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