92 lines
3.8 KiB
Plaintext
92 lines
3.8 KiB
Plaintext
========================================================================
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ROADMAP (SHORT-TERM)
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------------------------------------------------------------------------
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- crack_anylength texture, maybe something abstract like a hexagonal
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pie graph or something.
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- Library functions for handling nodecore interactions.
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- Define node callbacks for extended actions, like
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multipunch and sneak-multipunch.
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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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- Wood tech.
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- By hand, only dirt/sand can be dug, not trees/leaves.
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- Logs are level-2 choppy
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- Dirt converts to loose dirt, falling node.
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- Multi-punching leaves reveals branches.
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- Multi-punching branches breaks them into sticks.
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- Sticks are wallmounted, so they probably fall.
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- Combine a stick onto another stick to form a staff.
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- Craft an adze, combine a branch onto a stick.
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- Level 1 choppy
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- Adze can split logs on end into planks.
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- Level 1 choppy
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- Using planks on a staff forms tools as each plank is added:
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- Shovel, axe, pick.
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- Each is level 2, axe can dig logs
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- Leaves without a nearby log decay into either dead leaves or saplings
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- Both are falling nodes.
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- Dead leaves left on dirt/grass decay to nothing and convert
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grass below to podzol
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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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- 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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