Diffstat (limited to 'noctis.txt')
1 files changed, 62 insertions, 27 deletions
@@ -1,11 +1,41 @@
+In-world crafting mechanics
+Everything is crafted by the player (or crates/droppers/whatever) ejecting
+items into the world in proximity to one another, along with a noctis catalyst.
+The catalyst is, as all good catalysts are, not consumed in the crafting but
+simply facilitates the creation of the item in the world. If more than one
+thing can be created, one at a time is processed with at least 1 second between
+subsequent craftings. So if you drop 10x the ingredients for something and one
+catalyst down, it'll take 10 seconds to complete all the crafting, one per
+The catalyst has a custom entity to achieve that, extending EntityItem. One
+possibility is that you need to power up the catalyst somehow, perhaps leaving
+it in-world during the night. If that's the case, I should have it not despawn
+if left. or perhaps it should despawn after 5 minutes of daylight, but if it's
+night time it should not despawn. So you can leave it to charge overnight
+providing you have some daylight-sensor contraption to suck it into an
+inventory through the day.
+If we go with a charge/use mechanic then the catalyst can be used indoors to
+craft, but must be charged with sky access. (World.canBlockSeeTheSky,
+World.isDayTime, World.getCurrentMoonPhaseFactor, World.getCelestialAngle,
+World.isSurfaceWorld perhaps, although that might be mean, if the world has a
+sky vs. has no sky might be sufficient. Perhaps some rituals need to be
+performed away from the prying eyes of the moon and the stars?)
+With a charge mechanic, recipes could have a charge cost which will be
+subtracted from the catalyst. Also catalysts can't work together on crafting.
All mod mechanics are based around night time.
-Early mechanics use white stained glass and black stained glass, standing
-under them and doing stuff. Later mechanics involve stuff built from those
+Early mechanics use white stained glass and black stained glass, using them in
+crafting recipes etc. Later mechanics involve stuff built from those
Early-game mechanics require single operations on or around dawn or dusk or
@@ -21,10 +51,10 @@ in the day.
Some mechanics require very exact timing, earlier mechanics let you build
blocks to help you with that.
-Some kind of energy gathering in a block which gathers in the darkness and
-dissipates in the light perhaps. Perhaps two kinds of energy, one derived from
-the spaces between the stars and one derived from the moonlight. One
-associated with good things and one with bad.
+Some kind of energy gathering in a block or item (the catalyst?) which gathers
+in the darkness and dissipates in the light perhaps. Perhaps two kinds of
+energy, one derived from the spaces between the stars and one derived from the
+moonlight. One associated with good things and one with bad.
Some kind of sunset ritual (needs to be set up before sunrise, then lingers)
which raises a soul from the land of the dead (green flash)
@@ -41,26 +71,27 @@ half a heart) for use in other mechanics
Vanilla starting point
-White and black stained glass for the basis for moonlight and starspace
-gathering. In addition, mob drops associated with the night form part of the
-early game stuff. Spider eyes, rotten flesh, bones and gunpowder. Also sugar,
+To craft the light catalyst needs white stained glass and an ender pearl and
+you do that in a crafting grid. Crafting the dark catalyst needs in-world
+White and black stained glass should act as the basis for moonlight and
+starspace gathering in blocks and items. In addition, mob drops associated
+with the night form part of the early game stuff. Spider eyes, rotten flesh,
+bones and gunpowder. Also sugar, redstone, carrots,
-Throw a book, a feather, an ink sac, a white stained glass block and a black
-stained glass block on the floor together around midnight and wait. Particle
-effects will indicate that something is going on, and after about 20 seconds
-the items will vanish and be replaced with the 'Spatio inter Stellarum' -- a
-book which details your research into the space between the stars. It's a
-little like a quest book in that it unlocks stuff as you go, but it's also not
-explicit about what happens, so it's kinda like a research tome too. A bit
-questy, a bit guidey, a bit record-y.
+A book, a feather, an ink sac and the light catalyst will produce the 'Spatio
+inter Stellarum' -- a book which details your research into the space between
+the stars. It's a little like a quest book in that it unlocks stuff as you go,
+but it's also not explicit about what happens, so it's kinda like a research
+tome too. A bit questy, a bit guidey, a bit record-y.
-The Stellarum looks somewhat like a slate and appears to be enchanted. The
-tooltip (changes depending on the day/night cycle and the phase of the moon)
-suggests that it is somehow connected to some otherworldly power.
+The Stellarum looks like a book and appears to be enchanted. The tooltip
+(changes depending on the day/night cycle and the phase of the moon) suggests
+that it is somehow connected to some otherworldly power.
In general, if viewed during the day, the words are comprehensible but the
images fade/jumble/can't easily be understood.
@@ -68,13 +99,17 @@ images fade/jumble/can't easily be understood.
-Early on, some lightweight potion effects such as night vision, fire
-resistance, speed and haste can be acquired by right clicking the appropriate
-items while under the relevant glass at sunset. These early effects are more
-to introduce you to the idea
+Early effects are potion construction. It's a "cheap" way to make low level
+simple potions which wouldn't require nether access apart from the
+wart/blazerod. So a water bottle, a glistering melon and the light catalyst
+can produce a potion of instant health (just the very basic one).
Spatio inter Stellarum
-When you craft it, the book contains one page with 'Prove yourself' written
-on it and a strange diagram of the moon, some glass and a spider's eye in a v
+This book, like the thaumonomnicon, acts as a way to work out what you know how
+to do and what you can learn next. Rather than being nodes of connected data
+like the thaumonomnicon though it's a combination of a research journal with
+ideas, and an indexed record of what the player has discovered or theorised to
+work. Recipes may not be possible without the requisite knowledge which will
+be stored as world data for the player?