recipe iteration
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# Content Design — Ships & Modules
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First real-content iteration (June 2026). This pass defines ship hull grids
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and module surface masks only. Stats, materials, recipes, and threat costs in
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the config files are placeholders; the recipe pass and the balancing pass
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come later.
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First real-content iterations (June 2026). Pass 1 defined ship hull grids and
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module surface masks; pass 2 defined the production tree (recipes). Stats and
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threat costs in the config files are still placeholders for the balancing
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pass.
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## Design principle: footprint gating
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@@ -129,6 +129,48 @@ Maximum simultaneous (disjoint) placements: m guns — cruiser 2,
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battlecruiser 3, battleship 4; l guns — battleship 1, dreadnought 3;
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drone hangar — carrier 1.
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## Production tree
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Design principle: each game phase adds exactly one new base input chain, so
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factory complexity ramps alongside ship size.
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| Phase | New input | How acquired | Unlocks |
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|-------|-----------|--------------|---------|
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| early | iron_ore, copper_ore | mined | drone, frigate, destroyer; small guns and basic supports |
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| mid | titanium_ore | mined (3x slower than iron) | cruiser, battlecruiser; m guns, drone bay, weapon modifiers |
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| late | advanced_alloy | ONLY from reprocessing salvaged scrap | battleship, dreadnought, carrier; l guns, drone hangar |
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The advanced_alloy gate is the core loop hook: capital ship production
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requires fighting (salvaging scrap from kills and reprocessing it), not just
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mining. The reprocessing plant turns 5 scrap into iron/copper/titanium ingots
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or advanced_alloy probabilistically.
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Intermediate components, by tier:
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- **Tier 2 (early):** copper_wire (copper), steel_plate (iron), circuit_board
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(iron + wire), building_block (iron).
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- **Tier 3 (mid):** mechanical_parts (steel + iron), targeting_unit (circuits
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+ wire), drive_unit (steel + mechanical_parts + circuit), titanium_frame
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(titanium + steel).
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- **Tier 4 (late):** reinforced_plating (steel + advanced_alloy),
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capital_core (targeting_unit + drive_unit + 2 advanced_alloy).
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Hulls and modules consume intermediates of their tier: early items are built
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from tier-2 parts, midgame items require tier-3 parts (deeper chains, more
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assemblers), capital items require tier-4 parts (and therefore combat). Hull
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items are named `<ship>_hull`; module items `<module>_module`. Every item has
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an `[items.*]` entry in visuals.toml; hull item outlines match the ship's
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fleet color from `[ships.*]`.
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Consistency is checked by `tools/verify_recipes.py` — re-run it after editing
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recipes, ship/module materials, or visuals:
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python dota_factory/tools/verify_recipes.py
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It verifies every consumed item has a producer, every item has a visuals
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entry, flags orphaned items, and prints which items are reprocessing-only
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(currently exactly advanced_alloy).
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## Deliberate placeholders / open questions for later passes
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- All new hulls have `threat.cost_formula = "0"` so enemy waves do not spawn
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@@ -136,14 +178,12 @@ drone hangar — carrier 1.
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eligible, regardless of unlock level). The balancing pass should set real
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threat costs together with `default_modules` loadouts so waves spawn them
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armed.
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- All new hulls are `unlock_at_station_level = -1` (available from the start)
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to make layout testing easy; the progression pass should stagger these.
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- Ship hull material items (`frigate_hull` … `carrier_hull`) and the new
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module items (`laser_cannon_m_module`, `laser_cannon_l_module`,
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`drone_bay_module`, `drone_hangar_module`, …) have no recipes yet — that is
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the recipe pass. The old `laser_cannon_xs_module` recipe is orphaned (the
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module was renamed to `laser_cannon_s`, consuming `laser_cannon_s_module`,
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which already has a recipe).
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- All new hulls and all assembler recipes are `unlock_at_station_level = -1`
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(available from the start) to make testing easy; the balancing pass should
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stagger these so mid/lategame recipes drop as schematics from enemy defence
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stations.
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- Recipe quantities and durations are a first guess, deliberately roughly
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tiered (capital hulls ~60 s, drones 4 s); the balancing pass tunes them.
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- `drone_bay` and `drone_hangar` are footprint-only placeholders: the drone
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launching capability does not exist in the simulation yet, so they define
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no capability section.
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