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Milestone 0.1
- Fix Load/Save - @koosemose
"Don't be a jerk. Find some work!" - abackwood
- Live Power System - @Grenkin1988 #949 #968 #1079
New power system is in place. Next would be save/load but I would prefer to wait with it before we finished or data format discussion.
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Character able to walk on empty tiles
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Character build floor incl. job creation for floor building
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Airlocks, (different door from internal doors or a small room with two doors that we frequently depressurize?)
Airlock doors can be pressure locked, Air pump to depressurize/re-pressurize airlock room in PR, need room logic to ease communication between doors and pump.
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Atmosphere requirement for some buildings
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No deconstruction of walls under pressure - @mikejbrown #701
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Path-finding logic to handle differentiating between inside and outside (Only exit the airlock when required)
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Job logic to handle bringing material for multiple constructions (Don't bring stuff for only one floor tile on each trip outside.
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Generate initial construction
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Expand atmosphere system. (Flow air between rooms)
- [Pipes and Vents] (https://github.com/TeamPorcupine/ProjectPorcupine/issues/704) - @SteelFall
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Replace Condition with Needs
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Split into 1 class per file
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Create XML tag allowing for multiple inputs and outputs, plus provide the machine max and output ratio (use inventory prefab max stack size as default max)
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Need to take walking into account. I.e. if you need ice and steel, go fetch one, drop it off, fetch second, drop it off. Different path from being able to carry both.
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Add code that can figure out if we need to drop off inventory or can pick up more
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Let the Character modify cost for path and action
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Integrate into game (Sounds easy!)
- Features
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Roadmap
- Milestone 0.3
- Milestone 0.2 (reached)
- Milestone 0.1 (reached)
- Gameplay
- Frequently Asked Questions