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ROADMAP: Large New Development Projects
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- 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?
			- Hammer glowing prill into lux cobble.  Lux is valuable, but doesn't
			  have the same marginal value as lode at quantity, so if lux cobble is
			  renewable, trading it up to lode ore makes sense.
		- 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?

- Visual "craft guide" system?
	- Build a 3x3 work space out of wood/logs, place center node
	  last and it will convert to a workbench node.
	- Workbench node will scan for potential recipe matches
	  centered on the space above based on what's present
	  and matches at least 1 non-air node, picks one.
	- Create display "ghost" entities representing items that
	  can be placed to complete the recipe.

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