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SUMMARY
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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.
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CREDITS (in alphabetical order)
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Core Design Team:
Broam
DaveYanakov
Warr1024
Lead Developer:
Warr1024
Lead Tester:
Broam
Other Testers and Contributors:
(none yet, be the first!)
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DESIGN GOALS
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- 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.
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FEATURES
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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.
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