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Aaron Suen 9502d6cda2 Remove utils moved to szutilpack. 2019-03-30 11:49:01 -04:00
ATTIC Automatic optimizations. 2018-07-22 14:06:18 -04:00
TODO A couple more todo ideas. 2018-10-11 20:17:13 -04:00
sz_coalgas Code cleanup and optimization. 2017-01-12 20:46:40 -05:00
sz_cosmo_sensor Automatic optimizations. 2018-07-22 14:06:18 -04:00
sz_deployer Rename deployer mod. 2018-07-24 08:09:16 -04:00
sz_lava_flares Delete flares if they "bump into" ignores. 2018-07-05 14:36:06 -04:00
sz_lib Some minor cleanup. 2018-10-11 20:16:30 -04:00
sz_lib_rotary Automatic optimizations. 2018-07-22 14:06:18 -04:00
sz_mapgen_coalgas New mapgen mods. 2018-07-05 12:56:48 -04:00
sz_mapgen_volcano Fix fencepost issues in volcano mapgen. 2018-07-05 21:11:46 -04:00
sz_mininodes Fix renamed group inheritence. 2018-07-22 13:55:57 -04:00
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sz_mininodes_soil Automatic optimizations. 2018-07-22 14:06:18 -04:00
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sz_rotary_hopper Fix hopper API sometimes sending string instead of ItemStack. 2018-07-22 16:25:14 -04:00
sz_rotary_rotor ZeroBrane Studio re-indent. 2018-06-26 07:26:19 -04:00
sz_rotary_transmit Code cleanup and optimization. 2017-01-12 20:46:40 -05:00
sz_rotary_turnstile Minor distributed cleanup. New turnstile music. 2018-06-19 21:55:28 -04:00
sz_rotary_windturbine Automatic optimizations. 2018-07-22 14:06:18 -04:00
sz_sawblade Fix sawblade particles. 2018-07-24 08:27:30 -04:00
sz_scaffold A simple cheap falling ladder that can be disassembled from below. 2018-07-06 00:26:51 -04:00
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sz_slimes Couple of bug fixes. 2018-07-05 12:46:30 -04:00
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sz_tool_broom Helpful wrapper for renaming/aliasing an entire mod. 2018-07-24 08:08:57 -04:00
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sz_tweak_hcbuckets ZeroBrane Studio re-indent. 2018-06-26 07:26:19 -04:00
sz_tweak_hcnames Fix seeing/distance math, remove names for dead. 2017-01-29 19:14:42 -05:00
sz_tweak_hudbg Mask out base skin hair for custom skins. 2017-01-29 19:44:48 -05:00
sz_tweak_inv_craftdump Add new scythe experimental tool. No gfx yet. 2018-07-21 13:17:22 -04:00
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sz_tweak_item_burnup Code cleanup and optimization. 2017-01-12 20:46:40 -05:00
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sz_tweak_item_waterflow ZeroBrane Studio re-indent. 2018-06-26 07:26:19 -04:00
sz_tweak_signhuds HUD mod improvements. 2018-07-21 09:37:03 -04:00
sz_util_nodedebug HUD mod improvements. 2018-07-21 09:37:03 -04:00
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README

========================================================================
SUMMARY
------------------------------------------------------------------------

SeizureTest ("SzTest") is a mod-pack for Minetest that adds features and
content to the game, focusing on an industrial-themed tech tree.

SeizureTest is intended to be installed over the latest stable version
of minetest_game.  It is not specifically designed to be compatible with
any other mods; though it may work with some others, it may cause issues
with gameplay balance.

See below for more specific information about design goals, and current
features.

Project Website: https://gitorious.org/sztest

For license terms, see the included LICENSE file.

Known issues are listed in the included TODO file.


========================================================================
CREDITS                                          (in alphabetical order)
------------------------------------------------------------------------



Core Design Team:
	Broam
	DaveYanakov
	Warr1024

Lead Developer:
	Warr1024

Lead Tester:
	Broam

Other Testers and Contributors:
	(none yet, be the first!)


========================================================================
DESIGN GOALS
------------------------------------------------------------------------

- Add interesting technical features to minetest.
	- Theme is mostly industrial, though some whimisical and/or
	  semi-magical components are okay (e.g. the cosmological
	  sensor node, special materials made from nyan rainbows, etc.)
	- Include mechanical, thermal, chemical, etc. processes.
	- Focus on elementary functions, e.g. need to combine multiple
	  single-function nodes instead of having a multi-function node.
	- Major influences include Better Than Wolves (and Better With
	  Renewables) and IndustrialCraft from minecraft.

- Create an extensive tech tree.
	- Create in-depth and challenging gameplay around advancement
	  through the tech tree.
	- Provide balanced rewards for technological achievement, such
	  as better tool materials or more decorative nodes.
	- Provide alternatives for different playstyle, e.g. a risky
	  process vs. one that requires patience.

- Challenging gameplay experience.
	- Combat will probably not be a major gameplay element.
	- Focus on environmental hazards such as falling, hazardous
	  substances, rot and pestulance that can be modeled as
	  cellular automata using nodes, fire and explosions.
	- Player will be at risk based on the use of own technology,
	  such as hazardous open blades, toxic/combustible fuels,
	  and risk of catastrophic mechanical failure.
	- Player-determined risk/reward trade-offs.

- Minimize dependence on map generation.
	- Add nothing to the mapgen.
	- Work with any existing mapgen that produces standard ores
	  and natural resources.
	- In the long run, create alternative recipes to obtain natural
	  resources for "skyblock" style play.

- Focus is on cooperative multiplayer.
	- Single-player must also be playable.
	- Focus on "anarchy" gameplay, where players manage their own
	  cooperation or competition via natural in-game laws.  Do not
	  create systems like "locked chests" that enforce customs or
	  rules via deus ex machina.
	- Some potential competitive multiplayer elements may be added,
	  but those are not part of the focus.
	  
- Minimize performance impact.
	- Avoid creating client/server network traffic.  Minimize
	  changes that need to be sent to client.
	- Avoid excessive CPU/RAM use on server.
	- Keep everything stable under load, or when parts of the world
	  are unloaded.  Limit maximum amount of work to handle a nearly
	  arbitrarily-complex world, process updates fairly.

========================================================================
FEATURES
------------------------------------------------------------------------

Built-in Item Tweaks:
	- Items left stationary for long enough will convert into a 
	  "pile" node to reduce cost of tracking loose item entities.
	- Piles cannot be sorted, use chests if you want to organize.
	- Some plants will plant themselves (such as saplings) if left
	  loose on a suitable surface.
	- Items are now flammable and burn up in fire or lava.  Piles
	  are highly flammable, and catch fire readily.
	- Items can be transported by water flows.

Hardcore Buckets:
	- Players can no longer move liquid source nodes using buckets.
	- A water bucket will only drop a "splash" of water, and will
	  not create permanent new source nodes.
	- Lava cannot be transported in buckets.

Rotary Power:
	- Create mechanical power:
		- The turnstile produces power manually, when a player
		  runs in circles around it.
		- The water turbine produces power automatically, as
		  long water flows in the top, but its impeller is
		  dangerous when spinning.
	- Transmit mechanical power:
		- Axles transmit rotary power in a straight line, and
		  from machine to machine.
		- Gearboxes allow rotary power to change direction,
		  and fan out.
	- Rotate nodes with the rotor:
		- The rotor rotates a column of up to 3 nodes attached
		  to its active surface (if rotatable), along with
		  nodes attached to the sides of them, unless jammed.
		- Attaching sawblades to a node rotated by a rotor
		  creates a circular saw, for cutting adjacent nodes.
	- Elevate water with water pumps.
		- Pumps accept power in the bottom, draw water in on
		  any side(s), and push it out the top.
		- Pumps will not operate if any side is sucking in
		  air, including if the water depth is too low.
		- Pumps internals are cooled by pumped water, though
		  loops in water-flow may cause thermal runaway.

Aesthetic Nodes:
	- Stairs and slabs made of many more of the "standard"
	  minetest_game materials.
	- Create special mininodes of the same materials, cut using
	  a motorized saw.
	- Lossless stair crafting recipes using mininodes.
	  
Thermal Power:
	- Create a perpetual source of flame.
	- Capture heat from flame and direct it into machines
	  or other nodes.
	- Cook with captured heat instead of traditional fuels.
	- Beware of pockets of new flammable gas when mining.
	- Produce flammable gas under controlled circumstances.
	- Harness flammable gas to produce a hotter flame.
	- Develop systems to prevent uncontrolled gas fires.

========================================================================