nodecore-cd2025/docs/longterm.txt
2019-02-03 11:25:14 -05:00

56 lines
2.0 KiB
Plaintext

========================================================================
LONG-TERM DESIGN IDEAS
------------------------------------------------------------------------
- Support/feedback improvements.
- Improve in-game hint stuff.
- Feedback/issues URL?
- Look for new URL buttons in 5.0+
- Achievement/hint system?
- Digital logic.
- "Redstone dust", falling/attached, hard to place freely.
- One primitive logic gate, NAND or NOR.
- No delay/buffers; transform to mechanical for delays.
- Buttons/touchplates, no switches (build a latch for state).
- Pistons or rack&pinions for affecting world stuff.
- System for transporting cargo.
- Trains of minecarts?
- Conveyors, elevators?
- Tool level differences.
- Advanced tools are NOT just the same as regular tools with
certain buffs.
- Different metals and materials require different processes.
Top-tier tools, e.g. diamond-tipped, are very different from
metal/stone/wood, require new processes.
- Higher-tier tools may "silk touch" and skip certain transforms
e.g. pick up stone as non-loose cobble or raw stone, so
players have a way to get some things in inventory.
- Sane indoor lighting.
- Maintaining fires or sunlight are not sustainable enough.
- Access to light is a barrier to deep mining.
- Hazards and "monsters".
- Cellular automata hazards.
- From exploration, deliving too deep, leaving things to rot, etc.
- Some spread explosively (fire), some creeping (blights).
- Cultivation and farming
- Plant-like CA animals, like bee nests and clouds of bees?
Termine mounds? Ant colonies? Coral?
- More biomes, exploration diversity.
- Water and lava springs.
- Lava deep underground as a bedrock replacement?
- Vague Ideas:
- Cement or silk touch for obtaining smoothstone for building.
- Strata and/or bedrock.
- Hardcore buckets for water.
........................................................................
========================================================================