nodecore-cd2025/docs/roadmap.txt
Aaron Suen 5f4e99e1a7 Change the look of loose nodes.
Make it clear that they're separated from neighbors by dark
border, instead of just looking a littler "sandier".
2019-01-28 23:40:44 -05:00

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ROADMAP (SHORT-TERM)
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- Make neighbor/distance calcs consistent.
- We're using scan_flood in some places, face checks in others,
and find_nodes_in_area (cuboid) in others.
- Diamond shape would be most consistent.
- Should require face touching, not diagonal.
- Clean up eggcorns.
- Balance quantity per tree.
- Switch to craftitem drawtype? They don't look right.
- Crushing damage refinements.
- Make certain types of nodes (e.g. eggcorns, dead leaves)
do far less or no damage.
- Base on classes? Have a crush_damage_mult prop?
- Fractional HP API, using player attributes
- Right-click a stack with same items to add to it.
- Picking up and re-dropping gets very tedious.
- Ladders should fall like staves. Maybe another node to act as a frame?
- Staves crossed to form wooden mullions?
- Fire tech.
- Smelting/cooking.
- Create and try to contain a fire, place node above fire to cook.
- Ores can be cooked, converting into slag and molten metal.
- Metal casting, annealing, tempering
- Heat ore -> glowing prills
- air-cool glowing prills -> annealed prills
- Hammer annealed prills -> annealed metal
- Hammer annealed metal -> annealed tool heads + annealed prills
- Create and use annealed tools
- Heat annealed tool heads -> glowing tool heads
- Quench glowing tool heads -> tempered tool heads
- Create and use tempered tools (much higher durability)
- Heat tempered tools -> glowing tool heads to recycle
- Half-slabs
- Intermediate step between planks and tool-heads.
- Chop dirt with an axe.
- Hammer together 4 stones instead of 8.
- Pummel tree from the side with a higher tier axe, stone/metal?
- Plant life stuff
- Better tree growth, i.e. track cumulative time, apply
environmental factors.
- Leaves settle into grass as podzol? Composting/decay?
- Portable containers.
- A bag that expands when placed, if room.
- Inventory slots around central node each holds 1 stack.
- Dig central node to bundle up, store content in metadata.
- Containers may have "levels" to control nesting.
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