175 lines
6.3 KiB
Plaintext
175 lines
6.3 KiB
Plaintext
========================================================================
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ROADMAP: Large New Development Projects
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------------------------------------------------------------------------
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#### ##### #### # # ###### ##### ####
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# # # # # # # # # # #
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#### # # # # # # ##### # # ####
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# ##### # # # # # ##### #
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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- Import YCTIWY as part of the base game.
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- Setting to disable entirely
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- Setting to disable compact mode
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- Setting for fresh/stale like bones; items become accessible
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only after time has passed since last login
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- Make the priv just to override any protections
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- Shelf recipe reform
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- Add a "shelf frame" node made from wooden frames
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- Add appropriate material to shelf frame to make shelf
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- 2-stage construction should make it easier to discover
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- Shelf frame can gain its own distinct uses
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- e.g. some things can fall through it but not others.
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Items? Players? Fluids?
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- Should there be pockets of softer stone at depth, like there is gravel?
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- Add recipe hints (prearranged nodes) to dungeons as decorations?
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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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- Straw/thatch?
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- Lode tongs?
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- Craft from bars/rods.
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- Pick up any item and embed in tongs itemstack.
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- Domain Wall Sensor
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- Adapt from sztest?
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- Field Generator?
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- Power an annealed lode block from 2 opposite faces.
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- Generates particle effect at mapblock boundary.
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- Particle effect with lux fluid and/or cobble?
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- Create particle effect around player while carrying lux in
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inventory?
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- Maybe only if the lux is higher activation tier?
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- Easier recipe API:
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- Use ascii art like ezschematic?
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- Aliases like "sides"/"corners"?
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- Make 3x3 recipes easier to define.
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- Should ash and derivatives have a fertilizing effect?
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- Maybe wet/tacky stuccos?
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- Optic locking
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- Prevent accidental rotation.
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- Use tree sap / glue?
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- Make "glued" optic node?
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- Detect adjacent glue node?
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- Apply frame, make framed optics?
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- Hammer into place with certain tool?
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- Make stone brick more easily crafted by chiseling with a high-tier
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pick, e.g. tier 7+
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- Door Automation
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- Should have press recipes for stickcraft, i.e. staves,
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frames, ladders.
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- Press tools (or tool heads) into nodes to activate other
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pummel recipes like chopping.
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- Mount tool heads on frames to make machine tools?
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- Press recipes for digging.
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- If pushing a node (or toolhead backed by node) and there
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is a climbable walkable behind it, or a storebox, dig the
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node and push it through climable as catapult, or into
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storebox if it fits.
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- Pressing stack of 1 node places it, instead of pummeling it.
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Can pummel on the second push.
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- Should doors trigger place recipes when blocked?
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- Push players?
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- Need more door materials: lode, glasses
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- Standardize visinv access API
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- stack_access(pos, node, dirfrom) - return booly
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whether access to inside stack is allowed.
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- Use for shelf API.
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- Use for touchtips inv access.
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- Genericize sponge logic using stack_access API
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- Lava rework:
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- Wandering fluids API for concrete, glass, lava?
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- Configurable setting for generation count multiplier.
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- Lava wandering.
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- Concentrations of lava should melt nearyby stone
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- Dependent on hardness of stone
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- Lava near fringes should spontaneously quench.
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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
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- Water sources.
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- Sustainable but not renewable
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- Not sustainable
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- Lava sources.
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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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- 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, radioactives?
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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?
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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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........................................................................
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========================================================================
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