387 lines
14 KiB
Plaintext
387 lines
14 KiB
Plaintext
========================================================================
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IDEAS: Possible future additions/improvements to the game
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------------------------------------------------------------------------
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- Improve lode ore hint-stains
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- Make sure hint stone always indicates at least some real ore
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- Generate ore veins in mapgen
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- In post-gen, find ore, spread stone stains outward in a few
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random direction streaks
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- Full-stack rendering optimization
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- Huge piles of cobble stacks cause significant framerate loss
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- https://gitlab.com/sztest/nodecore/-/merge_requests/19
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a.k.a. full-stack-nodeboxes branch
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- Actually all visinv entities building up in an area cause
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framerate loss, but most are impractical to address
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- Wicker baskets
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- Limited alternative to full tote
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- Made of cheaper materials (wicker, wood form)
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- Can only carry wooden forms (must be unpacked on a flat surface)
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- Very flammable, ejects all contents (nodes and stacks) upon
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ignition
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- Make them only contain certain items, others (e.g. sand/ash)
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filter/leak through?
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- Make them drop items periodically?
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- Clean up sky pummesses
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- Make free-floating pumice randomly fall? melt? decay?
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- Make pumice trigger chain melt reactions?
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- Only if not already on the ground?
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- Aux-punch to take 1 item out of a stack?
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- Discovery Expansion
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- Support for "hidden" hints that never show up as hidden/future, but
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only appear when completed.
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- For bonus/hidden content like renewal recipes.
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- Allow hints to be assigned IDs/groups, used as prereqs themselves.
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- Would need a deferred/multipass system for testing.
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- Maybe show hidden hints once all non-hidden ones are done?
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- Half hint completion from witnessing?
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- Some hints are witness-only like leaching, you just get full
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completion for those
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- Some hints can be done by hand, or witnessed; allow a special
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half-completion state for those
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- Gives players hints that they saw something worth doing, but
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let them keep track of the fact that they haven't figure it out
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themselves
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- Add "welcome" messages on login
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- In the same spirit as the server version line
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- Notify if NodeCore updated since last played
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- Welcome new players?
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- Warn on special conditions, e.g. world in stasis?
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- Add to /status?
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- Hint system "quest" lines?
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- Series of hints specially marked.
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- Special game significance.
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- Examples:
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- Tool tiers
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- Automation
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- Make infused tools not directly flammable, BUT lose durability when
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near igniters similar to water effect.
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- Underground generated mazes, more compact than dungeons
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- Made of harder stone
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- Hide prizes like ores, treasures, etc.
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- Stone brick hardening (in-place)?
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- Use stylus on sand to produce same patterns as on concrete, inverted?
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- Display some kind of warning on >2s lagspikes
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- This breaks some game things like pummels
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- Players should all be warned ... HUD?
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- More social particles
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- On digging
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- On pummel (don't just show to one player)
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- More door stuff
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- More materials
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- Wicker?
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- Forms of glass?
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- Lode?
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- High tier door ideas
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- Require higher-tier doors to operate higher-tier
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tools/heads?
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- Limit ability of lower-tier doors to drive higher-tier
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doors, e.g. only allow driving up to 1 tier above? This
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could allow one-way slippage mechanisms.
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- Some doors can't be hand-operated, only ablated.
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- Plants from nc_nature
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- To import:
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- Mushrooms
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- Function:
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- Source of special materials like ash? Cheaper peat?
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- Upconvert dirt to humus nearby?
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- A pure white concrete material?
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- Use crude glass for recipe? Flow wet concrete into crude
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glass from above?
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- Magnets or other items to help find metal, especially locating
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lost valuable tools, totes, etc?
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- Durable transparent/window material.
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- Harder to mine, noob protection.
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- "Reinforced glass?"
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- Use lava+water hardening recipe on glasses?
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- Lode frames to fill this role?
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- Reach-through-able lux rad shielding?
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- Make radiant heat do burn damage instead of plain?
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- Reuse lux burns? Different kind of burn?
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- Spindle/axle nodes
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- Can carry door rotations along a 1x1 path
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- Don't actually move (except maybe animate)
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- Apply friction in all 4 directions
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- Can act as gears.
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- Note that they should "spin" twice as fast, though this
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probably wouldn't actually matter according to actual mechanics.
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- Maybe make threading?
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- Apply lateral forces to certain nodes?
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- Make grain augers?
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- Special threaded elevator nodes?
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- Clutch nodes to rotate nodes on ends
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- Rotate facedir nodes
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- Make storeboxed rotatable so we can dump them out
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- Make etched concrete rotatable?
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- Rotate only in pliant state by rightclick.
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- When dug w/ silk touch, store param2 in metadata, add rotation
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value to touchtip to explain non-stacking.
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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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- 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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- 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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- Sealed storeboxes?
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- Pummel glass onto case, planks onto shelf
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- No side access at all until unsealed
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- More lode bar crafts:
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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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- Chop wood ladders/frames back into sticks?
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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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- Will probably need to unify damage_touch into an API that checks
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for damage given a player and a stack.
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- Check for hot potato.
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- Check upon pickup for anti-lode-move-exploit.
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- Reform rake recipes
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- Maybe 2x adze -> tongs, 2x tongs -> rake?
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- Lux/lode ore in already-partly-dug cobble form in mapgen/ore?
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- Dungeon loot
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- Expose API for mods to intercept/modify loot
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- Add recipe hints (prearranged nodes) as decorations?
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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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- Should ash and derivatives have a fertilizing effect?
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- Maybe wet/tacky stuccos?
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- Way to detect specific nodes
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- Comparison against a sample node?
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- Allow optic signals to carry "chroma" signatures, compare?
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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 cobble
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- Water sources
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- Lava sources
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- Sedges
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- Rushes
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- Flowers
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- Sustainable but not renewable
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- Not sustainable
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- Lux stone (smooth)
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- Threats
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- Visceral
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- Leaping sparks/podobos from lava
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- Only where multiple source nodes are adjacent (lava lakes)
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to be nicer to managed builds and skyblocks.
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- They fly ballistically, maybe bounce, and set fires where
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they land.
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- Possibly knock stone loose and cause cave-ins? Displacing
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lava lakes upward would be pretty dramatic.
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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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- Chop (menger) sponges into (sierpinski) carpets?
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- Walk-through thin facade nodes, like charcoal glyphs
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- Block liquid flow paths
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- Hold moisture, act as non-blocking coolant?
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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, corundum?
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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? Like a plank but falling_node?
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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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- Hint system
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- Social achievments
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- When completing a hint, also tell other players on
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the same server if they've completed it too.
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- Vicarious discovery
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- When a player completes a hint/discovery, generate
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witness events for anyone who can see.
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- Randomize player appearance/colors.
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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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- 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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- Avicennia's Satchel mod?
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- "Yoshi's Island" chain of followers?
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- Mod removal substitution system
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- Mods can register their content with fallback item lists
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that are saved in worlddir
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- If mod is removed, items are replaced with their fallbacks
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by the game to avoid unknown_nodes.
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........................................................................
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========================================================================
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