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+SPAWN = {} -- special value, for things existing naturally
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+-- <name tool used (not destroyed, but causes wear)
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+-- name+ heavy/large variant required
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+-- name- light/small or medium variant required (no +/- == medium)
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+-- name name multiple types of product / resource required
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+-- name#int 1 to int produced / exactly int required
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+-- unless int==1 -> 0 or 1
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+-- unless construct-based -> exact numbers
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+-- name:type specific subtype produced / specific subtype required
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+-- :type produces random type OF subtype / requires any type OF subtype
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+-- name/name requires one of specific types / produces one of specific types
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+
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+-- NOTE tool use may refer to tools (hand-crafted) and constructs
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+-- (factory-crafted)
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+
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+-- most resources can be a tile, inside a tile (something with capacity), or inside a player
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+
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+recipes = {
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+ tree: SPAWN
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+ bush: SPAWN
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+ grass: SPAWN
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+ tall_grass: SPAWN
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+ ["log#1 leaf#2 seed#1/fruit#1"]: "tree"
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+ ["log#2 leaf#5 seed#4/fruit#4"]: "tree <cutter"
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+ ["leaf#4 fruit#3/herb#3/vegetable#3"]: "bush"
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+ ["grain#1/herb#1/seed#1"]: "grass"
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+ ["herb#2/seed#2/grain#3 plant_fiber#1"]: "tall_grass"
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+ animal: SPAWN
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+ carcass: "animal" -- must be killed
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+ ["raw_meat bone#1"]: "carcass"
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+ ["raw_meat#2 leather#2 bone#2"]: "carcass <cutter-"
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+ -- TODO cooker is not obtainable
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+ meat: "raw_meat <cooker-"
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+ rock: SPAWN
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+ stone: SPAWN
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+ ["flint/stone"]: "rock"
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+ ["stone#3 metal_ore#1/coal#1"]: "stone <digger+"
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+ -- driftwood: SPAWN
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+ -- wood: "driftwood"
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+ -- TODO smelter is not obtainable
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+ ["metal#1"]: "metal_ore <smelter-"
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+ ["metal#2"]: "metal_ore <smelter"
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+ ["metal#4"]: "metal_ore <smelter+"
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+ ["wood#2"]: "log <cutter"
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+ -- TODO forge is not obtainable
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+ -- TODO plastic is not obtainable
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+ -- TODO molder is not obtainable
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+ knife: { "flint/stone", "metal_ore/metal <forge-", "plastic <molder", tool: "cutter-" }
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+ axe: { "log/wood flint/stone", "log/wood metal_ore/metal <forge", "plastic <molder+", tool: "cutter" }
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+ pickaxe: { "log/wood flint/stone", "log/wood metal_ore/metal <forge", "plastic <molder+", tool: "digger+" }
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+ -- NOTE there are no container types defined
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+ milk: { "animal:mammal", fluid: true } -- note: medium or large animal
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+ egg: "animal:laying"
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+ ["cheese#1"]: "milk"
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+ -- TODO bacteria is not obtainable
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+ ["cheese#2"]: "milk bacteria"
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+ -- TODO farm is not obtainable
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+ fertilizer: { SPAWN, "leaf#2/seed#4", "<farm:animal" }
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+ -- TODO syringe is not obtainable (make sure it requires a needle-)
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+ -- NOTE organic is not defined
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+ dna: ":organic <syringe"
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+ -- TODO cloner is not obtainable
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+ ["animal#1"]: "dna <cloner"
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+ ["tree#1/bush#1/tall_grass#1"]: "seed farmland water"
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+ ["seed#2"]: "fruit/vegetable"
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+ ["seed#1"]: "herb/grain"
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+ dirt: { SPAWN, "dirt <digger" }
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+ farmland: "dirt <tiller"
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+ hoe: { "log/wood flint/stone", "log/wood metal_ore/metal <forge", "plastic <molder+", tool: "tiller" }
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+ shovel: { "log/wood flint/stone", "log/wood metal_ore/metal <forge", "plastic <molder+", tool: "digger" }
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+ sand: { SPAWN, "sand <digger" }
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+ -- hammer: { "log/wood flint/stone", "log/wood metal_ore/metal <forge", "plastic <molder+", tool: "smasher" }
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+ -- gravel: { SPAWN, "gravel <digger", "stone <smasher" }
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+ water: { SPAWN, fluid: true }
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+ -- salt_water: SPAWN
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+ ["glass#1"]: "sand <forge-"
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+ ["glass#2"]: "sand <forge"
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+ ["glass#4"]: "sand <forge+"
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+ -- TODO distiller is not obtainable
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+ alcohol: { "fruit <distiller-", "grain#2 herb water <distiller+", "vegetable <distiller", fluid: true }
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+ -- NOTE remember that depending on origins, different flavor text for item types will exist
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+ -- ie: alcohol should be wine, beer, and vodka
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+ -- TODO mineral is not obtainable (idea: refine from stone)
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+ -- TODO lab is not obtainable
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+ medicine: { "herb#3", "mineral plastic water <lab" }
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+ textile: { "plant_fiber#2/leather <needle-" }
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+ ["needle#1-"]: "bone/wood/log"
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+ needle: { "plastic <molder-", "metal_ore/metal <forge-", "bone/wood/log <cutter" }
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+ ["needle-"]: { "plastic <molder", "metal_ore/metal <forge" }
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+ backpack: { "textile#2/leather#2 <needle", capacity: 12 } -- base capacity can fluctuate
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+ ["backpack+"]: { "textile#3/leather#3 <needle-", capacity: 20 }
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+ sack: { "textile/leather <needle", capacity: 5 }
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+ belt: { "textile/leather/plant_fiber <needle", capacity: 7 }
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+ -- crystal: { SPAWN, "crystal <digger+" } -- NOTE will be used in advanced electronics
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+ -- TODO factory is unobtainable
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+ microscope: "glass metal/plastic#2 <factory+" -- TODO more advanced recipes for better microscopes
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+ -- TODO well is unobtainable
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+ oil: { SPAWN, "oil <well+" }
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+ ice: SPAWN
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+ -- ["medicine acid"]: "mineral#5 oil water#2"
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+ -- TODO gem -> lens
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+ -- TODO uranium -> centrifuge -> fission reactor -> electricity
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+ -- TODO oil -> plastic&gasoline&kerosine&tar&methane?
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+ -- TODO bacteria -> hydrocarbons
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+ -- TODO oxygen, hydrogen, carbon, methane, carbon dioxide, carbon monoxide, nitrogen, argon, helium
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+ -- TODO catalytic_metal ?
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+ -- TODO ??? super strong metal (harvest from gas giant for advanced techs?)
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+ -- TODO bose-einstein condensate, neutronium, superfluidics, superconductors, quantum lockers
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+ -- TODO electricity
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+ -- TODO computer
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+ -- TODO zero-point energy, casimir energy, fusion energy, he3 mining
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+ -- TODO battery tech: lead acid, lithium ion, aluminium air, zinc-nickel (metal batteries)
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+ -- TODO dynamite
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+ -- TODO machinery :mining,logging,farm
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+ -- TODO chair,table,dresser,desk,bookshelf,shelf,lamp,locker,door
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+ -- TODO clothing
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+ -- TODO medkit: syringes, medicine, textiles
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+ -- TODO tesla coil
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+ -- TODO many foodstuffs (bread, pie, stew, pilaf, salad, etc)
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+ -- TODO offices ?
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+ -- TODO antimatter generator, particle accelerator, magnetic trap
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+ -- TODO plasma, alignment crystal, etc, matter transmitter
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+ -- TODO research subatomic particles
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+ -- TODO wormhole expansion drive, gravimetric drive, ion drive/photonic drives
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+ -- TODO quantum drive, reality rupture drive, warp folding drive
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+
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+ -- NOTE hay is just a grain type
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+}
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+
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+buildings = { -- listing what constructs are required
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+ -- NOTE everything requires at least one office and bathroom
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+ capitol: { "office", "atrium/lounge", optional: { "cafeteria", "garage?" } }
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+ bank: {}
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+}
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+
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+-- TODO list animal types somewhere
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+-- NOTE materials have inherint strength, which will effect quality of things
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+-- produced from them
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+-- building: enclosed with walls (and door(s)/window(s))
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+-- and has floors and "roof", two materials per interior tile, one per wall tile :3
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+-- pen: enclosed with fence (and gate(s))
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+-- TODO food edibility chart
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+-- TODO research, universities, prototyping
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