nodecore-cd2025/docs/roadmap.txt
Aaron Suen 45441071ab Make items on ground have a shadow.
There are 4 different states for things in the world:
- Regular node in world
- Item stack on ground
- Item entity (falling)
- Falling node entity

The entity states are not interactable at all, and regular node
doesn't rotate.  We can help differentiate node-in-air vs
node-stack-on-ground with a shadow visual.

Sometimes a node will get stuck as an entity inside another node's
negative space (e.g. a nodebox) and having a way to tell that it's
not a real one should maybe help.
2019-01-06 18:46:00 -05:00

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ROADMAP (SHORT-TERM)
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- Library functions for handling nodecore interactions.
- API-ify pummel-splitting recipes.
- Hint system.
- Wallmounted pop-off-as-item and item_entity overrides
to transform into falling node.
- Plant life stuff
- Better tree growth, i.e. track cumulative time, apply
environmental factors.
- Leaves settle into grass as podzol? Composting/decay?
- Wood tech.
- Pick can break stone into cobble, then loose cobble.
- Shovel can dig solid dirt as-is.
- Stone tech.
- Dig up ore using pick.
- Tin, copper, iron.
- Combine loose cobble onto staffs to form stone tools
- Level 3
- Stone tools dig faster than wood, but are more brittle
- Fire tech.
- 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
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