# Project tracker and notebook:tm:
(for any point refer to hackMD or discuss with kie)
* due to the fact im no coder there's always the possibility of addtional work to appear.
* idealy notify when finishing any given task for its offical updating in the offical tracker:tm:
* anything in design doc of PR that is not in tracker is being pondered weather it should exist. it may be added or dropped when its time comes
### current active project
```material science```:tm:
https://hackmd.io/u4NTyPKoRSSE_dydkJuqLQ
- [x] base quality system
- [ ] item stats changing with quality tier
- [ ] stacked item/material/ore quality system
- [ ] stacked material compatability with it material holder machines
- [ ] quality crafting algoritm
- [ ] structure dissasembly/break gives back itemquality of same or lower tier (DONT FORGET GLASS ITEMS BREAKING)
- [ ] organs in monkeys range from -2 to -1 quality, clone organs range from -3 to 0 (no stat changes for organs. yet. outside of HP)
- [ ] base property system
- [ ] property slots system
- [ ] property random spawner algorithm on item crafting
- [ ] defining property categories and restricting for various item groups
- [ ] properties (0/84) [may increase with time]
- [x] proto/autolathe processor basic integration
- [x] sprites
- [ ] item insertion into proto/autolathe
- [ ] item functionality on proto/autolathe
- [ ] sci datadisks can pull push and hold research points
- [ ] matsci research disks basic implementation
- [ ] introduction of matsci points (just sci points. but can only be used for matsci machine crafting odds)
- [ ] implementation and addition to cargo store
- [ ] item workbench basic integration
- [x] sprite
- [ ] crafting recipie for structure
- [ ] TGUI
- [ ] structure functionality
- [ ] upgrading an item quality
- [ ] upgrading item quality via quality kit
- [ ] creating property
- [ ] extracting property from item
- [ ] applying item property from property kit
- [ ] recycling item (destroying)
- [ ] repairing item
- [ ] allowing insertion of datadisks and extraction of research points
- [ ] workbench succsess chance algorithm
- [ ] failure and sucesss outcomes based on %odds
- [ ] research points as succsess chance algorithm modifier
- [ ] visuals (item being worked on appears ontop of the table) [optional]
- [ ] placing table across maps
- [ ] property&quality kits basic implementation
- [ ] property kits generator
- [ ] procedural property kits added to ruin loot tables and cargo trade
- [ ] material refinery basic implementation
- [ ] sprite
- [ ] TGUI
- [ ] datadisk integration
- [ ] structure functionality
- [ ] refinery material insertion
- [ ] designation of desired quality and machine startup
- [ ] odds algorithm and scipoint odds modifier integration
- [ ] failure and sucesss outcomes based on %odds
- [ ] machine stop sequence and automatic edjection of refined materials
- [ ] placing refinery across maps
- [ ] implementation of ruined matter for wasted resources and items in matsci machines
- [ ] sprites
- [ ] defined price for cargo export
- [ ] a type of scrap for every material
- [ ] implementation of scrap [^1]
- [ ] scrap is gained from wasted materials form the mat refinery or workbench. at quality equal to the materials wasted or lower
- [ ] scrap is gained from breaking structures and machines.[^2]
- [ ] scrap can be refined. either manually with wielder like ore/glass shards OR with the ore refinery. both at risk of lowering the item quality but the furst at far greater risk
- [ ] waste scrap. a totaly useless scrap only usefull for selling to cargo for some pennies. aquired from recycling items that dont have a material tag. and small chance to appear instead of scrap when material is wasted on the matsci machines
#### footnotes
[^1]: scrap - the byproduct of failed matsci machine processes, destroyed structures or recycling items. there exists 1 type of scrap for every material (maybe exept plastic and bamboo) + generic waste.
[^2]: when making a structure the higher quality material the fewer materials you need to make said structure. in other words. each material quality equals to its equivlent tier in volume. the table is as follows -3=1:10 -2=1:5 -1=1:2 0=1:1 +1=2:1 +2=3:1 +3=4:1 +4=5:1 +5=10:1
when a material would be used to make soemthing that costs less than the total amount it can provide. lower its quality instead of consuming it. example 1 ascendant sheet worth 10 normal used to make 1 wall that costs 5 metal. as its worth 10 iron 5 is used. leaving 5. the closest tier with that is legendary worth 5. so instead of used up its degraded
-when deconstruting wall. pick random volumes of scrap of quality -3 to 0 who's material value totals the structure/machine's construction cost