86 lines
3.4 KiB
Plaintext
86 lines
3.4 KiB
Plaintext
========================================================================
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ROADMAP (SHORT-TERM)
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------------------------------------------------------------------------
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- Library functions for handling nodecore interactions.
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- API-ify pummel-splitting recipes.
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- Hint system.
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- Node check compiler, e.g. for buildable_to, name, groups, etc.
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- Check-for-recipe util.
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- Wallmounted pop-off-as-item and item_entity overrides
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to transform into falling node.
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- Flat-item node for tools and such: like sz_stuff_pile
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- Need punch-groups for controlling tool capabilities
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necessary to multipunch; are damage groups usable here?
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- Plant life stuff
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- Better tree growth, i.e. track cumulative time, apply
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environmental factors.
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- Leaf decay.
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- Grass growth/smothering.
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- Leaves settle into grass as podzol?
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- Wood tech.
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- Pummel planks to chip off sticks and form tool-heads:
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- Shovel, axe, pick.
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- Use toolhead on staff to form tool.
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- Axe can dig logs.
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- Pick can break stone into cobble.
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- Shovel can dig solid dirt as-is.
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- Stone tech.
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- Dig up stone, ore using pick.
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- Converts to loose cobble / loose ore (hand-diggable, falling)
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- Tin, copper, iron.
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- Combine loose cobble onto staffs to form stone tools
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- Level 3
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- Stone tools dig faster than wood, but are more brittle
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- Fire tech.
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- Create fire.
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- Place a stick atop a pile of dead leaves.
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- Multi-punch stick with staff, probabilistic success.
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- Convert leaves to cinder.
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- Cinder node:
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- Keeps track of fuel quantity and quality.
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- Quality in levels.
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- Natural wood (and leaf/stick) sources are level 1.
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- Duration/quantity in seconds, logs last longest.
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- Produces fire nodes above and on all sides where eligible.
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- Cannot be dug by hand, hurts.
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- May randomly convert to loose cinder (falling).
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- Converts to ash when exhausted (falling).
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- Fire node:
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- Requires at least one nearby air node or goes out.
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- Cannot be put out by hand, hurts.
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- Consume fuel quantity from burning cinder nodes below/beside, distribute
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consumption semi-randomly.
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- Apply heat to all nodes above/beside.
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- Fuel nodes may convert to cinders if heated and air is present.
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- Heat quality combined from sum of fuel sources.
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- Smelting/cooking.
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- Create and try to contain a fire, place node above fire to cook.
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- Logs can be cooked (if smothered to prevent igniting) into charcoal (loose, falling).
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- Ores can be cooked, converting into slag and molten metal.
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- Different ores require different heat intensity.
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- Tin and copper easily accessible, may only require wood.
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- Iron requires an investment in charcoal.
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- Molten metal:
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- Flowing liquid, burns, ignition source.
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- Automatically quenched after some time.
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- If flows next to water, quench immediately at that location.
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- Ingot will replace water; be sure to use infinite spring.
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- Quenching:
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- Trace out network, find all sources.
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- Apply alloying recipes.
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- Remove source nodes.
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- Determine endpoint (in water, or random bottom node)
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- Invisible "waiting" entity waits until all molten nodes gone.
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- Places ingot at destination.
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- Ingots placed near molten metals will sometimes melt (for alloying).
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- Ingots can be re-melted above sufficiently-hot fire.
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- Metal tools from ingots:
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- Copper and tin, level 4
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- Bronze, level 5
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- Iron, level 6
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........................................................................
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========================================================================
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