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134 changes: 134 additions & 0 deletions README.md
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# Exile
Version 0.1, by Dokimi

### 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.

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,...
...

### Gameplay Guide
Many different strategies might work, and part of the fun is figuring out what does,
and catastrophically does not, work.

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.

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.




### To Do:
Features needed:
-Rimworld style story-teller (for events, dynamic and unexpected challenges)



Features ideas:

--INTERFACE
-remove inventory trash when not creative?
-nameable bags

--PROCESSES
-punch with torch for firelighter?
-boil water in pots?
-food decay


HEALTH
-disease and other player effects

--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)


--MOBS
-more mobs: hive, pack/farm animal, bird, lizard/scorpion
-better looking dead animals, cooking

--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

--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

--DECO
-more ambience: rustling leaves,
-stalactites in limestone
-coastal sea rocks



#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...?

Bed:
-bed rest wipes physics effects (almost a feature...)

Health:


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?)

Megamorph:
-megamorph dungeon_loot doesn't work (disabled)
-megamorph would benefit from some doors and ladders nodes to use (disabled), also appropriate treasure chests

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

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)
5 changes: 5 additions & 0 deletions game.conf
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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.
80 changes: 80 additions & 0 deletions groups.txt
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Node and Item Groups used in Exile
==================================

Misc:
-----
not_in_creative_inventory
slippery
falling_node
attached_node


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.


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


Liquids:
--------
`water`: 1 = fresh, 2 = salt



stone
------
`stone`: naturally occurring hard rock
`soft_stone`: naturally occurring soft sedimentary semi-rock, drops the sediment


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.


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.

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


pottery groups
--------------
`pottery`: can be broken into broken pottery


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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2 changes: 2 additions & 0 deletions minetest.conf
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mgvalleys_cavern_limit = -1100
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