c47008bc44
Thanks to Kimapr for the basic approach, and proving the concept. Doors pressing a single-item stack now place that item as a node, and trigger placement recipes. Doors pressing nodes that don't have a single item stack node form (sticks, leaves) also trigger placement craft recipes. All craft pressing recipes require some form of backstop to provide pressure.
266 lines
9.9 KiB
Plaintext
266 lines
9.9 KiB
Plaintext
========================================================================
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IDEAS: Possible future additions/improvements to the game
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------------------------------------------------------------------------
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- Visual "subtitles" for sounds?
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- Use new image_waypoint HUD type; it works in new versions,
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invisible in old versions (graceful fallback).
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- An icon for each sound type.
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- Separate air vs. node cursor?
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- Like the node vs. entity cursor, can we hide the cursor when
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pointing only at air?
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- Would server lag be too much?
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- This would integrate really well with a WAILA sort of thing.
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- Could totally revamp touchtips, and dynamic feel Lightning.
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- Use an image HUD so we can force mobile to display it too, so
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mobile players can use look dir too?
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- Buff igniting
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- Make hot lode and other heated materials able to ignite
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- This was probably not already done just because we
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didn't have AISMs at the time, but we do now.
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- Reconsider lux fluid ignition again.
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- Maybe have rare "spark" events that can ignite?
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- Maybe have it involve proximity to other materials?
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- Water? Lava?
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- Optic beams?
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- Chop frames, ladders, staves back down into sticks?
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- Can we use glasslike_framed for shelves?
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- Alternate 2 versions of the registration based on y coord
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so it forces top/bottom faces to show
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- More lode bar crafts:
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- Frames
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- Ladders?
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- Adzes?
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- chop+crumb -1 relative tier
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- cracky -2 relative tier
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- full durability
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- Should these be full lode or wood handle?
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- Rakes?
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- Return some prills after construction?
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- Make wear carry across heating/cooling recipes
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- Allow full-lode tools to be tempered
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- All these need to be recyclable.
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- Piezo node for optics detects sounds?
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- Sounds emitted by mod stuff?
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- Footsteps?
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- Can be used as a BUD
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- Lode tongs?
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- Craft from bars/rods (or lode adzes?).
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- Add an API to hot potato
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- Scan for all hot potato items and produce a list of slot->bool
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- If any items found with an on_hot_potato callback, pass them
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that list (and player, inv, etc) to be modified.
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- If slot is marked "safe" then no hot potato if items are in
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a slot adjacent to tongs.
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- If slot is not marked safe, mark it safe if tongs or any tool
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are wielded item.
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- Unmark safe any slots that don't contain hot things after
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hot potato check.
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- Allow frame loose ends to be chopped off when placed next to other
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frames, so custom shapes can be made.
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- Dungeon loot
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- Add recipe hints (prearranged nodes) as decorations?
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- Rows of shelves against walls. Very rarely lode crates.
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- Loot items in shelves, weighted pickrand(). Add a "margin" pick
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result with value of proportion of where in range the picked value
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was, and vary tool durability or stack count non-linearly by it.
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- Scattered items on floor. Most are from loot tables, some are
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crates or storeboxes.
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- A lode "mace" tool with all dig groups?
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- Would require reevaluatng recipe priority, or tool modality.
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- Make lava easier to find at a distance visually
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- Particles, like cherenkov?
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- New Darkness feature:
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- Keep track of queue of recent "safe spots" for player:
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in sunlight, on solid ground or climbable etc.
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- Also check for being completely entombed in solid non-climbables.
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- Track player darkness, search for nearby light. Keep track of recent hit/miss (ring/queue).
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- If player is in TOTAL darkness for long enough to be certain, then do "fugue" teleportation.
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- Fade screen to black slowly via HUD (maybe have an API for this for skyrealms).
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- Drop all items.
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- Apply a temporary debuff...?
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- Teleport player back to recent safe spots until we find one, or run out.
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- Fade screen back from black.
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- Should tool appearance vary based on wear?
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- Make "fresh" vs. "worn" tools (for purposes of their usability
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in crafts) have a distinct look?
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- Tree sap
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- Stumps with air above exude, become dry stumps.
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- Use as a glue/resin in recipes.
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- Make longer-life torches?
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- Stick optics in place to prevent rotating?
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- Straw/thatch?
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- Domain Wall Sensor
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- Adapt from sztest?
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- Field Generator?
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- Power an annealed lode block from 2 opposite faces.
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- Generates particle effect at mapblock boundary.
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- Particle effect with lux fluid and/or cobble?
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- Create particle effect around player while carrying lux in
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inventory?
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- Maybe only if the lux is higher activation tier?
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- Should ash and derivatives have a fertilizing effect?
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- Maybe wet/tacky stuccos?
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- Optic locking
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- Prevent accidental rotation.
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- Use tree sap / glue?
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- Make "glued" optic node?
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- Detect adjacent glue node?
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- Apply frame, make framed optics?
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- Hammer into place with certain tool?
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- Door Automation
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- Press tools (or tool heads) into nodes to activate other
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pummel recipes like chopping.
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- Mount tool heads on frames to make machine tools?
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- Press recipes for digging.
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- If pushing a node (or toolhead backed by node) and there
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is a climbable walkable behind it, or a storebox, dig the
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node and push it through climable as catapult, or into
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storebox if it fits.
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- Need more door materials: lode, glasses
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- Renewability Gap
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- Renewable but not generatable
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- Sponges: Sprout under water from peat+sand?
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- Lode
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- Lux
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- Water sources.
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- Sustainable but not renewable
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- Not sustainable
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- Lava sources.
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- Surround stone with lava to melt?
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- Threats
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- Visceral
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- Flammable/toxic gas?
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- Monsters: stone-lurkers, mimics.
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- Complex multi-node mimic that eats tools you try to dig it with,
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stores them in core node(s) inside somewhere to be recovered.
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- Lightning, meteor strikes?
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- Creeping
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- Cellular automata hazards.
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- From exploration, delving too deep, leaving things to rot, etc.
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- Blights, Fungi
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- Termites, carpenter ants, other wood-eating inflictions?
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- Lurk Ore
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- Moves freely among air-exposed stone while no player is looking.
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- Follows after player, attempting to cause harm.
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- Weakens nodes above/below player into falling nodes,
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e.g. loose cobble, gravel?
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- Steals items from player, drops onto ground or absorbs them
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into body? Saps tool durability?
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- Ignites flammables it passes by?
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- Downgrades or absorbs ores nearby by contact or air floodfill?
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- Creates illusionary nodes you can fall through?
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- Cannot be dug or damaged directly.
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- Digging it yields plain stone, but converts up to 2
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surrounding stone nodes into Lurk.
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- Need to dig all around it so it cannot move, then apply Some
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time-integrated process to convert it to useful form.
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- New materials to craft with.
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- Dungeon materials, stonework?
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- Decorations for dungeons
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- Small plants? Reeds? Mallows?
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- Sea stars, anenome, coral, other underwater things?
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- Fungi, esp. tree-destroying ones, blight?
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- Oil, natural gas? Fossils and fossil fuels?
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- Geode, hydra crystals, radioactives?
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- Shipwrecks or alien tech
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- Slow-moving animals? Snails? Miniature spice worms?
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- Non-portable things, like "spawners" or wormholes
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- Tubers and taproots, cacti, and other "defensive" plantlife
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- Plant-like CA animals, like bee nests and clouds of bees?
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Termine mounds? Ant colonies? Coral?
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- Popeggcorn?
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- Ores that smelt via heating and then rapid quenching?
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- Things that cannot ever be dug, and must be moved only
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by in-world machinery?
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- Vary player walking speed based on nodes under feet?
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- Visual "craft guide" system?
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- Build a 3x3 work space out of wood/logs, place center node
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last and it will convert to a workbench node.
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- Workbench node will scan for potential recipe matches
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centered on the space above based on what's present
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and matches at least 1 non-air node, picks one.
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- Create display "ghost" entities representing items that
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can be placed to complete the recipe.
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- Should tree growth rate start out faster but slow down?
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- This could make the decision to harvest trees early vs
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wait for them to mature more nuanced.
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- Social features
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- Randomize player appearance/colors.
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- Shirt/pants, possibly w/ stripes/patterns
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- Skin color, hair color, eye color?
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- Add a "cloak" layer for cloaks, capes, over entire body
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- Make some control states / anims last a little longer, e.g.
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extend mining or waving anims to a second or so to make sure
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they're visible and not just flicker.
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- Drop-in recipes, triggered on thrown or falling items settling?
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- Good for dangerous stuff, maybe?
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- Compact signage via concrete/writing/stylus
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- Draw glyphs on a wall.
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- Place a lens focusing light from the wall onto a spot.
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- Put pliant concrete in that spot.
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- Make sure wall is adequately lit.
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- Etch the lens-facing side of the pliant concrete with stylus.
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- Create a "custom patterned" concrete sign block with letters etched
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onto it. Store in metadata, use ents to render, etc.
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- Allow metalworking with wood tools?
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- Eat a lot of extra durability?
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- Door animations.
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- These need to be relatively efficient, i.e. not involve
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a ton of node manipulation or spawning lots of entities.
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Of particular concern is network packet load on clients.
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- Something using animated entities (which could represent
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multiple nodes sharing an axis) could work well.
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- Alternatively, a reasonable particle effect? Something
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abstract is fine too, as long as it conveys a sense of
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movement to help players visualize what's moving and in
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what direction.
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- Visual in-world hotbar
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- GreenXenith's visualbar mod
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- Replace hotbar, merge it with both bandolier and YCTIWY?
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- Players could be "pickpocketed" during normal gameplay.
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- Make a sound/visual to warn player.
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- Jordach's new first-person-attached entities feature?
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........................................................................
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========================================================================
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