68ca7ad4c3
Note that these are separate from the existing recipes used elsewhere out of necessity. Lode also anneals faster when carried (it's exposed to more air cooling).
395 lines
15 KiB
Plaintext
395 lines
15 KiB
Plaintext
========================================================================
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IDEAS: Possible future additions/improvements to the game
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------------------------------------------------------------------------
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- Incorporate some existing mods:
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- ncbells can mostly already go in as it is
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- Green wanted to fix some sound quality issues
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- Would be nice to have a way to control volume
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- Material of stick, door tier?
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- Attach lode things like rods, frames, cubes to bottom?
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- ZipRunes are de facto essential on servers anyway
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- Using charcoal doesn't feel quite right though
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- Maybe something involving glass?
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- Take advantage of the fact that the player is
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dreamlike/noncorporeal to not sacrifice realism here
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- Leaping sparks/podobos from lava
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- Rarely triggered by pumwater, with per-node cooldown.
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- Require at least one pum neighbor
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- Small controlled setups like skyblocks don't have unfair surprises
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- Chance of happening is reduced by nearby pum (check a random nearby node, if pum, cancel)
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- This compensates for naturally increased rate of large pum lakes
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- If it does happen, pick 2+ random nearby nodes and trigger them, to cause a chain reaction
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- Though large lakes dont erupt as often, it's more spectacular
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- Hookable/overridable so mods can add effects; include chain reaction generation in callback
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- Especially for WinterCore Vulcan mod
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- Make chain reaction ones shoot higher?
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- Make them bounce if they land on solids?
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- Set fires where they touch.
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- Possibly knock stone loose and cause cave-ins? Displacing
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lava lakes upward would be pretty dramatic.
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- Should packed totes transmit light from items inside?
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- Maybe at reduced intensity?
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- Maybe need an on_get_light_source intelligent API for this
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or something...
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- Need to make sure torches and lanterns properly run down
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while inside the tote and don't just "catch up" when unpacked
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- More nuanced infrared attenuation/scattering
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- Float glass vs clear glass should have some differences
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- Improve lode ore hint-stains
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- Make sure hint stone always indicates at least some real ore
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- Generate ore veins in mapgen
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- In post-gen, find ore, spread stone stains outward in a few
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random direction streaks
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- Wicker baskets
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- Limited alternative to full tote
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- Made of cheaper materials (wicker, wood form)
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- Can only carry wooden forms (must be unpacked on a flat surface)
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- Very flammable, ejects all contents (nodes and stacks) upon
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ignition
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- Make them only contain certain items, others (e.g. sand/ash)
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filter/leak through?
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- Make them drop items periodically?
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- Clean up sky pummesses
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- Make free-floating pumice randomly fall? melt? decay?
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- Make pumice trigger chain melt reactions?
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- Only if not already on the ground?
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- Aux-punch to take 1 item out of a stack?
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- Discovery Expansion
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- Support for "hidden" hints that never show up as hidden/future, but
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only appear when completed.
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- For bonus/hidden content like renewal recipes.
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- Allow hints to be assigned IDs/groups, used as prereqs themselves.
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- Would need a deferred/multipass system for testing.
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- Maybe show hidden hints once all non-hidden ones are done?
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- Half hint completion from witnessing?
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- Some hints are witness-only like leaching, you just get full
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completion for those
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- Some hints can be done by hand, or witnessed; allow a special
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half-completion state for those
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- Gives players hints that they saw something worth doing, but
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let them keep track of the fact that they haven't figure it out
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themselves
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- Add "welcome" messages on login
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- In the same spirit as the server version line
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- Notify if NodeCore updated since last played
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- Welcome new players?
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- Warn on special conditions, e.g. world in stasis?
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- Add to /status?
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- Hint system "quest" lines?
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- Series of hints specially marked.
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- Special game significance.
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- Examples:
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- Tool tiers
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- Automation
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- Make infused tools not directly flammable, BUT lose durability when
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near igniters similar to water effect.
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- Underground generated mazes, more compact than dungeons
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- Made of harder stone
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- Hide prizes like ores, treasures, etc.
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- Stone brick hardening (in-place)?
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- Use stylus on sand to produce same patterns as on concrete, inverted?
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- Display some kind of warning on >2s lagspikes
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- This breaks some game things like pummels
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- Players should all be warned ... HUD?
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- More social particles
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- On digging
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- On pummel (don't just show to one player)
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- More door stuff
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- More materials
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- Wicker?
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- Forms of glass?
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- Lode?
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- High tier door ideas
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- Require higher-tier doors to operate higher-tier
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tools/heads?
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- Limit ability of lower-tier doors to drive higher-tier
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doors, e.g. only allow driving up to 1 tier above? This
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could allow one-way slippage mechanisms.
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- Some doors can't be hand-operated, only ablated.
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- Plants from nc_nature
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- To import:
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- Mushrooms
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- Function:
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- Source of special materials like ash? Cheaper peat?
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- Upconvert dirt to humus nearby?
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- Magnets or other items to help find metal, especially locating
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lost valuable tools, totes, etc?
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- Durable transparent/window material.
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- Harder to mine, noob protection.
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- "Reinforced glass?"
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- Use lava+water hardening recipe on glasses?
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- Lode frames to fill this role?
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- Reach-through-able lux rad shielding?
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- Make radiant heat do burn damage instead of plain?
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- Reuse lux burns? Different kind of burn?
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- Spindle/axle nodes
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- Can carry door rotations along a 1x1 path
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- Don't actually move (except maybe animate)
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- Apply friction in all 4 directions
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- Can act as gears.
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- Note that they should "spin" twice as fast, though this
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probably wouldn't actually matter according to actual mechanics.
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- Maybe make threading?
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- Apply lateral forces to certain nodes?
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- Make grain augers?
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- Special threaded elevator nodes?
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- Clutch nodes to rotate nodes on ends
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- Rotate facedir nodes
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- Make storeboxed rotatable so we can dump them out
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- Make etched concrete rotatable?
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- Rotate only in pliant state by rightclick.
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- When dug w/ silk touch, store param2 in metadata, add rotation
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value to touchtip to explain non-stacking.
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- Visual "subtitles" for sounds?
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- Use new image_waypoint HUD type; it works in new versions,
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invisible in old versions (graceful fallback).
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- An icon for each sound type.
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- Buff igniting
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- Make hot lode and other heated materials able to ignite
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- This was probably not already done just because we
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didn't have AISMs at the time, but we do now.
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- Reconsider lux fluid ignition again.
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- Maybe have rare "spark" events that can ignite?
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- Maybe have it involve proximity to other materials?
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- Water? Lava?
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- Optic beams?
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- Can we use glasslike_framed for shelves?
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- Alternate 2 versions of the registration based on y coord
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so it forces top/bottom faces to show
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- Sealed storeboxes?
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- Pummel glass onto case, planks onto shelf
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- No side access at all until unsealed
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- More lode bar crafts:
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- Allow frame loose ends to be chopped off when placed next to other
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frames, so custom shapes can be made.
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- Chop wood ladders/frames back into sticks?
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- Piezo node for optics detects sounds?
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- Sounds emitted by mod stuff?
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- Footsteps?
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- Can be used as a BUD
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- Lux/lode ore in already-partly-dug cobble form in mapgen/ore?
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- Dungeon loot
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- Expose API for mods to intercept/modify loot
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- Add recipe hints (prearranged nodes) as decorations?
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- A lode "mace" tool with all dig groups?
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- Would require reevaluatng recipe priority, or tool modality.
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- Make lava easier to find at a distance visually
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- Particles, like cherenkov?
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- New Darkness feature:
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- Keep track of queue of recent "safe spots" for player:
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in sunlight, on solid ground or climbable etc.
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- Also check for being completely entombed in solid non-climbables.
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- Track player darkness, search for nearby light. Keep track of recent hit/miss (ring/queue).
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- If player is in TOTAL darkness for long enough to be certain, then do "fugue" teleportation.
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- Fade screen to black slowly via HUD (maybe have an API for this for skyrealms).
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- Drop all items.
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- Apply a temporary debuff...?
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- Teleport player back to recent safe spots until we find one, or run out.
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- Fade screen back from black.
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- Should tool appearance vary based on wear?
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- Make "fresh" vs. "worn" tools (for purposes of their usability
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in crafts) have a distinct look?
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- Move the wear stat out of normal wear and into metadata, so the bar
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graphs don't show.
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- Would this require reworking the whole damage/uses system?
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- Tools used in crafts will need to be groups instead of item names.
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- Tree sap
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- Stumps with air above exude, become dry stumps.
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- Use as a glue/resin in recipes.
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- Make longer-life torches?
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- Stick optics in place to prevent rotating?
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- Should ash and derivatives have a fertilizing effect?
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- Maybe wet/tacky stuccos?
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- Way to detect specific nodes
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- Comparison against a sample node?
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- Allow optic signals to carry "chroma" signatures, compare?
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- Renewability Gap
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- Renewable but not generatable
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- Sponges: Sprout under water from peat+sand?
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- Lode
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- Lux cobble
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- Water sources
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- Lava sources
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- Sedges
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- Rushes
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- Flowers
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- Sustainable but not renewable
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- Not sustainable
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- Lux stone (smooth)
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- Threats
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- Visceral
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- Flammable/toxic gas?
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- Monsters: stone-lurkers, mimics.
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- Complex multi-node mimic that eats tools you try to dig it with,
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stores them in core node(s) inside somewhere to be recovered.
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- Lightning, meteor strikes?
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- Creeping
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- Cellular automata hazards.
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- From exploration, delving too deep, leaving things to rot, etc.
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- Blights, Fungi
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- Termites, carpenter ants, other wood-eating inflictions?
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- Lurk Ore
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- Moves freely among air-exposed stone while no player is looking.
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- Follows after player, attempting to cause harm.
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- Weakens nodes above/below player into falling nodes,
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e.g. loose cobble, gravel?
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- Steals items from player, drops onto ground or absorbs them
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into body? Saps tool durability?
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- Ignites flammables it passes by?
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- Downgrades or absorbs ores nearby by contact or air floodfill?
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- Creates illusionary nodes you can fall through?
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- Cannot be dug or damaged directly.
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- Digging it yields plain stone, but converts up to 2
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surrounding stone nodes into Lurk.
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- Need to dig all around it so it cannot move, then apply Some
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time-integrated process to convert it to useful form.
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- Chop (menger) sponges into (sierpinski) carpets?
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- Walk-through thin facade nodes, like charcoal glyphs
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- Block liquid flow paths
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- Hold moisture, act as non-blocking coolant?
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- New materials to craft with.
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- Dungeon materials, stonework?
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- Decorations for dungeons
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- Small plants? Reeds? Mallows?
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- Sea stars, anenome, coral, other underwater things?
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- Fungi, esp. tree-destroying ones, blight?
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- Oil, natural gas? Fossils and fossil fuels?
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- Geode, hydra crystals, corundum?
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- Shipwrecks or alien tech
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- Slow-moving animals? Snails? Miniature spice worms?
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- Non-portable things, like "spawners" or wormholes
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- Tubers and taproots, cacti, and other "defensive" plantlife
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- Plant-like CA animals, like bee nests and clouds of bees?
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Termine mounds? Ant colonies? Coral?
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- Popeggcorn? Like a plank but falling_node?
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- Ores that smelt via heating and then rapid quenching?
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- Things that cannot ever be dug, and must be moved only
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by in-world machinery?
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- Vary player walking speed based on nodes under feet?
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- Visual "craft guide" system?
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- Build a 3x3 work space out of wood/logs, place center node
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last and it will convert to a workbench node.
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- Workbench node will scan for potential recipe matches
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centered on the space above based on what's present
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and matches at least 1 non-air node, picks one.
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- Create display "ghost" entities representing items that
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can be placed to complete the recipe.
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- Should tree growth rate start out faster but slow down?
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- This could make the decision to harvest trees early vs
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wait for them to mature more nuanced.
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- Social features
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- Hint system
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- Social achievments
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- When completing a hint, also tell other players on
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the same server if they've completed it too.
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- Vicarious discovery
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- When a player completes a hint/discovery, generate
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witness events for anyone who can see.
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- Randomize player appearance/colors.
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- Skin color, hair color, eye color?
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- Add a "cloak" layer for cloaks, capes, over entire body
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- Make some control states / anims last a little longer, e.g.
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extend mining or waving anims to a second or so to make sure
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they're visible and not just flicker.
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- Drop-in recipes, triggered on thrown or falling items settling?
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- Good for dangerous stuff, maybe?
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- Compact signage via concrete/writing/stylus
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- Draw glyphs on a wall.
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- Place a lens focusing light from the wall onto a spot.
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- Put pliant concrete in that spot.
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- Make sure wall is adequately lit.
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- Etch the lens-facing side of the pliant concrete with stylus.
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- Create a "custom patterned" concrete sign block with letters etched
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onto it. Store in metadata, use ents to render, etc.
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- Door animations.
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- These need to be relatively efficient, i.e. not involve
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a ton of node manipulation or spawning lots of entities.
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Of particular concern is network packet load on clients.
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- Something using animated entities (which could represent
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multiple nodes sharing an axis) could work well.
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- Alternatively, a reasonable particle effect? Something
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abstract is fine too, as long as it conveys a sense of
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movement to help players visualize what's moving and in
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what direction.
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- Visual in-world hotbar
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- GreenXenith's visualbar mod
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- Replace hotbar, merge it with both bandolier and YCTIWY?
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- Players could be "pickpocketed" during normal gameplay.
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- Make a sound/visual to warn player.
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- Jordach's new first-person-attached entities feature?
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- Avicennia's Satchel mod?
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- "Yoshi's Island" chain of followers?
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- Mod removal substitution system
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- Mods can register their content with fallback item lists
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that are saved in worlddir
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- If mod is removed, items are replaced with their fallbacks
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by the game to avoid unknown_nodes.
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- More complex items can register ingredients for "uncrafting"
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and automatic recycling; could work recursively.
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- Eject multiple things as items like skyrealm items.
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........................................................................
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========================================================================
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