nodecore-cd2025/docs/roadmap.txt
2018-11-02 18:47:44 -04:00

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ROADMAP (SHORT-TERM)
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- crack_anylength texture, maybe something abstract like a hexagonal
pie graph or something.
- Library functions for handling nodecore interactions.
- Define node callbacks for extended actions, like
multipunch and sneak-multipunch.
- Check-for-recipe util.
- Wallmounted pop-off-as-item and item_entity overrides
to transform into falling node.
- Flat-item node for tools and such: like sz_stuff_pile
- Need punch-groups for controlling tool capabilities
necessary to multipunch; are damage groups usable here?
- Wood tech.
- By hand, only dirt/sand can be dug, not trees/leaves.
- Logs are level-2 choppy
- Dirt converts to loose dirt, falling node.
- Multi-punching leaves reveals branches.
- Multi-punching branches breaks them into sticks.
- Sticks are wallmounted, so they probably fall.
- Combine a stick onto another stick to form a staff.
- Craft an adze, combine a branch onto a stick.
- Level 1 choppy
- Adze can split logs on end into planks.
- Level 1 choppy
- Using planks on a staff forms tools as each plank is added:
- Shovel, axe, pick.
- Each is level 2, axe can dig logs
- Leaves without a nearby log decay into either dead leaves or saplings
- Both are falling nodes.
- Dead leaves left on dirt/grass decay to nothing and convert
grass below to podzol
- Stone tech.
- Dig up stone, ore using pick.
- Converts to loose cobble / loose ore (hand-diggable, falling)
- Tin, copper, iron.
- Combine loose cobble onto staffs to form stone tools
- Level 3
- Fire tech.
- Create fire.
- Place a stick atop a pile of dead leaves.
- Multi-punch stick with staff, probabilistic success.
- Convert leaves to cinder.
- Cinder node:
- Keeps track of fuel quantity and quality.
- Quality in levels.
- Natural wood (and leaf/stick) sources are level 1.
- Duration/quantity in seconds, logs last longest.
- Produces fire nodes above and on all sides where eligible.
- Cannot be dug by hand, hurts.
- May randomly convert to loose cinder (falling).
- Converts to ash when exhausted (falling).
- Fire node:
- Requires at least one nearby air node or goes out.
- Cannot be put out by hand, hurts.
- Consume fuel quantity from burning cinder nodes below/beside, distribute
consumption semi-randomly.
- Apply heat to all nodes above/beside.
- Fuel nodes may convert to cinders if heated and air is present.
- Heat quality combined from sum of fuel sources.
- 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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