nodecore-cd2025/docs/ideas.txt
Aaron Suen 68ca7ad4c3 Tong cooling/quenching recipes
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).
2023-10-09 22:37:50 -04:00

395 lines
15 KiB
Plaintext

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IDEAS: Possible future additions/improvements to the game
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- Incorporate some existing mods:
- ncbells can mostly already go in as it is
- Green wanted to fix some sound quality issues
- Would be nice to have a way to control volume
- Material of stick, door tier?
- Attach lode things like rods, frames, cubes to bottom?
- ZipRunes are de facto essential on servers anyway
- Using charcoal doesn't feel quite right though
- Maybe something involving glass?
- Take advantage of the fact that the player is
dreamlike/noncorporeal to not sacrifice realism here
- Leaping sparks/podobos from lava
- Rarely triggered by pumwater, with per-node cooldown.
- Require at least one pum neighbor
- Small controlled setups like skyblocks don't have unfair surprises
- Chance of happening is reduced by nearby pum (check a random nearby node, if pum, cancel)
- This compensates for naturally increased rate of large pum lakes
- If it does happen, pick 2+ random nearby nodes and trigger them, to cause a chain reaction
- Though large lakes dont erupt as often, it's more spectacular
- Hookable/overridable so mods can add effects; include chain reaction generation in callback
- Especially for WinterCore Vulcan mod
- Make chain reaction ones shoot higher?
- Make them bounce if they land on solids?
- Set fires where they touch.
- Possibly knock stone loose and cause cave-ins? Displacing
lava lakes upward would be pretty dramatic.
- Should packed totes transmit light from items inside?
- Maybe at reduced intensity?
- Maybe need an on_get_light_source intelligent API for this
or something...
- Need to make sure torches and lanterns properly run down
while inside the tote and don't just "catch up" when unpacked
- More nuanced infrared attenuation/scattering
- Float glass vs clear glass should have some differences
- 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
- 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?
- 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
- 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?
- Move the wear stat out of normal wear and into metadata, so the bar
graphs don't show.
- Would this require reworking the whole damage/uses system?
- Tools used in crafts will need to be groups instead of item names.
- 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
- 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.
- More complex items can register ingredients for "uncrafting"
and automatic recycling; could work recursively.
- Eject multiple things as items like skyrealm items.
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