By the way, OP, you should REALLY play the recent Harvest Moon titles.
It has evolved A LOT from the N64 days.
Try Sunshine Islands and Bazaar/Tale of Two Towns. Just for its first month or so.
And then definitely try RuneFactory 3 (which the RuneCraftory is based upon).
That way, we'd be more in sync and you'll realise what the modern Harvest Moon games are like.
Trust me, if you've been playing SNES to N64 versions, though favouring Mineral Town (which is pretty understandable) you are not quite up to date.
By the way, please don't take any of that as an offense. Last thing I want is to start a quarrel between two Harvest Moo fans :biggrin.gif:
"between two Harvest Moo fans" yea, harvest moo. :smile.gif: We love to play moo harvesting. Let's go find some cows and harvest their moos :biggrin.gif:
I agree. I have been playing Grand Bazaar for a while now, almost reach autumn. I agree, there are many many changes since the games in the older days. So..I'm not sure which we're basing this on. Any ideas? I've made the seed bags plant seeds in 3x3, so that's from the older games, unlike Grand Bazaar, where sowing seeds is only for the spot in front of you.
I'm gonna try starting on the other blocks and items now, so yeah.
Btw Kilyle, could you let me know what are the materials for tools? That also includes anything that is not part of the toolset(as in sickle, hammer, axe, hoe), for example, watering can and frying pan. I'm making a new set of "tools", which will include the kitchen utensils and the watering can, as well as the toolset.
Also, I would appreciate some detailed explanation on these items, like the crafting recipe, number of uses, strength depending on material.
@CGuangJun
Read the topic title; it suppose to be based on Back to Nature
But my point is that the new HM series have brought many new features that were not present in the past games into the formulae and I don't think the OP has played the latest ones.
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'Squids are evil. I will eat them all. I WILL EAT THEM ALL'
- Cookies to whomever gets the reference
@CGuangJun
Read the topic title; it suppose to be based on Back to Nature
But my point is that the new HM series have brought many new features that were not present in the past games into the formulae and I don't think the OP has played the latest ones.
I know what you mean. I'm just stating that there're quite a bit of difference in the new games.
Yeah, my experience is limited. I don't have a huge game budget, so I play games that don't cost money or that are pretty old (and I have fun with them! I'm big on retro), and only occasionally get persuaded to buy newer games.
And I don't really like to get newer games through emulation. I can, to a certain degree, but whereas I don't have a problem with downloading a retro game (getting Harvest Moon that way is what led me to enjoy the series and buy two of its games), I don't want to cut into the profit lifetimes of the more modern games. On top of that, emulation for systems around the PS2 and above is very spotty and not worth my time (I can't even get the emulator to work for Katamari Damacy, which I own and would like to play but don't have the console for; I play all my games on the computer).
Anyway. Back to the mod:
rabbitaly, welcome to the fan club! I hope you enjoy what we come up with. You're welcome to contribute however you like :smile.gif:
CGuangJun: I was pretty sure you were joking :smile.gif: but I decided to be clear in case others might feel differently.
Tool Materials
I listed some recipes in one of my posts. I think Iron Ingots is fine for most of them, and presents a mild tech barrier.
As far as tools, I think we discussed this... I'm not sure we came to a conclusion of whether to use the native Minecraft tool progression or build our own Copper-Silver-Gold-Something progression. Could change Diamond into Mithril or Orichalcum pretty easily, and let it keep the same behavior :smile.gif: although Icalasari points out that not everyone is going to stick by the same texture pack, so gotta be careful there.
I do want - personal preference - to drop the nonsensical Wooden Tools and instead make small tools from Sticks and Flint. (Seriously, I can chop this soft, soft wood with my fist, but it's possible to make it cut stone??) And make tree foliage drop sticks as well as saplings. The four basics (axe, shovel, pickaxe, and sword) would be made in the 2x2 crafting grid (hatchet, spade, pick, and dagger), while the Wooden Hoe would just become a Flint Hoe, still made on the crafting square but with flint instead of wooden planks.
There doesn't need to be any huge difference between Flint Tools and the original Wooden ones, although I'd suggest making the Hatchet and Pick last only 8 or 16 uses. I always drop them for stone tools ASAP anyway.
Also, it'd be nice to be able to make a Wooden Bucket that moves water, but can't gather lava... I'm ambivalent about its ability to gather milk.
If we decided to go the route of Copper-Silver-Gold, we might look to Xtra Ores for some ideas. Basically, we'd want the ores themselves (which ought to look like the ones in BtN: giant, uneven balls of metal), and the ability to craft tools from them. But this is romantic fairy-tale logic instead of modern silver-is-harder-than-gold understanding.
Harvest Moon Mode
Treece set the standard when she said, basically, "I want to be concentrating on farming, not mining" while playing this mod. So the Harvest mode, Farmcraft mode, or whatever we care to call it, that would turn the focus away from "resources through digging" and into "resources through farming".
So, perhaps, when you make a world on Harvest mode, you get an initial "trading post" block, or area, or little town, that you can interact with and get resources from. And that would be the way that you get the seeds and resources and such. (Let's consider seeds a sellable resource as well, albeit at less than you buy them for; that way, if your crops give you too many seeds, you can sell them back to the store.)
I do think that having the ability to just look at the time via GUI implementation would be key. That's a normal thing in Back to Nature; I'm not sure how normal it is to the other games.
Harvest Moon World?
The idea of a Harvest Moon mode got me wondering how difficult it might be to craft that Harvest Moon game that I was thinking of, with a finite generated world. The problem I've been mulling over the past hour is how to handle the edges, and I've come to the conclusion that this is a good time for an Insurmountable Waist-High Fence. Specifically, an invisible block that acts like Bedrock.
Minecraft allows different dimensions, and apparently modders are taking advantage of this in some fashion. Therefore, it seems reasonable to assume that the following is at least possible:
The game creates three or four Dimensions, and specific spots you transport between them. Each dimension is finite, and in at least one of them you cannot change any blocks.
D1: Your farm, a finite generated landscape of a small size. Probably bigger than a chunk, though. Perhaps 64x128? The very edge of the landscape is something you can't mess with (bedrock barrier and skyrock air, with a layer of unbreakable grass and unbreakable fence in between). There are two gate areas. One teleports you to the Town dimension, the other to the Wilderness dimension.
D2: The Town, a finite landscape of predetermined makeup. This is a town we've designed, with buildings for the NPCs to live in, and specific things you can do and all that. You can't break or place blocks in any fashion. Can't set things on fire. The town never changes (though the NPCs will say different things at different times).
D3: The Wilderness, a finite generated landscape of medium-to-large size. Like your farm, it's bounded by bedrock and skyrock, only it probably just visually stops at some point instead of marking itself with a fence. The outside layer is something you can't even step on. Due to Minecraft constraints, I think you could build yourself to the sky and step over the skyrock layer, but then you'd just fall into the Void and wake up in the Clinic.
D4: The Ocean, a finite generated landscape of small or even tiny size, but specifically of Ocean biome perhaps bounded by some land. You can fish in it and swim in it and even explore stuff there.
If we find reason to make a fourth dimension, I suggest it's more of a magical dimension, the dimension of the Harvest Sprites. Also, if we can mess with the height of areas, the town itself doesn't have more than a few blocks below the visible surface (might not even have any, but I'm thinking 4 for a more solid feel... for some reason), and it doesn't need to keep track of anything higher than its highest building, which you wouldn't even be able to stand on unless you turned on Flight.
There might be constraints on what biomes could be generated (the Wilderness won't have Ocean, for example, and we might cut down on the amount of Lava you find), but in general, we let the generation engine do its thing and you get to explore and enjoy what comes up.
Note: The town ought to sell saplings for the various trees, both the Minecraft trees and any mod trees you might have. And it'd be cool if your farm could have a Giant Sequoia, like in the original Harvest Moon it had a large tree you later could climb down through.
But anyway, that's just where my thoughts have been running this afternoon.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I listed some recipes in one of my posts. I think Iron Ingots is fine for most of them, and presents a mild tech barrier.
As far as tools, I think we discussed this... I'm not sure we came to a conclusion of whether to use the native Minecraft tool progression or build our own Copper-Silver-Gold-Something progression. Could change Diamond into Mithril or Orichalcum pretty easily, and let it keep the same behavior :smile.gif: although Icalasari points out that not everyone is going to stick by the same texture pack, so gotta be careful there.
I do want - personal preference - to drop the nonsensical Wooden Tools and instead make small tools from Sticks and Flint. (Seriously, I can chop this soft, soft wood with my fist, but it's possible to make it cut stone??) And make tree foliage drop sticks as well as saplings. The four basics (axe, shovel, pickaxe, and sword) would be made in the 2x2 crafting grid (hatchet, spade, pick, and dagger), while the Wooden Hoe would just become a Flint Hoe, still made on the crafting square but with flint instead of wooden planks.
There doesn't need to be any huge difference between Flint Tools and the original Wooden ones, although I'd suggest making the Hatchet and Pick last only 8 or 16 uses. I always drop them for stone tools ASAP anyway.
Also, it'd be nice to be able to make a Wooden Bucket that moves water, but can't gather lava... I'm ambivalent about its ability to gather milk.
If we decided to go the route of Copper-Silver-Gold, we might look to Xtra Ores for some ideas. Basically, we'd want the ores themselves (which ought to look like the ones in BtN: giant, uneven balls of metal), and the ability to craft tools from them. But this is romantic fairy-tale logic instead of modern silver-is-harder-than-gold understanding.
And this is where I need to know what your decision is :biggrin.gif: I wanna know the full complete set of materials. I'm perfectly fine with using custom made ores/materials. So yeah, you decide. I'm fine with your choices. :smile.gif:
Harvest Moon Mode
Treece set the standard when she said, basically, "I want to be concentrating on farming, not mining" while playing this mod. So the Harvest mode, Farmcraft mode, or whatever we care to call it, that would turn the focus away from "resources through digging" and into "resources through farming".
So, perhaps, when you make a world on Harvest mode, you get an initial "trading post" block, or area, or little town, that you can interact with and get resources from. And that would be the way that you get the seeds and resources and such. (Let's consider seeds a sellable resource as well, albeit at less than you buy them for; that way, if your crops give you too many seeds, you can sell them back to the store.)
I do think that having the ability to just look at the time via GUI implementation would be key. That's a normal thing in Back to Nature; I'm not sure how normal it is to the other games.
Great! So that's set then. And yeah, having the time in the GUI naturally is normal in all the other games too.
D1: Your farm, a finite generated landscape of a small size. Probably bigger than a chunk, though. Perhaps 64x128? The very edge of the landscape is something you can't mess with (bedrock barrier and skyrock air, with a layer of unbreakable grass and unbreakable fence in between). There are two gate areas. One teleports you to the Town dimension, the other to the Wilderness dimension.
D2: The Town, a finite landscape of predetermined makeup. This is a town we've designed, with buildings for the NPCs to live in, and specific things you can do and all that. You can't break or place blocks in any fashion. Can't set things on fire. The town never changes (though the NPCs will say different things at different times).
D3: The Wilderness, a finite generated landscape of medium-to-large size. Like your farm, it's bounded by bedrock and skyrock, only it probably just visually stops at some point instead of marking itself with a fence. The outside layer is something you can't even step on. Due to Minecraft constraints, I think you could build yourself to the sky and step over the skyrock layer, but then you'd just fall into the Void and wake up in the Clinic.
D4: The Ocean, a finite generated landscape of small or even tiny size, but specifically of Ocean biome perhaps bounded by some land. You can fish in it and swim in it and even explore stuff there.
Hmm, this might be alright, since we're just making the whole place a limited area. Alright, once you decide on the materials, I'll start working on the tools and equipment that I'm supposed to do :biggrin.gif:
Haha :biggrin.gif: You didn't specify your gender, so anyone would have guessed you were female, looking at your display picture and your forum name. Well, I'm male :smile.gif:
I don't know how could anyone think I'm female because of my forum name. That never happened before.
Not to mention many guys use anime girls as their avatar, including me.
Also, not to mention pretty much 90~70% of the people in the internet are guys
But eh -.-
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'Squids are evil. I will eat them all. I WILL EAT THEM ALL'
- Cookies to whomever gets the reference
rabbitaly, welcome to the fan club! I hope you enjoy what we come up with. You're welcome to contribute however you like :smile.gif:
Thanks for the warm welcome :smile.gif: I have played many versions of Harvest moon, from the gameboy version(I have forgotten the name of the game) to the Harvest Moon cute and Harvest moon grand bazaar versions, just to mention a few. I hope I can be of help to this mod. :smile.gif:
Also, it'd be nice to be able to make a Wooden Bucket that moves water, but can't gather lava... I'm ambivalent about its ability to gather milk.
Mentioning the wooden bucket to gather milk, how about changing it to a milker where you right click the cow with it, the milk appears straight into your inventory?
If we decided to go the route of Copper-Silver-Gold, we might look to Xtra Ores for some ideas. Basically, we'd want the ores themselves (which ought to look like the ones in BtN: giant, uneven balls of metal), and the ability to craft tools from them. But this is romantic fairy-tale logic instead of modern silver-is-harder-than-gold understanding.
For this, how about adding the orihalcon and mithril and related HM ores, instead of just copper, silver and gold?
I do think that having the ability to just look at the time via GUI implementation would be key. That's a normal thing in Back to Nature; I'm not sure how normal it is to the other games.
It is there for all the HM versions I played, I may be wrong.
The game creates three or four Dimensions, and specific spots you transport between them. Each dimension is finite, and in at least one of them you cannot change any blocks.
D1: Your farm, a finite generated landscape of a small size. Probably bigger than a chunk, though. Perhaps 64x128? The very edge of the landscape is something you can't mess with (bedrock barrier and skyrock air, with a layer of unbreakable grass and unbreakable fence in between). There are two gate areas. One teleports you to the Town dimension, the other to the Wilderness dimension.
D2: The Town, a finite landscape of predetermined makeup. This is a town we've designed, with buildings for the NPCs to live in, and specific things you can do and all that. You can't break or place blocks in any fashion. Can't set things on fire. The town never changes (though the NPCs will say different things at different times).
D3: The Wilderness, a finite generated landscape of medium-to-large size. Like your farm, it's bounded by bedrock and skyrock, only it probably just visually stops at some point instead of marking itself with a fence. The outside layer is something you can't even step on. Due to Minecraft constraints, I think you could build yourself to the sky and step over the skyrock layer, but then you'd just fall into the Void and wake up in the Clinic.
D4: The Ocean, a finite generated landscape of small or even tiny size, but specifically of Ocean biome perhaps bounded by some land. You can fish in it and swim in it and even explore stuff there.
You are good at thinking of ideas, I wouldn't have thought of all these! Anyway, I have an idea for D4, the ocean. In HM Grand Bazaar, a newer version, jumping into water forces you to be teleported back onto the same spot, one spot per river, and while stamina drains, you may have a chance of obtaining something good, such as Gold, which is worth quite a lot in that version. That's pretty much what I have for this post.
I don't know how could anyone think I'm female because of my forum name. That never happened before.
Not to mention many guys use anime girls as their avatar, including me.
Also, not to mention pretty much 90~70% of the people in the internet are guys
But eh -.-
Haha, don't take it to heart. Kilyle didn't mean it anyway.
Here's what I did with the seeds, finally had a chance to show you guys this stuff :smile.gif:
Before planting, after tilling the ground:
After right clicking with ONE seed bag, in the middle of the 9 tilled soil blocks:
What do you think, guys? Right now that plants watermelons. I'll change it when we have all the crops ready. I believe this was how it worked in the older Harvest Moon games, except for the fact that the player in Harvest Moon stands in the middle of the 9 tilled soil blocks and sow the seeds all around him in the 9 blocks, which is the only difference.
So yeah, hope this is good and is what you thought of having. It wasn't hard to do at all, in fact. :smile.gif:
I don't remember about planting crops in Harvest Moon since the last GOOD Harvest Moon game I played was Tree of Tranquility (which forced you to sow at 1X6, a horrible decision) but did all Harvest Moon made you stand in the middle and spread the seeds from the middle?
I've been playing RF3 which makes you spread seeds in a 3X3 in front of you.
I think, as a first person game, it's better that way, but I don't mind either way. I just think it'd be harder to see your seeds if the seeds were poured surrounding you, since you can only see the three blocks in front of you if you were to do a 3X3 with you in the middle.
Also, PLEASE don't make the map finite. I don't like the 'dimension' idea, reminds me of those portals for Nether and The End. Having limited area just ruins the Minecraft experience if you ask me. Minecraft's all about freedom and I thought we are introducing aspects from Harvest Moon into Minecraft, not making a Harvest Moon clone in Minecraft.
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'Squids are evil. I will eat them all. I WILL EAT THEM ALL'
- Cookies to whomever gets the reference
I'll be getting my new laptop soon if things go well. Expect sprites shortly after (Right now my current laptop is tempermental, to say the least. The thing likes to turn off by itself, not turn on right, stop reading mice (and only mice), and so on. Not fun to do sprite work on >.>)
If I don't have the new laptop by the weekend I'll start regardless since that's pushing it for how long to wait
Haha, don't take it to heart. Kilyle didn't mean it anyway.
I did mean it, but I certainly didn't mean anything bad by it. I took the best guess I could based on what I had; it was a 50/50 shot (depending on which variables you decide to focus on). And think about the opposite side of things: If you had been female and I'd called you a guy, you might be complaining "What, having a cool female avatar isn't enough for you people?!"
I think the way that the internet masks gender is a good thing. It masks a lot of physical information that, in real-life meetings, sets up prejudices and knee-jerk reactions. I've debated about writing a thesis on this topic at some point.
For the record, I'm female, but in general do nothing to disturb the online idea that I'm male. You may notice that I've chosen an avatar that is most likely male, but could be female (and also doesn't have my skintone). And I've had fun, on more than one occasion, claiming that internet stereotype: "That's preposterous! Everyone knows there are no girls on the internet!"
how about a milker where you right click the cow with it, the milk appears straight into your inventory?
Only potential problem is that, if you take this in conjunction with current Minecraft items, your milker spawns infinite Iron Buckets.
Let's make a specific item to hold Milk... say a Glass Jug or Glass Jar. Here's a potential recipe:
But I'd still say a Wooden Bucket should be able to move Water around. This means the tech barrier for farming would be pretty low. (Later in this I conclude that a Copper Bucket would be a better idea.)
So yeah, you decide. I'm fine with your choices. :smile.gif:
All right. No pressure. Um...
Well, RuneCraftory doesn't appear to have added new ores. And since part of our constraints is "be distinct from them," I say we embrace the romantic notions inherent in the Harvest Moon games.
Icalasari said not to overwrite the basic Minecraft items (although I'd still like to overwrite the wooden tools)... so let's say that, with the exception of Golden tools, the Minecraft ones are all still here and working as normal. But, we add the following new ores:
Copper, Silver, Mystrile, Orichalcum, Adamantite
Mystrile makes the best tools. Adamantite makes three special blocks that let you get the best price for the produce from your animals. And Orichalcum, a beautiful, lustrous blue-green metal, makes jewelry to woo a mate more easily. (I'd argue, if we're doing a dual-gender version, that you can make some sort of item that appeals to boys as well. Belt Buckle? Pocketwatch? I dunno.)
Also, you can make a Copper Bucket, which can move Water; then we'll have no need for a Wooden Bucket design in our mod. And you still need a Glass Jar to collect Milk.
Make the ores about this rare: Copper as rare as Coal; Silver as rare as Iron; Gold exactly where it is (unless we have problems); Mystrile as rare as Redstone (if Redstone is less rare than Gold, flip Gold and Mystrile so they're correct); Adamantite as rare as Diamond; and Orichalcum even rarer than that (perhaps half as common as Diamond?).
Now, the Copper, Silver, Gold, and Mystrile tools should work faster than Diamond, and never wear out. And they affect multiple blocks if you use their special ability (right-click), which gets bigger and better with each upgrade. Unlike Harvest Moon, you don't change one type into another, but just create a new one, so you should be able to sell your old ones.
Let's overwrite the Wooden Tools with Flint Tools. Here are the recipes (from the Extended 2x2 Crafting Grid proposal): Dagger, Spade, Hatchet, Pick, Sling, and Pebble. I've modified the Pick and the Sling; and 1 Gravel should craft into 4 Pebbles. Note: There's no need for a lot of versions of these, and in fact the Iron Knife pattern overwrites a potential Iron Spade anyway.
(I just changed the Pick pattern slightly.)
Seriously, this emoticon set has no Leather and no String. That's the ingredients for this Sling here: Two String attached to a Leather.
Anyway. The Pick and Hatchet have only 8 uses before they break (the Spade is digging through softer stuff, so it can last as long as a regular Wooden Spade, and the Dagger can last like a Wooden Sword; the Sling never breaks).
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I'm not sure whether you mean people to design the town or in-game NPCs building it, but let's go with the first :smile.gif:
Would you like to try your hand at creating a nice Minecrafty town?
I think Treece is right: We should start with Minecraft plus HM elements, and leave any potential limited world for later or maybe not at all. So let's just consider a town that pops up close to your original spawn point.
Should we just copy the original townsfolk of Back to Nature? I don't think so. But that town has the basic locations you could try to craft:
1. Market
2. Inn/Bar
3. Library
4. Church
5. Blacksmith
6. Fishing Docks
7. Winery (maybe not needed)
8. Ranch and/or Chicken Ranch
9. Town Square
10. Hot Spring
11. Abandoned Mine Entrance
12. Harvest Sprites' Hidden Home (make it look like a tree or something)
We don't need Gotz because the player will be designing his own upgrades, and the animal merchants can make up for spawn problems (such as a lack of grass nearby).
Ensure that the town has a good border, to keep baddies out, and enough street lamps or whatever to keep them from spawning inside the town or the buildings. Pay attention to the roofs as well! We might need to make special blocks to make lit roofs look sane and normal.
Anyway, in crafting the town, use whatever materials Minecraft has at the moment, and if you find you need a certain type of block that we don't have, don't hesitate to bring it up.
On Mates:
Each potential mate will need a room to stay in, and most of them will need families. Did any of the HM games deviate from 5 potential mates (of one gender)? I know at least one of them had a mate whose gender was left unspecified, and a player of either gender could marry them. But you know, we don't even specify our gender as a Minecraft player... and might be playing a genderless or even robotic entity!
Let's leave the player's gender out of the mix, and have the potential mates and their families not broach the subject of "Have you considered dating my daughter?" etc. unless you've managed to get the potential mate up to at least a blue heart. But we'll still have 5 male and 5 female mates, and say 2 mates who are more androgynous. Have 4 of the girls court 4 of the boys, and 1 girl and 1 boy court the androgynous mates, without making it clear what sort of relationship is being played out. Then each player can see it in whichever way they want to see it.
Rabbitaly, did you want to try to map out the people and relationships, or just work on the physical side of the town architecture? Because I could take over the townsfolk if you like.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I wouldn't overwrite the wooden tools at all, even with flint
Changing how some work, however, may be needed, so...
I'd handle the tools like so if we're adding the metals from Harvest Moon:
Pick - Untouched
Axe - Copper is as strong as Stone. Gold becomes mid way between Diamond and Iron. Silver is as strong as Iron. Mystrile, Diamond
Sword - Untouched (HM DS has a sword in it and enemies, actually)
Hoe - Copper and above match the ability of the games (I can't recall off the top of my head how much it plows at each level)
Shovel - Untouched
Hammer - Base is made with stone. Has same number of uses as normal stone tools. Instantly breaks rocks. Here's where it gets neat:
Wood - Small chance of popping out copper when you use it instead of stone. Infinite use from here on out
Copper - Greater chance of copper. Small chance of Silver
Silver - Even greater copper chance. Greater chance of Silver. Small chance of gold
Gold - Always gets at least copper. Great chance of silver. Good chance of gold. Small chance of Mystrile
Mystrile - Always at least silver. Great chance of gold. Good chance of mystrile. Small chance of Mythic Stone
Watering Cans - Base is wood. Use it on a water source to fill it. Wood gets to water a number of blocks equal to wood tool uses before needing a refill. Copper, stone. And so on. They also get the number of blocks they can water upped as well. A block watered by the can lasts until dawn the next day (used for large fields farther from water sources)
Sickle - Guess (base is stone). Infinite uses. Only has range of the sword on mobs. Does half the damage the sword does on mobs in order to root it as a farming tool
Mythic stone unlocked a higher tier of weapons (cursed to blessed to mythic). Your choice as to whether it gives the upgrade or is just for money
Wood hoe is the base hoe
Upgrading uses the previous level tool surrounded by four of the material it is being upgraded to
I wouldn't overwrite the wooden tools at all, even with flint
Hmmm... you know, I was still fighting this until I started thinking over the rest of this post, and then it sort of solves itself. Read on:
Hammer - Instantly breaks rocks - small chance of metals
Hmmm... so if you want to specifically gather stone, you use the regular Minecraft tools, but if you want to gather the modded metals, you use the mod tools?
I like this. I like it a lot. It means that we don't actually have to change the ore generation code, we don't horribly mess up save files, and there's not a finite amount of ore in the world. You've just made my day :biggrin.gif:
Let's try it this way:
HM Mod Tools
The Tiers are these:
Flint (small "improvised" tools - made in 2x2 grid)
Copper
Silver
Gold
Mystrile
The Flint Pick is required to get the first Copper. I kinda like the idea Icalasari said about upgrades, but on the other hand, I dislike the image of a copper tool coated in silver, coated in gold, and so on. So let's say the tools are made individually. However, it does strike me that the handle being a stick is kinda odd for this set, so I've been debating about making a Copper Handle, Silver Handle and so forth... somehow.
Anyway.
(Wiki time! The normal amounts for the tools are: Wood has 60 uses, Stone 132, Iron 251, and Diamond 1562. These seem like very odd numbers to me. Is there a reason to not go with the classic binary numbers (32, 64, 128, 256, 512, 1024, 2048 and the like)? Hmm.)
Flint tools tend to wear out very fast: 8 uses for the Hatchet and Pick, 16 for the Dagger, 32 for the Spade. The Flint Pick harvests Stone in .5 seconds (between Stone and Iron).
Copper tools are far more durable: 128 uses each. So around the level of Stone. The Copper Hammer harvests Stone in .4 seconds (the speed of Iron). Not instant, but that's why you want to upgrade your tools :smile.gif:
Silver tools have 256 uses each, around the level of Iron. The Silver Hammer harvests Stone in .3 seconds (the speed of Diamond).
Gold tools have 512 uses each, about twice that of Iron. The Gold Hammer harvests Stone in .2 seconds (the speed of native Minecraft Gold).
Mystrile tools never break. The Mystrile Hammer harvests Stone in .15 or maybe even .1 seconds (faster than Gold). It's not instant because it still gives you the chance to realize you didn't want to break that block... I think.
The Hammer
This works like a Minecraft Pickaxe, but much faster. When you use the Flint Pick or any kind of Hammer, you have a chance of getting the modded ores. The better the Hammer, the better ores you can get and the more likely you are to get one. Pretty much how Icalasari laid it out. If we're going for a Mythic Stone of some sort not already in the Harvest Moon games, I'd love to see us add something like Marble. I don't mean this, which is pretty but breaks things (saves, code...); I mean something like this, a new nice-looking decorative block. And we could potentially use a Marble block to make the Rolling Pin and Countertop.
One of the neat things about our mod dropping ores from stone is that we don't put weirdnesses into chunk generation. We should aim for a mod that doesn't break saves, and that can be easily cleansed out of them if need be.
The Axe
Using the mod axes (Copper or better) works like the Timber! mod: Anything at the level you cut or above goes "pop!" and lets you gather it. Contiguous wood only.
The Shovel
HM didn't have a shovel, but we're gonna make one anyway :smile.gif:
Using the modded shovels (Copper or better) lets you rip through more dirt etc. at one go, if you like. Should make it easier to dig up large sections of the ground. A multi-swing has no effect on anything you can't normally harvest with a shovel (so it won't break stone etc.).
Anyone think it would be neat to have the Copper Shovel etc. work like the Timber! mod for dirt and sand etc., if you use its special ability? We could make it break all dirt etc. above the area you just broke. I can see pros and cons to this, so I'd like to hear what you think.
The Hoe
Using the modded hoes (Copper or better) lets you hoe sections of land up to 6x6 (would be 8x8, which is the most you can water via Minecraft methods, except you can't plant HM style in multiples outside of 3x3).
The Sickle
If we're going to use a sickle, what say it works on tall grasses by dropping grains (and not other seeds that don't make as much sense). So it'd drop, randomly, an assortment of Wheat, Barley, Oats, Rice, and maybe the occasional Soybean. We should pick a small set of grains that we'd get the most use of in our recipes. Barley can make Beer and Oats can make Oatmeal, for example.
With the Sickle gathering grains (which you might or might not be able to plant to grow on your own farm), let's consider the other types of plants:
Root Vegetables: Discover randomly while digging Dirt Grass Blocks.
Berry Bushes: Using your hands, instead of a Sickle, to bust Tall Grass can reveal that the grass is actually a Bush (Strawberry, Blueberry, Blackberry, etc.). Should be a way to transplant it. If it's a thorny bush, the discovery will hurt you by half a heart.
Vine Vegetables: Possibly the same as with the Berry Bushes.
Um... what kinds of crops aren't covered by these categories? Lettuce and cabbages... what else? Tree produce. We're gonna need to add Fruit Trees eventually, at the very least an Apple Tree.
Watering Can
Since we're using native Minecraft agricultural methods, we don't need to water crops daily like in Harvest Moon. However, I understand the nostalgia. Let's make a better use for a watering can: Fill it up with two water source blocks, and you can pour out up to 32 new source blocks. An easy way to move water around (and it doesn't require any special water code, nor does it break Minecraft, since you can get infinite water from 2 source blocks natively).
We could add a right-click method to use it to drain water. Perhaps it acts something like a Sponge? Or it could drain off all the contiguous water at a certain height, so you could e.g. lower the height of the ocean one block's level at a time.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Hmm... Maybe you need the copper shovel or better to get the root vegetables from grass (higher level = better chance) and the ability to dig out mass amounts of dirt/sand/mycelium/gravel/grass? And I'd say no to physics dirt
Oh! And vine veggies could be gotten from using the sickle on the vines! Higher level means better chance of seeds! A use for their fast growth :biggrin.gif: (Make it so only the section hit drops seeds to prevent just hitting near the top of a massive vine perhaps?)
Edit: Idea. Maybe to make the harvest moon tools, you need a special workbench. Base tools cost nothing but the ingredients. Higher level tools cost experience levels (and using the tools gives you experience - The higher the tool level the more experience). This simulates levelling of the tools which occurs in some games
No comment on the planting of seed bags? That's sad.. :sad.gif:
Well, you have quite a bit of discussion here, I see. Thanks Kilyle, I'll start working on the tools when I have the time. However, I would like to have everything confirmed, cause right now I see the argument between overriding wooden tools for flint tools and not doing that -.-
"between two Harvest Moo fans" yea, harvest moo. :smile.gif: We love to play moo harvesting. Let's go find some cows and harvest their moos :biggrin.gif:
I agree. I have been playing Grand Bazaar for a while now, almost reach autumn. I agree, there are many many changes since the games in the older days. So..I'm not sure which we're basing this on. Any ideas? I've made the seed bags plant seeds in 3x3, so that's from the older games, unlike Grand Bazaar, where sowing seeds is only for the spot in front of you.
I'm gonna try starting on the other blocks and items now, so yeah.
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Also, I would appreciate some detailed explanation on these items, like the crafting recipe, number of uses, strength depending on material.
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Read the topic title; it suppose to be based on Back to Nature
But my point is that the new HM series have brought many new features that were not present in the past games into the formulae and I don't think the OP has played the latest ones.
- Cookies to whomever gets the reference
I know what you mean. I'm just stating that there're quite a bit of difference in the new games.
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And I don't really like to get newer games through emulation. I can, to a certain degree, but whereas I don't have a problem with downloading a retro game (getting Harvest Moon that way is what led me to enjoy the series and buy two of its games), I don't want to cut into the profit lifetimes of the more modern games. On top of that, emulation for systems around the PS2 and above is very spotty and not worth my time (I can't even get the emulator to work for Katamari Damacy, which I own and would like to play but don't have the console for; I play all my games on the computer).
Anyway. Back to the mod:
rabbitaly, welcome to the fan club! I hope you enjoy what we come up with. You're welcome to contribute however you like :smile.gif:
CGuangJun: I was pretty sure you were joking :smile.gif: but I decided to be clear in case others might feel differently.
Tool Materials
I listed some recipes in one of my posts. I think Iron Ingots is fine for most of them, and presents a mild tech barrier.
As far as tools, I think we discussed this... I'm not sure we came to a conclusion of whether to use the native Minecraft tool progression or build our own Copper-Silver-Gold-Something progression. Could change Diamond into Mithril or Orichalcum pretty easily, and let it keep the same behavior :smile.gif: although Icalasari points out that not everyone is going to stick by the same texture pack, so gotta be careful there.
I do want - personal preference - to drop the nonsensical Wooden Tools and instead make small tools from Sticks and Flint. (Seriously, I can chop this soft, soft wood with my fist, but it's possible to make it cut stone??) And make tree foliage drop sticks as well as saplings. The four basics (axe, shovel, pickaxe, and sword) would be made in the 2x2 crafting grid (hatchet, spade, pick, and dagger), while the Wooden Hoe would just become a Flint Hoe, still made on the crafting square but with flint instead of wooden planks.
There doesn't need to be any huge difference between Flint Tools and the original Wooden ones, although I'd suggest making the Hatchet and Pick last only 8 or 16 uses. I always drop them for stone tools ASAP anyway.
Also, it'd be nice to be able to make a Wooden Bucket that moves water, but can't gather lava... I'm ambivalent about its ability to gather milk.
If we decided to go the route of Copper-Silver-Gold, we might look to Xtra Ores for some ideas. Basically, we'd want the ores themselves (which ought to look like the ones in BtN: giant, uneven balls of metal), and the ability to craft tools from them. But this is romantic fairy-tale logic instead of modern silver-is-harder-than-gold understanding.
Harvest Moon Mode
Treece set the standard when she said, basically, "I want to be concentrating on farming, not mining" while playing this mod. So the Harvest mode, Farmcraft mode, or whatever we care to call it, that would turn the focus away from "resources through digging" and into "resources through farming".
So, perhaps, when you make a world on Harvest mode, you get an initial "trading post" block, or area, or little town, that you can interact with and get resources from. And that would be the way that you get the seeds and resources and such. (Let's consider seeds a sellable resource as well, albeit at less than you buy them for; that way, if your crops give you too many seeds, you can sell them back to the store.)
I do think that having the ability to just look at the time via GUI implementation would be key. That's a normal thing in Back to Nature; I'm not sure how normal it is to the other games.
Harvest Moon World?
The idea of a Harvest Moon mode got me wondering how difficult it might be to craft that Harvest Moon game that I was thinking of, with a finite generated world. The problem I've been mulling over the past hour is how to handle the edges, and I've come to the conclusion that this is a good time for an Insurmountable Waist-High Fence. Specifically, an invisible block that acts like Bedrock.
Minecraft allows different dimensions, and apparently modders are taking advantage of this in some fashion. Therefore, it seems reasonable to assume that the following is at least possible:
The game creates three or four Dimensions, and specific spots you transport between them. Each dimension is finite, and in at least one of them you cannot change any blocks.
D1: Your farm, a finite generated landscape of a small size. Probably bigger than a chunk, though. Perhaps 64x128? The very edge of the landscape is something you can't mess with (bedrock barrier and skyrock air, with a layer of unbreakable grass and unbreakable fence in between). There are two gate areas. One teleports you to the Town dimension, the other to the Wilderness dimension.
D2: The Town, a finite landscape of predetermined makeup. This is a town we've designed, with buildings for the NPCs to live in, and specific things you can do and all that. You can't break or place blocks in any fashion. Can't set things on fire. The town never changes (though the NPCs will say different things at different times).
D3: The Wilderness, a finite generated landscape of medium-to-large size. Like your farm, it's bounded by bedrock and skyrock, only it probably just visually stops at some point instead of marking itself with a fence. The outside layer is something you can't even step on. Due to Minecraft constraints, I think you could build yourself to the sky and step over the skyrock layer, but then you'd just fall into the Void and wake up in the Clinic.
D4: The Ocean, a finite generated landscape of small or even tiny size, but specifically of Ocean biome perhaps bounded by some land. You can fish in it and swim in it and even explore stuff there.
If we find reason to make a fourth dimension, I suggest it's more of a magical dimension, the dimension of the Harvest Sprites. Also, if we can mess with the height of areas, the town itself doesn't have more than a few blocks below the visible surface (might not even have any, but I'm thinking 4 for a more solid feel... for some reason), and it doesn't need to keep track of anything higher than its highest building, which you wouldn't even be able to stand on unless you turned on Flight.
There might be constraints on what biomes could be generated (the Wilderness won't have Ocean, for example, and we might cut down on the amount of Lava you find), but in general, we let the generation engine do its thing and you get to explore and enjoy what comes up.
Note: The town ought to sell saplings for the various trees, both the Minecraft trees and any mod trees you might have. And it'd be cool if your farm could have a Giant Sequoia, like in the original Harvest Moon it had a large tree you later could climb down through.
But anyway, that's just where my thoughts have been running this afternoon.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
And this is where I need to know what your decision is :biggrin.gif: I wanna know the full complete set of materials. I'm perfectly fine with using custom made ores/materials. So yeah, you decide. I'm fine with your choices. :smile.gif:
Great! So that's set then. And yeah, having the time in the GUI naturally is normal in all the other games too.
Hmm, this might be alright, since we're just making the whole place a limited area. Alright, once you decide on the materials, I'll start working on the tools and equipment that I'm supposed to do :biggrin.gif:
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I'm offended
-.-
- Cookies to whomever gets the reference
Haha :biggrin.gif: You didn't specify your gender, so anyone would have guessed you were female, looking at your display picture and your forum name. Well, I'm male :smile.gif:
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Not to mention many guys use anime girls as their avatar, including me.
Also, not to mention pretty much 90~70% of the people in the internet are guys
But eh -.-
- Cookies to whomever gets the reference
Thanks for the warm welcome :smile.gif: I have played many versions of Harvest moon, from the gameboy version(I have forgotten the name of the game) to the Harvest Moon cute and Harvest moon grand bazaar versions, just to mention a few. I hope I can be of help to this mod. :smile.gif:
Mentioning the wooden bucket to gather milk, how about changing it to a milker where you right click the cow with it, the milk appears straight into your inventory?
For this, how about adding the orihalcon and mithril and related HM ores, instead of just copper, silver and gold?
It is there for all the HM versions I played, I may be wrong.
We need builders to build the town I guess?
You are good at thinking of ideas, I wouldn't have thought of all these! Anyway, I have an idea for D4, the ocean. In HM Grand Bazaar, a newer version, jumping into water forces you to be teleported back onto the same spot, one spot per river, and while stamina drains, you may have a chance of obtaining something good, such as Gold, which is worth quite a lot in that version. That's pretty much what I have for this post.
Haha, don't take it to heart. Kilyle didn't mean it anyway.
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Before planting, after tilling the ground:
After right clicking with ONE seed bag, in the middle of the 9 tilled soil blocks:
What do you think, guys? Right now that plants watermelons. I'll change it when we have all the crops ready. I believe this was how it worked in the older Harvest Moon games, except for the fact that the player in Harvest Moon stands in the middle of the 9 tilled soil blocks and sow the seeds all around him in the 9 blocks, which is the only difference.
So yeah, hope this is good and is what you thought of having. It wasn't hard to do at all, in fact. :smile.gif:
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I've been playing RF3 which makes you spread seeds in a 3X3 in front of you.
I think, as a first person game, it's better that way, but I don't mind either way. I just think it'd be harder to see your seeds if the seeds were poured surrounding you, since you can only see the three blocks in front of you if you were to do a 3X3 with you in the middle.
Also, PLEASE don't make the map finite. I don't like the 'dimension' idea, reminds me of those portals for Nether and The End. Having limited area just ruins the Minecraft experience if you ask me. Minecraft's all about freedom and I thought we are introducing aspects from Harvest Moon into Minecraft, not making a Harvest Moon clone in Minecraft.
- Cookies to whomever gets the reference
I'll be getting my new laptop soon if things go well. Expect sprites shortly after (Right now my current laptop is tempermental, to say the least. The thing likes to turn off by itself, not turn on right, stop reading mice (and only mice), and so on. Not fun to do sprite work on >.>)
If I don't have the new laptop by the weekend I'll start regardless since that's pushing it for how long to wait
I did mean it, but I certainly didn't mean anything bad by it. I took the best guess I could based on what I had; it was a 50/50 shot (depending on which variables you decide to focus on). And think about the opposite side of things: If you had been female and I'd called you a guy, you might be complaining "What, having a cool female avatar isn't enough for you people?!"
I think the way that the internet masks gender is a good thing. It masks a lot of physical information that, in real-life meetings, sets up prejudices and knee-jerk reactions. I've debated about writing a thesis on this topic at some point.
For the record, I'm female, but in general do nothing to disturb the online idea that I'm male. You may notice that I've chosen an avatar that is most likely male, but could be female (and also doesn't have my skintone). And I've had fun, on more than one occasion, claiming that internet stereotype: "That's preposterous! Everyone knows there are no girls on the internet!"
Only potential problem is that, if you take this in conjunction with current Minecraft items, your milker spawns infinite Iron Buckets.
Let's make a specific item to hold Milk... say a Glass Jug or Glass Jar. Here's a potential recipe:
But I'd still say a Wooden Bucket should be able to move Water around. This means the tech barrier for farming would be pretty low. (Later in this I conclude that a Copper Bucket would be a better idea.)
All right. No pressure. Um...
Well, RuneCraftory doesn't appear to have added new ores. And since part of our constraints is "be distinct from them," I say we embrace the romantic notions inherent in the Harvest Moon games.
Icalasari said not to overwrite the basic Minecraft items (although I'd still like to overwrite the wooden tools)... so let's say that, with the exception of Golden tools, the Minecraft ones are all still here and working as normal. But, we add the following new ores:
Copper, Silver, Mystrile, Orichalcum, Adamantite
Mystrile makes the best tools. Adamantite makes three special blocks that let you get the best price for the produce from your animals. And Orichalcum, a beautiful, lustrous blue-green metal, makes jewelry to woo a mate more easily. (I'd argue, if we're doing a dual-gender version, that you can make some sort of item that appeals to boys as well. Belt Buckle? Pocketwatch? I dunno.)
Also, you can make a Copper Bucket, which can move Water; then we'll have no need for a Wooden Bucket design in our mod. And you still need a Glass Jar to collect Milk.
Make the ores about this rare: Copper as rare as Coal; Silver as rare as Iron; Gold exactly where it is (unless we have problems); Mystrile as rare as Redstone (if Redstone is less rare than Gold, flip Gold and Mystrile so they're correct); Adamantite as rare as Diamond; and Orichalcum even rarer than that (perhaps half as common as Diamond?).
Now, the Copper, Silver, Gold, and Mystrile tools should work faster than Diamond, and never wear out. And they affect multiple blocks if you use their special ability (right-click), which gets bigger and better with each upgrade. Unlike Harvest Moon, you don't change one type into another, but just create a new one, so you should be able to sell your old ones.
Let's overwrite the Wooden Tools with Flint Tools. Here are the recipes (from the Extended 2x2 Crafting Grid proposal): Dagger, Spade, Hatchet, Pick, Sling, and Pebble. I've modified the Pick and the Sling; and 1 Gravel should craft into 4 Pebbles. Note: There's no need for a lot of versions of these, and in fact the Iron Knife pattern overwrites a potential Iron Spade anyway.
(I just changed the Pick pattern slightly.)
Seriously, this emoticon set has no Leather and no String. That's the ingredients for this Sling here: Two String attached to a Leather.
Anyway. The Pick and Hatchet have only 8 uses before they break (the Spade is digging through softer stuff, so it can last as long as a regular Wooden Spade, and the Dagger can last like a Wooden Sword; the Sling never breaks).
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I'm not sure whether you mean people to design the town or in-game NPCs building it, but let's go with the first :smile.gif:
Would you like to try your hand at creating a nice Minecrafty town?
I think Treece is right: We should start with Minecraft plus HM elements, and leave any potential limited world for later or maybe not at all. So let's just consider a town that pops up close to your original spawn point.
Should we just copy the original townsfolk of Back to Nature? I don't think so. But that town has the basic locations you could try to craft:
1. Market
2. Inn/Bar
3. Library
4. Church
5. Blacksmith
6. Fishing Docks
7. Winery (maybe not needed)
8. Ranch and/or Chicken Ranch
9. Town Square
10. Hot Spring
11. Abandoned Mine Entrance
12. Harvest Sprites' Hidden Home (make it look like a tree or something)
We don't need Gotz because the player will be designing his own upgrades, and the animal merchants can make up for spawn problems (such as a lack of grass nearby).
Ensure that the town has a good border, to keep baddies out, and enough street lamps or whatever to keep them from spawning inside the town or the buildings. Pay attention to the roofs as well! We might need to make special blocks to make lit roofs look sane and normal.
Anyway, in crafting the town, use whatever materials Minecraft has at the moment, and if you find you need a certain type of block that we don't have, don't hesitate to bring it up.
On Mates:
Each potential mate will need a room to stay in, and most of them will need families. Did any of the HM games deviate from 5 potential mates (of one gender)? I know at least one of them had a mate whose gender was left unspecified, and a player of either gender could marry them. But you know, we don't even specify our gender as a Minecraft player... and might be playing a genderless or even robotic entity!
Let's leave the player's gender out of the mix, and have the potential mates and their families not broach the subject of "Have you considered dating my daughter?" etc. unless you've managed to get the potential mate up to at least a blue heart. But we'll still have 5 male and 5 female mates, and say 2 mates who are more androgynous. Have 4 of the girls court 4 of the boys, and 1 girl and 1 boy court the androgynous mates, without making it clear what sort of relationship is being played out. Then each player can see it in whichever way they want to see it.
Rabbitaly, did you want to try to map out the people and relationships, or just work on the physical side of the town architecture? Because I could take over the townsfolk if you like.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Changing how some work, however, may be needed, so...
I'd handle the tools like so if we're adding the metals from Harvest Moon:
Pick - Untouched
Axe - Copper is as strong as Stone. Gold becomes mid way between Diamond and Iron. Silver is as strong as Iron. Mystrile, Diamond
Sword - Untouched (HM DS has a sword in it and enemies, actually)
Hoe - Copper and above match the ability of the games (I can't recall off the top of my head how much it plows at each level)
Shovel - Untouched
Hammer - Base is made with stone. Has same number of uses as normal stone tools. Instantly breaks rocks. Here's where it gets neat:
Wood - Small chance of popping out copper when you use it instead of stone. Infinite use from here on out
Copper - Greater chance of copper. Small chance of Silver
Silver - Even greater copper chance. Greater chance of Silver. Small chance of gold
Gold - Always gets at least copper. Great chance of silver. Good chance of gold. Small chance of Mystrile
Mystrile - Always at least silver. Great chance of gold. Good chance of mystrile. Small chance of Mythic Stone
Watering Cans - Base is wood. Use it on a water source to fill it. Wood gets to water a number of blocks equal to wood tool uses before needing a refill. Copper, stone. And so on. They also get the number of blocks they can water upped as well. A block watered by the can lasts until dawn the next day (used for large fields farther from water sources)
Sickle - Guess (base is stone). Infinite uses. Only has range of the sword on mobs. Does half the damage the sword does on mobs in order to root it as a farming tool
Mythic stone unlocked a higher tier of weapons (cursed to blessed to mythic). Your choice as to whether it gives the upgrade or is just for money
Wood hoe is the base hoe
Upgrading uses the previous level tool surrounded by four of the material it is being upgraded to
Hmmm... you know, I was still fighting this until I started thinking over the rest of this post, and then it sort of solves itself. Read on:
Hmmm... so if you want to specifically gather stone, you use the regular Minecraft tools, but if you want to gather the modded metals, you use the mod tools?
I like this. I like it a lot. It means that we don't actually have to change the ore generation code, we don't horribly mess up save files, and there's not a finite amount of ore in the world. You've just made my day :biggrin.gif:
Let's try it this way:
HM Mod Tools
The Tiers are these:
The Flint Pick is required to get the first Copper. I kinda like the idea Icalasari said about upgrades, but on the other hand, I dislike the image of a copper tool coated in silver, coated in gold, and so on. So let's say the tools are made individually. However, it does strike me that the handle being a stick is kinda odd for this set, so I've been debating about making a Copper Handle, Silver Handle and so forth... somehow.
Anyway.
(Wiki time! The normal amounts for the tools are: Wood has 60 uses, Stone 132, Iron 251, and Diamond 1562. These seem like very odd numbers to me. Is there a reason to not go with the classic binary numbers (32, 64, 128, 256, 512, 1024, 2048 and the like)? Hmm.)
Flint tools tend to wear out very fast: 8 uses for the Hatchet and Pick, 16 for the Dagger, 32 for the Spade. The Flint Pick harvests Stone in .5 seconds (between Stone and Iron).
Copper tools are far more durable: 128 uses each. So around the level of Stone. The Copper Hammer harvests Stone in .4 seconds (the speed of Iron). Not instant, but that's why you want to upgrade your tools :smile.gif:
Silver tools have 256 uses each, around the level of Iron. The Silver Hammer harvests Stone in .3 seconds (the speed of Diamond).
Gold tools have 512 uses each, about twice that of Iron. The Gold Hammer harvests Stone in .2 seconds (the speed of native Minecraft Gold).
Mystrile tools never break. The Mystrile Hammer harvests Stone in .15 or maybe even .1 seconds (faster than Gold). It's not instant because it still gives you the chance to realize you didn't want to break that block... I think.
The Hammer
This works like a Minecraft Pickaxe, but much faster. When you use the Flint Pick or any kind of Hammer, you have a chance of getting the modded ores. The better the Hammer, the better ores you can get and the more likely you are to get one. Pretty much how Icalasari laid it out. If we're going for a Mythic Stone of some sort not already in the Harvest Moon games, I'd love to see us add something like Marble. I don't mean this, which is pretty but breaks things (saves, code...); I mean something like this, a new nice-looking decorative block. And we could potentially use a Marble block to make the Rolling Pin and Countertop.
One of the neat things about our mod dropping ores from stone is that we don't put weirdnesses into chunk generation. We should aim for a mod that doesn't break saves, and that can be easily cleansed out of them if need be.
The Axe
Using the mod axes (Copper or better) works like the Timber! mod: Anything at the level you cut or above goes "pop!" and lets you gather it. Contiguous wood only.
The Shovel
HM didn't have a shovel, but we're gonna make one anyway :smile.gif:
Using the modded shovels (Copper or better) lets you rip through more dirt etc. at one go, if you like. Should make it easier to dig up large sections of the ground. A multi-swing has no effect on anything you can't normally harvest with a shovel (so it won't break stone etc.).
Anyone think it would be neat to have the Copper Shovel etc. work like the Timber! mod for dirt and sand etc., if you use its special ability? We could make it break all dirt etc. above the area you just broke. I can see pros and cons to this, so I'd like to hear what you think.
The Hoe
Using the modded hoes (Copper or better) lets you hoe sections of land up to 6x6 (would be 8x8, which is the most you can water via Minecraft methods, except you can't plant HM style in multiples outside of 3x3).
The Sickle
If we're going to use a sickle, what say it works on tall grasses by dropping grains (and not other seeds that don't make as much sense). So it'd drop, randomly, an assortment of Wheat, Barley, Oats, Rice, and maybe the occasional Soybean. We should pick a small set of grains that we'd get the most use of in our recipes. Barley can make Beer and Oats can make Oatmeal, for example.
With the Sickle gathering grains (which you might or might not be able to plant to grow on your own farm), let's consider the other types of plants:
DirtGrass Blocks.Um... what kinds of crops aren't covered by these categories? Lettuce and cabbages... what else? Tree produce. We're gonna need to add Fruit Trees eventually, at the very least an Apple Tree.
Watering Can
Since we're using native Minecraft agricultural methods, we don't need to water crops daily like in Harvest Moon. However, I understand the nostalgia. Let's make a better use for a watering can: Fill it up with two water source blocks, and you can pour out up to 32 new source blocks. An easy way to move water around (and it doesn't require any special water code, nor does it break Minecraft, since you can get infinite water from 2 source blocks natively).
We could add a right-click method to use it to drain water. Perhaps it acts something like a Sponge? Or it could drain off all the contiguous water at a certain height, so you could e.g. lower the height of the ocean one block's level at a time.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Hmm... Maybe you need the copper shovel or better to get the root vegetables from grass (higher level = better chance) and the ability to dig out mass amounts of dirt/sand/mycelium/gravel/grass? And I'd say no to physics dirt
Oh! And vine veggies could be gotten from using the sickle on the vines! Higher level means better chance of seeds! A use for their fast growth :biggrin.gif: (Make it so only the section hit drops seeds to prevent just hitting near the top of a massive vine perhaps?)
Edit: Idea. Maybe to make the harvest moon tools, you need a special workbench. Base tools cost nothing but the ingredients. Higher level tools cost experience levels (and using the tools gives you experience - The higher the tool level the more experience). This simulates levelling of the tools which occurs in some games
Well, you have quite a bit of discussion here, I see. Thanks Kilyle, I'll start working on the tools when I have the time. However, I would like to have everything confirmed, cause right now I see the argument between overriding wooden tools for flint tools and not doing that -.-
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