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ROADMAP (SHORT-TERM)
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- Fire tech.
	- Metal casting, annealing, tempering
		- Axe annealed blocks -> annealed prills
		- Hammer annealed slabs -> annealed tool heads
		- Create and use annealed tools
		- Heat annealed tool heads -> glowing tool heads
		- Quench glowing tool heads -> tempered tool heads
		- Create and use tempered tools (much higher durability)
		- Heat tempered tools -> glowing tool heads to recycle
	- Fire rework.
		- Migrate to first-class API.
			- Proper API for burning up items
				- on_burn?  burns_to?
			- Move heat and quench calcs all into API.
			- Cumulative heat helpers?
				- Maybe generalized time-cumulative helpers that
				  could be used with plant growth too?
			- Unify heat transformations into recipe system with
			  cooking recipes?
		- Make fuel consumed slower by reducing flame exposure.
			- Encourages designing a better furnace.
		- Smothering produces charcoal instead of ash.
			- Can be reburned.  Maybe easier to ignite?
			  Maybe rejuvenate fuel in exchange for effort?
		- Make ash whiter, charcoal black.
- New materials to craft with.
	- Dungeon materials, stonework?
	- Decorations for dungeons
	- Tree sap from stumps?  Resin?  Rubber?  Shellac?
	- Glassmaking?
	- Small plants?  Reeds?  Mallows?
	- Sea stars, sponges, anenome, coral, other underwater things?
	- Fungi, esp. tree-destroying ones, blight?
	- Oil, natural gas?  Fossils and fossil fuels?
	- Geode, hydra crystals, radioactives?
	- Shipwrecks or alien tech
	- Spice worms
	- Non-portable things, like "spawners" or wormholes
	- Lightning, meteor strikes?
	- Tubers and taproots, cacti, and other "defensive" plantlife
- Portable containers.
	- A bag that expands when placed, if room.
	- Inventory slots around central node each holds 1 stack.
	- Dig central node to bundle up, store content in metadata.
	- Containers may have "levels" to control nesting.
	- Fluid containers.  Water bladder?
	- Storage shelving?
- Hint system updates.
	- Track recipe completion in stats.
	- Use recipes for hint guide instead of just items in hand.
	- Need to explain core mechanics.
		- Crafting is now done by building.
		- Punching repeatedly w/o digging does things.
		- Some things may matter, like which face you hit.
- Make neighbor/distance calcs consistent.
	- We're using scan_flood in some places, face checks in others,
	  and find_nodes_in_area (cuboid) in others.
	- Diamond shape would be most consistent.
	- Should require face touching, not diagonal.
- Half-slabs
	- Intermediate step between planks and tool-heads.
	- Chop dirt with an axe.
	- Hammer together 4 stones instead of 8.
	- Pummel tree from the side with a higher tier axe, stone/metal?
- Social features
	- Randomize player appearance/colors
	- Hardcore names...?
- Plant life stuff
	- Tree growth catchup.
		- Set last time calc at place-time and in ABM
		- Define growth rate as gaussian, compute cumulative
		  growth as a single box-mueller transform upon ABM
		- Visually show progress, e.g. display a sprout or
		  something above, to give feedback.
		- Require light.  
	- Leaves settle into grass as podzol?  Composting/decay?
	- Dirt/sand/etc should self-compact if buried or over time.
	  OR loose dirt should grow grass.

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