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Starting base with a large but finite supply of basic robot parts #35
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Maybe there should even be an entity for "robot chassis" with its own recipe, and building a robot requires one of those along with whatever devices it needs. |
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This becomes especially important if we restrict the use of the |
I think we should first generalize challenges to be a way to describe the starting conditions for any game (see #296) --- then we don't have to have magic numbers built into the code to say what the base's starting inventory should be; we would just have a file describing classic mode, including the base's starting inventory. Or even multiple files with different levels of difficulty. |
Generalize challenges + various modes to all be "scenarios" which are described by `.yaml` files in `data/scenarios`. - Both challenges and classic/creative modes are now subsumed under the more general notion of "scenarios". - A scenario describes how to set up the world etc. when starting a game; all scenarios are stored in a `.yaml` file in `data/scenarios`. - "New game" menu item now lets the user choose a scenario. - Some small improvements to the way seeds are handled. See #296. This will enable #35 and #25 .
A related confusing thing is that default devices installed on build can be salvage infinitely. In particular, it's a bit odd that the base does not have |
I agree. That will be fixed once we merge #361 since there will be no such thing as "default devices" any more. |
There is no longer a list of "default devices" which can be generated out of thin air. Closes #35.
Right now, the base can build infinitely many robots with basic devices: a detonator, grabber, solar panel, and treads. However, it is a bit unrealistic that we can make infinitely many of these. Well, not that the game is realistic, but you know what I mean. It might be worth considering instead:
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