========================================================================
ROADMAP: Large New Development Projects
------------------------------------------------------------------------

  ####   #####    ####      #    #       ######  #####    ####
 #       #    #  #    #     #    #       #       #    #  #
  ####   #    #  #    #     #    #       #####   #    #   ####
      #  #####   #    #     #    #       #       #####        #
 #    #  #       #    #     #    #       #       #   #   #    #
  ####   #        ####      #    ######  ######  #    #   ####

- Consider upstreaming nc_stucco, maybe into nc_concrete?
	- Credit Avicennia G a.k.a. Tereno Johnson
	- Stylus from stick+chip, stick+prill, etc. using "scratchy" group.
	- Add materials for mud+ash, sand+ash, add coal lump to agg.
	- All materials work like concrete, falling, liquefy with water.
	- All of them cure to a tacky state first, then to dry.
		- Become tacky if molded, cure to lower material otherwise.
		- Use soaking.  Etching allowed to reset timer?
	- Include a few etched patterns.  Separate mask and noise layers.
		- bricky, meshy, barry, icebox, enol, bordythin, gkey, bindy
	- Not relocatable
		- dry digs to cobble, dirt, sand, etc.
		- tacky undiggable until it cures (like a liquid)
	- Cheaper materials have shorter liquid, longer tacky phase
	- Standardize wandering liquid API?
		- Wander frequency, dist limit
		- Generation limit params
		- Curing time
		- Curing check (e.g. for quenching)
		- Time and gen cure methods

- Make stone bricks or other building materials?
	- Pummel stone w/ lux+ pick?

- Door Automation
	- Should have press recipes for stickcraft, i.e. staves,
	  frames, ladders.
	- Press tools (or tool heads) into nodes to activate other
	  pummel recipes like chopping.
		- Mount tool heads on frames to make machine tools?
	- Press recipes for digging.
		- If pushing a node (or toolhead backed by node) and there
		  is a climbable walkable behind it, or a storebox, dig the
		  node and push it through climable as catapult, or into
		  storebox if it fits.
	- Pressing stack of 1 node places it, instead of pummeling it.
	  Can pummel on the second push.
	- Should doors trigger place recipes when blocked?
	- Push players?
	- Need more door materials: lode, glasses

- Standardize visinv access API
	- stack_access(pos, node, dirfrom) - return booly
	  whether access to inside stack is allowed.
	- Use for shelf API.
	- Use for touchtips inv access.
	- Genericize sponge logic using stack_access API

- Lava rework:
	- Wandering fluids API for concrete, glass, lava?
		- Configurable setting for generation count multiplier.
	- Lava wandering.
		- Concentrations of lava should melt nearyby stone
			- Dependent on hardness of stone
		- Lava near fringes should spontaneously quench.

- Should there be pockets of softer stone at depth, like there is gravel?

- Domain Wall Sensor
	- Adapt from sztest?
	- Field Generator?
		- Power an annealed lode block from 2 opposite faces.
		- Generates particle effect at mapblock boundary.
	- Particle effect with lux fluid and/or cobble?
	- Create particle effect around player while carrying lux in
	  inventory?
		- Maybe only if the lux is higher activation tier?

- Water and lava surface springs.
	- Access to water for forges.
	- Access to lava for lighting, firestarting, glass?

- Renewability Gap
	- Renewable but not generatable
		- Sponges: Sprout under water from peat+sand?
		- Water sources.
	- Sustainable but not renewable
		- Lode:
			- Infuse lode into eggcorns -> lodecorns -> tree-farming for lode?
			- Put 1 lode prill into cobble to make an ore (yields >= 1)?
				- Hammer in?  Bury like an eggcorn?
		- Lux: Infuse lode cobble to make lux cobble?
		- Lava sources.
	- Completely lossy
		- Hard stone: harden using nearby heat sources?

- Threats
	- Visceral
		- Flammable/toxic gas?
		- Monsters: stone-lurkers, mimics.
		- Lightning, meteor strikes?
	- Creeping
		- Cellular automata hazards.
		- From exploration, delving too deep, leaving things to rot, etc.
		- Blights, Fungi

- Lurk Ore
	- Moves freely among air-exposed stone while no player is looking.
	- Follows after player, attempting to cause harm.
		- Weakens nodes above/below player into falling nodes,
		  e.g. loose cobble, gravel?
		- Steals items from player, drops onto ground or absorbs them
		  into body?  Saps tool durability?
		- Ignites flammables it passes by?
		- Downgrades or absorbs ores nearby by contact or air floodfill?
		- Creates illusionary nodes you can fall through?
	- Cannot be dug or damaged directly.
		- Digging it yields plain stone, but converts up to 2
		  surrounding stone nodes into Lurk.
	- Need to dig all around it so it cannot move, then apply Some
	  time-integrated process to convert it to useful form.

- Social features
	- Randomize player appearance/colors.
		- Shirt/pants, possibly w/ stripes/patterns
		- Skin color, hair color, eye color?
	- Support 64x64 dual-layer MC skins?
	- Add a cloak/hood or other clothing/acc surfaces?

- New materials to craft with.
	- Dungeon materials, stonework?
	- Decorations for dungeons
	- Tree sap from stumps? Resin? Rubber? Shellac?
	- Small plants? Reeds? Mallows?
	- Sea stars, 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
	- Slow-moving animals? Snails? Miniature spice worms?
	- Non-portable things, like "spawners" or wormholes
	- Tubers and taproots, cacti, and other "defensive" plantlife
	- Plant-like CA animals, like bee nests and clouds of bees?
	  Termine mounds? Ant colonies? Coral?
	- Popeggcorn?
	- Ores that smelt via heating and then rapid quenching?
	- Things that cannot ever be dug, and must be moved only
	  by in-world machinery?

- Vary player walking speed based on nodes under feet?

- Use gravity vector to make flowing water push the player?

........................................................................
========================================================================
