This document lays out the various challenges programmers will face during the development of the project.
DETAILS
KEY:
-reaction: placing items/blocks in a GUI's input, looking for certain conditions to initiate or maintain reaction, then receiving item/block in output
-simple stuff: adding blocks, adding items, copying complex things for use in different machines, sprite work, adding recipes to machines, adding recipes for crafting grid,
-scan area blocks: blocks that scan an X x Y x Z area looking for various blocks to determine if they can carry out their reactions
I.electricity system
A.use in blocks
B.use in cables
C.use in transformers
II.worldspawn
A.generating columns of resource stone
B.crops
III.workbench
A.GUI
B.efficiency/precision
C.queue
D.list/sorted list
IV.social blocks
A.detecting certain blocks in an area on redstone/under conditions
-used by all housing, fortress, workshop, administration and academy blocks
B.unpowered reaction GUI
C.chunk loading
D.changing blocks when placed/under given conditions
V.power gen/machine blocks
A.detecting certain blocks in an area on redstone/under conditions
-used by sub, super, geo, combined cycle, gas turbine, ICE's, refinery
-not placing/working if certain blocks are/arent found
B.generating power
C.detecting certain blocks in specific configurations
-chemical reactor, all ore processors, drill rig, wind gen, solar concentrator, solar trough
D.warm up times
E.biome effects on machines
F.powered reaction GUI
G.automatic reactions
H.initiated/prompted reactions
I.blocks that break nearby blocks when broken
VI.fortress block
-low priority
A.damaging players in an area
B.damaging mobs in an area
VII.PVP system
-low priority
A.using written commands
B.using lists containing nation/player details
C.using commands to manipulate lists
D.tying nation lists into fortress block
IIX.PVE system
-low priority
A.spawning mobs/not spawning certain mobs based off total time spent in game
B.spawning mobs around social blocks
C.simple mobs that are direct copies of vanilla's with different skins
D.more advanced mobs with better pathing/projectile weapons
E.using in game actions to restrict/prevent mobs from spawning
IX.storage and transport
A.using teleport system to transfer goods and power long distance
-low priority
B.simple large chest
INTRO
This document lays out the various challenges programmers will face during the development of the project.
DETAILS
KEY: -reaction: placing items/blocks in a GUI's input, looking for certain conditions to initiate or maintain reaction, then receiving item/block in output
-simple stuff: adding blocks, adding items, copying complex things for use in different machines, sprite work, adding recipes to machines, adding recipes for crafting grid,
-scan area blocks: blocks that scan an X x Y x Z area looking for various blocks to determine if they can carry out their reactions
I.electricity system A.use in blocks B.use in cables C.use in transformers
II.worldspawn A.generating columns of resource stone B.crops
III.workbench A.GUI B.efficiency/precision C.queue D.list/sorted list
IV.social blocks A.detecting certain blocks in an area on redstone/under conditions -used by all housing, fortress, workshop, administration and academy blocks B.unpowered reaction GUI C.chunk loading D.changing blocks when placed/under given conditions
V.power gen/machine blocks A.detecting certain blocks in an area on redstone/under conditions -used by sub, super, geo, combined cycle, gas turbine, ICE's, refinery -not placing/working if certain blocks are/arent found B.generating power C.detecting certain blocks in specific configurations -chemical reactor, all ore processors, drill rig, wind gen, solar concentrator, solar trough D.warm up times E.biome effects on machines F.powered reaction GUI G.automatic reactions H.initiated/prompted reactions I.blocks that break nearby blocks when broken
VI.fortress block -low priority A.damaging players in an area B.damaging mobs in an area
VII.PVP system -low priority A.using written commands B.using lists containing nation/player details C.using commands to manipulate lists D.tying nation lists into fortress block
IIX.PVE system -low priority A.spawning mobs/not spawning certain mobs based off total time spent in game B.spawning mobs around social blocks C.simple mobs that are direct copies of vanilla's with different skins D.more advanced mobs with better pathing/projectile weapons E.using in game actions to restrict/prevent mobs from spawning
IX.storage and transport A.using teleport system to transfer goods and power long distance -low priority B.simple large chest
X.tools A.tool functions B.fuse/explosive functions C.detector functions -low priority