Docs · Roadmap
Resources
docs/roadmap/scopes/work/resources.mdEdit on GitHub
Phase: Release
Extends: Gathering, Processing, Resources, Trader
Player loop
A civilian gathers a raw good, processes it at a machine, and sells the product for cash. This is the legal work loop and it already exists in code. Release makes the chains real on the playable world.
In scope
- Keep the chains DebugWorld already has: apples and other crops, logging, mining, and the cement, gravel, and sand lines.
- Each node names its tool, yield, and cooldown in config. Each machine names inputs and outputs in config.
- Sell remains the trader. Gather and process do not mint cash by themselves (
EL_JobManagerrewards stay zero unless a job scope says otherwise). - A broken node (missing item prefab, empty recipe) logs and that node does nothing.
Out of scope
- New ore meshes, new crop models, or a crafting bench. The bench is crafting.
- Contraband nodes. Those are contraband, using this same action code.
- Dynamic market prices.
Assets
Stay on the nodes and machines already in this repo:
| Chain | Where |
|---|---|
| Apple → juice | t_malus_domestica_2s.et, AppleJuicer.et (3 apples → {1DBD99E6347DE1AD}Prefabs/Items/Drinks/AppleJuice.et) |
| Plum, tomato, cabbage | t_prunus_domestica_2s.et, TomatoCrop.et, CabbageCrop.et |
| Log → plank + kindling | CuttableTree_Pinus_Sylvestris_2f.et, axe {9CAC68BA551417A4}Prefabs/Tools/Axe/Axe.et, Sawmill.et |
| Ore → bar | MiningArea.et, pickaxe {23341E2840F5ACB4}Prefabs/Tools/Pickaxe.et, Furnace.et (iron nugget {6853E2E2AE878611} → iron bar {BCD1E8CD7F975074}, same for copper and gold) |
| Cement, gravel, sand | piles under Prefabs/Props/Construction/, bags under Prefabs/Items/Resources/ |
Prices for these paths are already in Configs/Shop/ShopPrices.conf. LNGC gather zones are a radius grant; do not replace EL_GatherAction. See sources.
First slice
The playable world, not only DebugWorld, has one farm chain and one industrial chain a new player can finish: gather, process, sell, cash in inventory.
Depends on
EL_GatherAction,EL_ProcessAction, destructible nodesTradercash payout- Civilian jobs only if a job requires the chain; the chain itself works while unemployed
Proof
- The existing gather and process guard tests stay green.
- World: one farm chain and one industrial chain on the playable world pay cash at the trader.
- A malformed recipe still refuses before it changes inventory.