nodecore-cd2025/docs/roadmap.txt
2020-02-05 08:55:13 -05:00

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ROADMAP: Large New Development Projects
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- Consider upstreaming nc_stucco, maybe into nc_concrete?
- Credit Avicennia G a.k.a. Tereno Johnson
- Stylus from stick+chip, stick+prill, etc. using "scratchy" group.
- Add materials for mud+ash, sand+ash, add coal lump to agg.
- All materials work like concrete, falling, liquefy with water.
- All of them cure to a tacky state first, then to dry.
- Become tacky if molded, cure to lower material otherwise.
- Use soaking. Etching allowed to reset timer?
- Include a few etched patterns. Separate mask and noise layers.
- bricky, meshy, barry, icebox, enol, bordythin, gkey, bindy
- Not relocatable
- dry digs to cobble, dirt, sand, etc.
- tacky undiggable until it cures (like a liquid)
- Cheaper materials have shorter liquid, longer tacky phase
- Standardize wandering liquid API?
- Wander frequency, dist limit
- Generation limit params
- Curing time
- Curing check (e.g. for quenching)
- Time and gen cure methods
- Make stone bricks or other building materials?
- Pummel stone w/ lux+ pick?
- Door Automation
- Should have press recipes for stickcraft, i.e. staves,
frames, ladders.
- Press tools (or tool heads) into nodes to activate other
pummel recipes like chopping.
- Mount tool heads on frames to make machine tools?
- Press recipes for digging.
- If pushing a node (or toolhead backed by node) and there
is a climbable walkable behind it, or a storebox, dig the
node and push it through climable as catapult, or into
storebox if it fits.
- Pressing stack of 1 node places it, instead of pummeling it.
Can pummel on the second push.
- Should doors trigger place recipes when blocked?
- Push players?
- Need more door materials: lode, glasses
- Standardize visinv access API
- stack_access(pos, node, dirfrom) - return booly
whether access to inside stack is allowed.
- Use for shelf API.
- Use for touchtips inv access.
- Genericize sponge logic using stack_access API
- Lava rework:
- Wandering fluids API for concrete, glass, lava?
- Configurable setting for generation count multiplier.
- Lava wandering.
- Concentrations of lava should melt nearyby stone
- Dependent on hardness of stone
- Lava near fringes should spontaneously quench.
- Should there be pockets of softer stone at depth, like there is gravel?
- Domain Wall Sensor
- Adapt from sztest?
- Field Generator?
- Power an annealed lode block from 2 opposite faces.
- Generates particle effect at mapblock boundary.
- Particle effect with lux fluid and/or cobble?
- Create particle effect around player while carrying lux in
inventory?
- Maybe only if the lux is higher activation tier?
- Water and lava surface springs.
- Access to water for forges.
- Access to lava for lighting, firestarting, glass?
- Renewability Gap
- Renewable but not generatable
- Sponges: Sprout under water from peat+sand?
- Lode
- Lux
- Water sources.
- Sustainable but not renewable
- Not sustainable
- Hard stone: harden using nearby heat sources?
- Lava sources.
- Threats
- Visceral
- Flammable/toxic gas?
- Monsters: stone-lurkers, mimics.
- Lightning, meteor strikes?
- Creeping
- Cellular automata hazards.
- From exploration, delving too deep, leaving things to rot, etc.
- Blights, Fungi
- 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.
- Social features
- Randomize player appearance/colors.
- Shirt/pants, possibly w/ stripes/patterns
- Skin color, hair color, eye color?
- Support 64x64 dual-layer MC skins?
- Add a cloak/hood or other clothing/acc surfaces?
- New materials to craft with.
- Dungeon materials, stonework?
- Decorations for dungeons
- Tree sap from stumps? Resin? Rubber? Shellac?
- 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, radioactives?
- 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?
- 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?
- Use gravity vector to make flowing water push the player?
- 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.
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