This issue will be used to discuss and plan the feature to be added for 4.0.
This is a general outline of planned features and should not be taken completely seriously.
Many features listed here are very over-scoped, and may very well be removed or pushed to a later release.
Note: The changes in this release will be major. All saves will be wiped.
Core Gameplay
Retire waves, sandbox and freebuild into one 'classic' mode with configurable options. Core mechanics stay (mostly) the same while in classic mode.
New 'normal' mode (name not decided)
This mode has a different map set, with two different sides to the map, with AI on one side and the player on the other
AI is a collection of ships like the default Android ship, and builds structures and unit factories to destroy the player
Game is won by destroying AI core(s)
Core has very limited space and cannot accept ammo materials anymore
Core has limited build range around it
Multiple storage blocks can be built to transfer items to the core. They work like normal routers, but only transfer items to other storage blocks or the core.
Multiple cores can be built, but require a lot of resources, more than the core can store at one time. These will extend the default build range.
Different placing system: some (very high level) blocks can take a few seconds to build up, and they take resources from the core as time goes on. These can be built even if resources are initially lacking. Resources will be automatically refilled by storage blocks if you have them near your core.
Possible fog-of-war
Maps
Terraforming blocks, destruction of terrain
Save all normal map data as well as player blocks
Chunk loading
Extra large procedural maps?
Environment
Change water to be a separate layer and be animated w/ a shader
Make shallow water passable but slow (with ripple effects)
Change oil and lava to be passable as well, but with negative effects
Lava should deal massive damage to a player when walking in it
Oil should slow down the player and enemies walking through it
Different variants for oil and lava blocks, as well as animations like for water
More environmental block variants
Skidding on ice floor, if possible
Smoother block blending
'taller' blocks to fake elevation increase in certain areas
Ice blocks
Red stone block and floor
Mossy stone block
More grass types (burnt, brown, etc)
Generally better environmental effects
Random environmental events that affect the map, like meteorites or volcanoes (?)
Prevent blocks from being placed in deep water
Upgrades/equipment
More weapons
Weapon upgrade system
Make weapons consume ammo
Make players have an ammo or energy bar for weapons
Mech and ship types: Android can only be flying types, PC can be both
Different classes of bodies with different capabilities: powersuppliers, healers, mine-launchers, bomb-droppers, extra-heavy mechs, lava-resistant mechs, amphibious mechs, artillery mechs...
Enemies
Amphibious or lava-resistant units
Floating (boat?) units
Flying units that spawn off-map in swarms and bomb important structures, not necessarily focusing the core
Dynamic spawnpoints that change often (not for 'classic' wave mode)
Drop scrap resources that can be salvaged by drones and brought to storage
Units
Created by a wide variety of unit factories
Not available in 'classic' mode
Cannot get upgraded
Drones that fly around and repair damaged blocks anywhere
Standard 'grunt' ground units that attack enemy buildings
Standard bomber flying units
UI
Minimap
Advanced block info tool
Turrets
Completely remake turret tiers so that no two turrets are just 'direct upgrades': e.g. the two flamethowers, gattling, normal, double turret, shotgun
Add knockback to higher tier turrets
Many turrets should support different ammo types that modify how they shoot: basic stone turrets could be viable throughout the game for this reason
Possible 'upgrading' of turrets through supplied items
Change basic laser turret to either pierce enemies or shoot one energy orb [targeting one enemy doesn't make sense]
Change gattling turret to slower burst-fire turret, change visuals on it
Change or remove shotgun turret, make it shoot different types of bullets with more speed
Guided missile launcher turret
Actual railgun turret that looks nice
Wide medium-range burst laser turret, similar to the beam weapon
Long-range piercing laser turret
Molten glass/iron turret
Very high-knockback giant piercing shotgun that uses large shells and titanium
Cryofluid turret to slow down enemies
Lava turret to slow down enemies and set the ground on fire, can explode volatile materials
Resources
Silicon: used for electronics, lasers, any sort of unit production, advanced blocks
Sand: intermediate material, used to extract silicon and make glass
Glass: lasers, <???>
Cryofluid: light blue artificial coolant liquid
Plant matter mined from grass, used for oil production
Many new optional ammo types for turrets
Blocks
Make reactor accept any form of coolant, including lava and oil: these will make it heat up instantly or blow up
Fusion reactor multiblock
Another form of unstable reactor, if possible
Some form of sand digger to get sand from sand floor
Grinder to turn stone into sand, uses power
Cryofluid production block, creates cryofluid from water, sand and small amounts of titanium
Rename crucible to 'alloy smelter' and make it 2x2
Advanced version of smelter and alloy smelter that runs on power and smelts faster [2x2], uses sand to speed up process
Rename dirium to something more fun to pronounce
Oil drill: 2x2 or 3x3, mines dirt/sand blocks for oil, uses power
Magma former: 2x2, converts stone to lava, uses power
Melter: 1x1, extracts water from ice and stone, uses power
Uranium centrifuge: extracts uranium from massive amounts of stone, uses power and water
Item extractor: takes resources out of the core or storage units
2x2 routers (?)
Logic system
Splitters
Player/unit teleporter
Dedicated spawnpoint block
Block Function
Items can be flammable and/or explosive
If a block containing flammable/explosive items is destroyed or damaged, it may explode or catch fire depending on the volatility and amount of the materials inside it
Some fluids can also be flammable. Oil reservoirs can be set on fire.
Lava conduits set oil containers on fire
Liquid system rewrite to allow for max pressure, after which the blocks explode
Better liquid flow
Liquid leakage effects: unsealed conduits will leak onto the ground
Autotiling for blocks that rotate, like conduits and conveyors
Optimization
Multithreading using up multiple cores to handle entity updates
Load only part of whole map into memory
Stop clearing pathfinding cache every time it updates
Have power blocks cache their target instead of calculating each frame
This issue will be used to discuss and plan the feature to be added for 4.0.
This is a general outline of planned features and should not be taken completely seriously. Many features listed here are very over-scoped, and may very well be removed or pushed to a later release.
Note: The changes in this release will be major. All saves will be wiped.
Core Gameplay
Maps
Environment
Upgrades/equipment
Enemies
Units
UI
Turrets
Resources
Blocks
Block Function
Optimization