungeons - Small plants? Reeds? Mallows? - Sea stars, anenome, coral, other underwater things? - Fungi, esp. tree-destroying ones, blight? - Oil, natural gas? Fossils and fossil fuels? - Geode, hydra crystals, corundum? - Shipwrecks or alien tech - Slow-moving animals? Snails? Miniature spice worms? - Non-portable things, like "spawners" or wormholes - Tubers and taproots, cacti, and other "defensive" plantlife - Plant-like CA animals, like bee nests and clouds of bees? Termine mounds? Ant colonies? Coral? - Popeggcorn? Like a plank but falling_node? - Ores that smelt via heating and then rapid quenching? - Things that cannot ever be dug, and must be moved only by in-world machinery? - Vary player walking speed based on nodes under feet? - Visual "craft guide" system? - Build a 3x3 work space out of wood/logs, place center node last and it will convert to a workbench node. - Workbench node will scan for potential recipe matches centered on the space above based on what's present and matches at least 1 non-air node, picks one. - Create display "ghost" entities representing items that can be placed to complete the recipe. - Should tree growth rate start out faster but slow down? - This could make the decision to harvest trees early vs wait for them to mature more nuanced. - Social features - Hint system - Social achievments - When completing a hint, also tell other players on the same server if they've completed it too. - Vicarious discovery - When a player completes a hint/discovery, generate witness events for anyone who can see. - Randomize player appearance/colors. - Skin color, hair color, eye color? - Add a "cloak" layer for cloaks, capes, over entire body - Make some control states / anims last a little longer, e.g. extend mining or waving anims to a second or so to make sure they're visible and not just flicker. - Drop-in recipes, triggered on thrown or falling items settling? - Good for dangerous stuff, maybe? - Compact signage via concrete/writing/stylus - Draw glyphs on a wall. - Place a lens focusing light from the wall onto a spot. - Put pliant concrete in that spot. - Make sure wall is adequately lit. - Etch the lens-facing side of the pliant concrete with stylus. - Create a "custom patterned" concrete sign block with letters etched onto it. Store in metadata, use ents to render, etc. - Door animations. - These need to be relatively efficient, i.e. not involve a ton of node manipulation or spawning lots of entities. Of particular concern is network packet load on clients. - Something using animated entities (which could represent multiple nodes sharing an axis) could work well. - Alternatively, a reasonable particle effect? Something abstract is fine too, as long as it conveys a sense of movement to help players visualize what's moving and in what direction. - Visual in-world hotbar - GreenXenith's visualbar mod - Replace hotbar, merge it with both bandolier and YCTIWY? - Players could be "pickpocketed" during normal gameplay. - Make a sound/visual to warn player. - Jordach's new first-person-attached entities feature? - Avicennia's Satchel mod? - "Yoshi's Island" chain of followers? - Mod removal substitution system - Mods can register their content with fallback item lists that are saved in worlddir - If mod is removed, items are replaced with their fallbacks by the game to avoid unknown_nodes. ........................................................................ ========================================================================