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# Exile | ||
Version 0.1, by Dokimi | ||
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### Gameplay | ||
Challenging, at times brutal, wilderness survival with simple technology. | ||
Use your wits to find food, water, and shelter before succumbing to the elements, | ||
while exploring the mysterious world, and developing your capacities to endure your exile. | ||
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Features: | ||
Player health effects: hypothermia, exhaustion,... | ||
Dynamic nature with: Seasonal weather, erosion, soil water flows... | ||
Building matters: make shelters from the rain, kilns, water reservoirs,... | ||
... | ||
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### Gameplay Guide | ||
Many different strategies might work, and part of the fun is figuring out what does, | ||
and catastrophically does not, work. | ||
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Here are some early steps you might pass though: | ||
1. Make basic tools, and a bag. Find a suitable camp site. | ||
2. Build a bed to rest in, shelter, and maybe fire for warmth. | ||
3. Make a kiln, and make pots. Harvest wild foods while you wait. | ||
4. Collect water with pots, and build up a water supply. | ||
5. Farm food, drugs, and fibre to build up supplies. | ||
6. Explore and gather resources for more advanced tools. | ||
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You start in spring. Soon the hot dry weather of summer will arrive. | ||
Running out of water, or getting exhausted by the heat is a real risk. | ||
After that will come the sub-zero conditions of winter. | ||
Starvation and freezing are hard to avoid without preparation. | ||
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### To Do: | ||
Features needed: | ||
-Rimworld style story-teller (for events, dynamic and unexpected challenges) | ||
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Features ideas: | ||
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--INTERFACE | ||
-remove inventory trash when not creative? | ||
-nameable bags | ||
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--PROCESSES | ||
-punch with torch for firelighter? | ||
-boil water in pots? | ||
-food decay | ||
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HEALTH | ||
-disease and other player effects | ||
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--NATURE | ||
-bamboo like thing (like canes but for sticks) | ||
-shellfish | ||
-tree seedling?/sapling?/slow growth (no insta-trees!) | ||
-unique environ tolerances for each plant species | ||
-frozen wet ground (cracky) | ||
-fire tolerance for trees (on_burn to charred tree, regenerates) | ||
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--MOBS | ||
-more mobs: hive, pack/farm animal, bird, lizard/scorpion | ||
-better looking dead animals, cooking | ||
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--LORE/LOOT/DUNGEONS | ||
-artifacts (loot): a way to get map, teleporter, etc | ||
-lore: sentence of exile letter, bones of lost exiles, lore in geomoria | ||
-divide geomoria depths | ||
-surface ruins | ||
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--TECH | ||
-more graffiti in more colors | ||
-extinguish fire to partially burnt fire (so can turn-off/on) | ||
-inventory on canoe | ||
-clothing (with effect on temp tolerance) | ||
-bricks and mortar (higher carry limit than mudbrick to justify cost) | ||
-cooking: e.g juice (fermented)? soup? Stim drug | ||
-tool repair and modifiers | ||
-climbing pick? | ||
-chair (small bed rest effect, but better for crafting) | ||
-sailing | ||
-glassware (windows, bottles, distillery, solar still) | ||
-compost | ||
-bellows that displaces air_temp nodes | ||
-Scyth | ||
-a use for broken pottery, | ||
-bell? | ||
-ash crafts | ||
-compass | ||
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--DECO | ||
-more ambience: rustling leaves, | ||
-stalactites in limestone | ||
-coastal sea rocks | ||
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#Bugs/fix | ||
Climate: | ||
-sky twilight transition doesn't work when emerging from underground. Sky is not reset instantly like sound is. | ||
-weather not saved when all players leave | ||
-what does "fog" in weather actually do...? | ||
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Bed: | ||
-bed rest wipes physics effects (almost a feature...) | ||
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Health: | ||
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Nature: | ||
-ocean flora lacks spreading (barely matters at this point) | ||
-might need something to animal numbers in check... needs to be run over time... | ||
-some spiders were getting nil energy (from egg spawning?) | ||
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Megamorph: | ||
-megamorph dungeon_loot doesn't work (disabled) | ||
-megamorph would benefit from some doors and ladders nodes to use (disabled), also appropriate treasure chests | ||
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Tech: | ||
-oil lamp doesn't remove oil from inv | ||
-doors ought to toggle temp_pass group on open and close | ||
-torches should save how much burnt when returned to inventory, and should burn when held (i.e. no infinite burn exploit) | ||
-grafitti would benefit from something stopping it on silly things (e.g. beds, crafting spots) | ||
-ropes don't go through air temp | ||
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Misc: | ||
-might be missing credit for some textures etc | ||
-crafting when full inventory should drop crafts that don't fit inventory (Rubenwardy) | ||
-a lot of cluttering nodes could be removed from creative inventory | ||
-performance testing etc etc... (can get slow, all the dynamic nature stuff might be a bit much) |
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name = Exile | ||
disallowed_mapgens = v5, v6, v7, flat, fractal, carpathian | ||
release = 0.1 | ||
author = Dokimi | ||
description = Challenging, at times brutal, wilderness survival with simple technology. |
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Node and Item Groups used in Exile | ||
================================== | ||
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Misc: | ||
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not_in_creative_inventory | ||
slippery | ||
falling_node | ||
attached_node | ||
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Diggging: | ||
--------- | ||
Values from 1 - 3, with 1 being hardest | ||
`cracky`: brittle, hard things. e.g. stone | ||
`choppy`: hard, flexible things e.g. wood | ||
`crumbly`: loose things e.g. sand | ||
`snappy`: soft, tearable things e.g. plants. | ||
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Fire: | ||
----- | ||
`flammable`: can catch fire. Value = 1. Use, on_burn = function(pos) for custom post fire results. | ||
`igniter`: can ignite flammable. | ||
`cools_lava`: will cool neighboring lava to basalt | ||
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Liquids: | ||
-------- | ||
`water`: 1 = fresh, 2 = salt | ||
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stone | ||
------ | ||
`stone`: naturally occurring hard rock | ||
`soft_stone`: naturally occurring soft sedimentary semi-rock, drops the sediment | ||
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Sediment | ||
--------- | ||
`sediment`: 1 = loam, 2 = clay, 3 = silt, 4 = sand, 5 = gravel. Things plants might grow on, absorbs water. | ||
`wet_sediment`: same as above, but soaked with water. 1=fresh, 2= salt. | ||
`spreading_surface`: Living surface e.g. clay with grass, spreads to exposed clay. | ||
`fertilizer`: restores depleted agricultural soil on punch | ||
`agricultural_soil`: Gives a boost to plant growth. | ||
`depleted_agricultural_soil`: gives a small boost to plant growth. | ||
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Temperature: | ||
----------- | ||
`temp_effect`: 1 = is a source of cooling or heating (node must define `temp_effect` and `temp_effect_max`. | ||
See climate. Might want to use `climate.air_temp_source`. temp_effect_max is it's own internal temperature. e.g. if a fire wasn't 600C it wouldn't be a fire) | ||
`temp_pass`: 1 = temperature effects can be transmitted through this node (e.g. a toothpick can't shield you against fire.) | ||
`heatable`: Can accumulate heat/cooling from temp_effect sources that use `climate.air_temp_source`. | ||
Must call `climate.heat_transfer` as part of node timer. Intended for pottery, smelting etc for direct heat transfers from fires etc. | ||
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Plant groups | ||
------------- | ||
`herbaceous_plant`: Soft plant matter. | ||
`woody_plant`: twiggy plant matter. Can make into sticks | ||
`fibrous_plant`: tough stringy plant matter. Anything you might try using for string. | ||
`mushroom`: can grow in dark, likely a mushroom. | ||
`tree`: a tree trunk. | ||
`log`: dropped on felling tree. Used for timber crafts | ||
`cane_plant`: cane like plant, grows on top of itself in a pillar | ||
`seed`: a plant seed or spore. Will grow into a seedling. | ||
`seedling`: unused? | ||
`flora`: wild plants, will spread | ||
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pottery groups | ||
-------------- | ||
`pottery`: can be broken into broken pottery | ||
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Tool groups: | ||
-------------- | ||
`club`: 1= blunt weapon. can stun catch mobs on right click | ||
`axe`: 1 = chopping tool (not used? removed need for it?) |
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mgvalleys_cavern_limit = -1100 |
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