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connerblood

farming's Issues

Update and rebalance sprinklers

  • Change requirements to make it such that smaller tanks play a more useful role
  • Fully implement stats on sprinklers - watering rate in addition to watering area
    • Drip lines have highest water rate
    • Area sprinklers have low water rate
    • Sway and straight have medium water rate
  • Rebalance sprinkler prices as necessary

Stretch goals:

  • Experiment with rain catcher bricks
  • Experiment with water packets

Update bot dialogues

  • Coal/phosphate dialogue: not sellable in town, complete coal/phosphate quests for money
  • Improve/clean up dialogue in general to be less forced/plain

Bot purchase system/random deal touchup

  • Improve random deal system - move data into scriptobject tables for additional customization

Stretch goals:

  • For sales - add multiple possible sales support (ex: selling blueberry, turnip, and cabbage seeds!)

Add methods to obtain/sell certain items

Shops:

  • Purchase Coal, Phosphate
  • Coal and phosphate to money quests
  • Desert crops (desert portal outpost)
  • Organic Analyzer
  • Tool Buyer, Tool removal quests
  • Weedcutter, weedkiller
  • Reclaimer (only work on stage 0 crops)

Quest:

  • Fertilizer, Compost
  • Compost Bin
  • Tier 1, 2 electrical equipment

Community/Weekly goals

  • Global deposit box to work towards weekly goals, information about which can be found ingame via pamphlet or on Discord via bot
  • Rewards are global buffs: sell price x2 for specific crops, growth time halved, cost of specific seeds halved, seed available for purchase

Rework crop harvest and growth code

  • Redesign growth data table for extensibility and new growth code
  • Improve crop spacing detection and indicators
  • Rework growth code to allow trees to partially let light through, adjust tick growth times based on lighting, draw water equally from all connected dirt
  • Rework harvest code to allow for multiple drops, chance drops, and more diverse tool modifiers

Optional:

  • Add dirt nutrient contents that influence crop growth based on crop nutrient requirements
  • Improve weed crop search and attack code - ensure weeds are on same level of dirt, allow crops to fight weed influence, rework weedkiller

Update Onion models

  • Improve brick models - flatten leaves to bring in line with other models
  • Improve drop/basket models

Final Polish Checklist

Required:

  • Clear server config stuff for launch
  • Weedkiller needs a buy price
  • Put quest events in place (in build)
  • Add tool buyer
  • Test Big Buyer
  • Update desert crop seller
  • Finish tutorial dialogue (#22)
  • Gems need a shop value and a bot to buy them from you
  • Town needs a Supermarket Buyer
  • License bot so people can buy crop licenses to buy crops
  • Edit setBotName to set shape names

Nice-to-haves:

  • Tier 2 processors (#35)

Item Icons

Following items need icons

  • 2x6 Indoor Light (item-placed brick)
  • Coal Generator (item-placed brick)
  • Power Control Box (item-placed brick)
  • Battery (item-placed brick)
  • Electrical Cable
  • Pickaxe
  • Coal basket 0, 1, 2
  • Portobello basket 0, 1, 2
  • Wheat basket 0, 1, 2
  • Quest slip
  • Sickle
  • Fertilizer, Phosphate, Compost
  • Organic Analyzer
  • Package
  • Planter Box (item-placed brick)
  • Tree Clippers
  • Updated clipper model
  • Shovel

Tier 1, 2 Electrical Equipment

Tier 0: (always available for purchase)

  • Coal Generator
  • Power Control Box

Tier 1:

  • Light
  • Medium Tank Pump
  • Battery
  • Ethanol Refinery
    • Model
    • Datablock

Tier 2:

  • Ethanol Generator
    • Model
    • Datablock
  • Large Light
    • Model
    • Datablock
  • Large Tank Pump
  • Mixer
    • Model
    • Datablock
  • Large Battery
    • Model
    • Datablock

Tutorial/introduction design

General progression:

  • Getting started: basic information at the residential services (bus stops, mailbox, quests, growing and purchasing basics) + teleport to free lot
  • Various individual bots saying a quip or so: minerals, compost, fertilizer, farming exp, chest money reward, quests, power system
  • Crop information found at town hall
  • Quest information found at Post Office
  • Power system information found at the Mechanic's shop
  • Purchase of higher tier crops for the first time opens a prompt about checking out the growth requirements at town hall, and next to the seller is a quick reference pamphlet
  • Sales information found next to Supermarket Buyer and Big Buyer

Add money rewards to quests

Needs to be designed with some flexibility for balancing purposes - current ideas:

  • Configurable minimum/maximum reward
  • Configurable quest reward factor affecting reward value
  • Total reward value includes quest reward items' values

Long clippers for trees

Differentiate long clippers for tree harvests vs short clippers for ground plant harvests, to allow clippers to be sold more cheaply

Create quest item tables and table lists

Quests need lists of item tables to function properly.

  • Create item tables for both requests and rewards
  • Combine these item tables into lists (at least 3 item tables per list, all unique tables) by vendor/quest giver

Add soft quest cap

  • Create storage system similar to stack types:
    • Storage type string identifiers
    • Each storage type can either blacklist or whitelist a list of items
    • Each item can blacklist or whitelist a list of storage types
    • Allows for more control over storage, e.g. silos only allow crops, toolboxes only allow tools, quest items require a quest storage, etc.
  • Create quest storage brick specifically for quests
  • Disable storage of quests in all other storage bricks

This way, players can only hold a quest in each inventory slot, quest storage, and quest deposit boxes (since they can retrieve a copy of that quest at any time).

Github wiki

Editable wiki for farming content/tutorials

Tool durability

Utilize dataID system to make tools with durability

Tools break on worn out, but can be repaired prior to it for a nominal fee

Rework buy and sell price retrieval

Implement getBuyPrice(%item), getSellPrice(%item), refactor current price retrieval code, and migrate the data originally referenced for prices to use the new system.

Lot loading/unloading

  • Unloading lots when server lots are all occupied, based on "oldest lot without their user online"
  • Loading lots via some interface/bot interaction to send you to an empty lot you can claim and load your stuff on

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