======================================================================== ROADMAP (SHORT-TERM) ------------------------------------------------------------------------ - crack_anylength texture, maybe something abstract like a hexagonal pie graph or something. - Library functions for handling nodecore interactions. - Define node callbacks for extended actions, like multipunch and sneak-multipunch. - 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? - Wood tech. - By hand, only dirt/sand can be dug, not trees/leaves. - Logs are level-2 choppy - Dirt converts to loose dirt, falling node. - Multi-punching leaves reveals branches. - Multi-punching branches breaks them into sticks. - Sticks are wallmounted, so they probably fall. - Combine a stick onto another stick to form a staff. - Craft an adze, combine a branch onto a stick. - Level 1 choppy - Adze can split logs on end into planks. - Level 1 choppy - Using planks on a staff forms tools as each plank is added: - Shovel, axe, pick. - Each is level 2, axe can dig logs - Leaves without a nearby log decay into either dead leaves or saplings - Both are falling nodes. - Dead leaves left on dirt/grass decay to nothing and convert grass below to podzol - Stone tech. - Dig up stone, ore using pick. - Converts to loose cobble / loose ore (hand-diggable, falling) - Tin, copper, iron. - Combine loose cobble onto staffs to form stone tools - Level 3 - 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). - 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 ........................................................................ ========================================================================