Here is an idea for crafting in survival. It is designed to look more like a wiki page than anything else. I will also include some thoughts on MP survival; trade and clan usage. Please not that this is from an earlier idea I had of crafting, and I recycled this thread.
-----CRAFTING-----
Crafting is the art of taking blocks from the world and turning them into ether different blocks, or items. Items are things your character holds, using them for mining, digging, and killing enemies. Crafting a block takes time. This is usually less than a second, however, and doesn't hinder game play.
Dictionary:
Gathering - Destroying a block to add to your inventory.
Modeling - Changing one kind of block to a different type of block.
Smelting - Using lava to change metal ore to metal bars.
Crafting - Changing certain blocks to items.
When you gather a block, rock for example, it will stay a rock until you craft it into otherwise. Crafting a block into a different block is called modeling. Here are some block to block crafts. It takes as many seconds to craft a block as it does to gather it. (Most of you know the information below.)
Rock ----> Cobblestone
Wood (tree trunk) ----> Plank
Gold Deposit ----> Gold Ore
Iron Deposit ----> Iron Ore
Coal Deposit ----> Coal Ore
Sand --Plus Lava--> Glass
Items are also crafted out of blocks. Items often require more than one block. The amount of time this takes is the gathering time of all the resources required combined. Thus if it took 1.2 sec/Wood Block and you needed 4 wood blocks it would take 4.8 seconds.
In order to craft many items, you need to smelt ore. To do this you must be within 2 meters (blocks) of a lava block. As well, crafting will require a 'anvil block' in order of craft items. It would look somewhat like this:
Iron Deposit --(Modeled)--> Iron Ore --(Smelted)--> Iron Bar --(Crafted)--> Item
Items:
Tools; (Anvil Required for All)
Axe - Increases tree cutting speed.
3 Wood - 3 Iron Bars
Bow - Allows ranged attack. (Anvil not Required)
4 Wood - Arrows to attack
5 Arrows - Needed for bows. (Anvil not Required)
2 Wood - 1 Iron Bar
Armor; (Anvil required for all)
Helmet - Reduces all damage taken by 1/2 of a heart.
4 Iron Bars
Chestpiece - Increases Armor by Five. (Armor acts as extra hearts. Once they are depleted, the armor must be repaired, taking as long as it requires to build the armor.)
12 Iron Bars
Shoulder Plates - Increases Armor by Two.
6 Iron Bars
Shield - 15% chance that damage will be blocked completely.
4 Wood - 2 Iron Bars
Misc; (Anvil not Required unless stated)
10 Gold Pieces - Used in trade. (Anvil)
1 Gold Bar
Shrine - Nothing Special.
2 Iron Bars - 1 Gold Bar.
Chest Block - Used in block storage.
4 Wood - 8 Planks - 1 Iron Bar
Torch - Burns, used for light.
1 Wood
Flint - Used to start fires.
1 Iron Bar
-----TRADE AND CLANS-----
I read here on the forums that Notch said he might implement portals. As I understand that, he meant that you would teleport between maps. So, here's the idea; you have a couple dozen or so maps all connected by portals. Quick example:
1234
5678
In this, map 1 connects to 2 and 5; map two connects to 1,6 and 3; etc. etc. Each area would have a certain terrain, like desert, mountains, forest, or grassland. All of them would have some of each resource, but some would have more or less of one than the other.
Each major clan would own there own area. Minor clans will share area's. Trade is created because of the uneven distribution of resource. For example, mountains have more rock and ore, but very little tree's. You can't create weapons without wood, so they must trade rock and ore to a forest clan for wood. If your in a desert, you can create glass very easily. Gold is used as a substitute for resources. You don't have to use gold if you want, you can use just a barter system.
Crops would have to be implemented in order to give the grasslands people an advantage.
Please leave all your feedback, questions, thoughts, or changes you think should be made. Thank You!
Last Edit: Added chests, flint/tinder, and torches to list.
Bump, sorry...
I don't know if bumping isn't allowed, but this was up here for like 18 days with only 45 views, and I would like to know what everyone thought of it, instead of it kinda being ignored...
Well, I won't really give my opinion unless you put it more specifically, such as the mechanics and such of the idea, the UI involved, any problems possibly associated with it, etc.
I like it when someone explains how something would be done. For example, read my post for crafting (In siggy). Probably radically different, but that's basically what I mean, to put it out black and white.
The only things I'll say is that I strongly dislike the idea of two different modes that would define what you'd be able to make, and the whole idea of currency=hate!
For currency: You dig and a find a gold deposit and mine a bunch of gold ore. In the tribal system, it doesn't do much, unless you role-play and gold statues are placed at alters. In a multi-player civil system, it could be smelted into coins and used for goods and services, 'cause civil generally uses more of an economy.
Gathering - Destroying a block to add to your inventory.
Modeling - Changing one kind of block to a different type of block.
Smelting - Using lava to change metal ore to metal bars.
Crafting - Changing certain blocks to items.
Portals are sacrilege.
And currency?
With a nigh infinite universe, one can nigh infinitely increase the amount of said currency, thus inflating it's magnitude of supply, and decreasing it's magnitude in value... currency will fail in a universe of infinite resources, so trade, and barter will be the only way to go.
Currency doesn't have to happen. And by portals i meant transport between maps at the edge of the map. Also, the MP idea is for a 'official MP survival maps,' a group of several different maps connected via said portals. Resources from independently hosted maps would remain the those maps. Therefor, you couldn't create infinite gold on another server and use it in the official. One reason for currency is to give gold a purpose. If everyone hates currency (which it would seem everyone does) then I won't give a **** about it. This is just a base for the crafting system. A more diverse range of armor weapons and tools could be created if wanted. This is just a way of keeping it simple.
Also, I don't see why you don't agree with anything. Be a bit more precise, because by saying you only with those four lines, you are saying you don't agree with such things as:
Wood shouldn't be crafted into planks.
Iron shouldn't be used for armor.
Anvils shouldn't be required to smelt things.
Well, mainly I disagreed with the tribal/civilization thing before, and I still do. Bartering generally will not work at all, unless we have a quality system/skill levelling as in DF2, which I would highly dislike. The reason it wouldn't work is because people each have access to basically every resource with little work, which means there no point in doing it.
The portal system is already in on the Archives/Victory. I believe your suggesting something like that, only with different biomes in each portal. I'm sure someone will make a server like that based on the Archive's system when survival MP comes out.
Also, as In DF2, we have the first anvil issue. Anvils are made of metal. Which means you need an anvil to make an anvil, since that's the only place to work metal. How would you get an anvil if you didn't have one already?
/philosophy
Well, mainly I disagreed with the tribal/civilization thing before, and I still do. Bartering generally will not work at all, unless we have a quality system/skill levelling as in DF2, which I would highly dislike. The reason it wouldn't work is because people each have access to basically every resource with little work, which means there no point in doing it.
The portal system is already in on the Archives/Victory. I believe your suggesting something like that, only with different biomes in each portal. I'm sure someone will make a server like that based on the Archive's system when survival MP comes out.
Also, as In DF2, we have the first anvil issue. Anvils are made of metal. Which means you need an anvil to make an anvil, since that's the only place to work metal. How would you get an anvil if you didn't have one already?
/philosophy
Ogame is still able to barter, AND THERE ARE NO ****ING SET VALUES!!! ( Seriously they can only trade three things, and even then, the values are set by the ones who want to trade ( ie 2:5:3 ) )
Ezt, we can use stone, but that'll be **** ridiculous to be doing.
-----Crafting-----
The first anvil? Just make a mold, pour metal into the mold, and you got the first anvil. Clay is easy enough to form with your hands.
Also, this is just a base idea for crafting. It would be better to start small, and move up from there.
------Trade and Clans-----
To barter you would have to haggle to get good deals. And like I said, mountains would have little/no lumber, and you need wood to build almost anything.
Please keep in mind that only a bunch of 'official MP survival servers' would connect. This line of servers would be for clans only. Resources wouldn't carry from 'unofficial servers' into this. It would be like a really huge map. This kinda ties clans, MP survival, crafting and trade together.
By portals I meant you walk to the edge of a map and appear in another.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
-----CRAFTING-----
Crafting is the art of taking blocks from the world and turning them into ether different blocks, or items. Items are things your character holds, using them for mining, digging, and killing enemies. Crafting a block takes time. This is usually less than a second, however, and doesn't hinder game play.
Dictionary:
Gathering - Destroying a block to add to your inventory.
Modeling - Changing one kind of block to a different type of block.
Smelting - Using lava to change metal ore to metal bars.
Crafting - Changing certain blocks to items.
When you gather a block, rock for example, it will stay a rock until you craft it into otherwise. Crafting a block into a different block is called modeling. Here are some block to block crafts. It takes as many seconds to craft a block as it does to gather it. (Most of you know the information below.)
Rock ----> Cobblestone
Wood (tree trunk) ----> Plank
Gold Deposit ----> Gold Ore
Iron Deposit ----> Iron Ore
Coal Deposit ----> Coal Ore
Sand --Plus Lava--> Glass
Items are also crafted out of blocks. Items often require more than one block. The amount of time this takes is the gathering time of all the resources required combined. Thus if it took 1.2 sec/Wood Block and you needed 4 wood blocks it would take 4.8 seconds.
In order to craft many items, you need to smelt ore. To do this you must be within 2 meters (blocks) of a lava block. As well, crafting will require a 'anvil block' in order of craft items. It would look somewhat like this:
Iron Deposit --(Modeled)--> Iron Ore --(Smelted)--> Iron Bar --(Crafted)--> Item
Items:
Tools; (Anvil Required for All)
Axe - Increases tree cutting speed.
3 Wood - 3 Iron Bars
Shovel - Increases dirt digging speed.
4 Wood - 2 Iron Bars
Pick - Increases mining speed.
2 Wood - 4 Iron Bars
Weapons;
Sword - Increases attack damage. (Anvil Required)
1 Wood - 5 Iron Bars
Bow - Allows ranged attack. (Anvil not Required)
4 Wood - Arrows to attack
5 Arrows - Needed for bows. (Anvil not Required)
2 Wood - 1 Iron Bar
Armor; (Anvil required for all)
Helmet - Reduces all damage taken by 1/2 of a heart.
4 Iron Bars
Chestpiece - Increases Armor by Five. (Armor acts as extra hearts. Once they are depleted, the armor must be repaired, taking as long as it requires to build the armor.)
12 Iron Bars
Shoulder Plates - Increases Armor by Two.
6 Iron Bars
Shield - 15% chance that damage will be blocked completely.
4 Wood - 2 Iron Bars
Misc; (Anvil not Required unless stated)
10 Gold Pieces - Used in trade. (Anvil)
1 Gold Bar
Shrine - Nothing Special.
2 Iron Bars - 1 Gold Bar.
Chest Block - Used in block storage.
4 Wood - 8 Planks - 1 Iron Bar
Torch - Burns, used for light.
1 Wood
Flint - Used to start fires.
1 Iron Bar
-----TRADE AND CLANS-----
I read here on the forums that Notch said he might implement portals. As I understand that, he meant that you would teleport between maps. So, here's the idea; you have a couple dozen or so maps all connected by portals. Quick example:
1234
5678
In this, map 1 connects to 2 and 5; map two connects to 1,6 and 3; etc. etc. Each area would have a certain terrain, like desert, mountains, forest, or grassland. All of them would have some of each resource, but some would have more or less of one than the other.
Each major clan would own there own area. Minor clans will share area's. Trade is created because of the uneven distribution of resource. For example, mountains have more rock and ore, but very little tree's. You can't create weapons without wood, so they must trade rock and ore to a forest clan for wood. If your in a desert, you can create glass very easily. Gold is used as a substitute for resources. You don't have to use gold if you want, you can use just a barter system.
Crops would have to be implemented in order to give the grasslands people an advantage.
Please leave all your feedback, questions, thoughts, or changes you think should be made. Thank You!
Last Edit: Added chests, flint/tinder, and torches to list.
I don't know if bumping isn't allowed, but this was up here for like 18 days with only 45 views, and I would like to know what everyone thought of it, instead of it kinda being ignored...
Edit: 8 days sorry.
By the way, it was up for 8 days. Not 18.
No? Remember Cave Game...?
I like it when someone explains how something would be done. For example, read my post for crafting (In siggy). Probably radically different, but that's basically what I mean, to put it out black and white.
The only things I'll say is that I strongly dislike the idea of two different modes that would define what you'd be able to make, and the whole idea of currency=hate!
aka: bump
Portals are sacrilege.
And currency?
With a nigh infinite universe, one can nigh infinitely increase the amount of said currency, thus inflating it's magnitude of supply, and decreasing it's magnitude in value... currency will fail in a universe of infinite resources, so trade, and barter will be the only way to go.
Also, I don't see why you don't agree with anything. Be a bit more precise, because by saying you only with those four lines, you are saying you don't agree with such things as:
Wood shouldn't be crafted into planks.
Iron shouldn't be used for armor.
Anvils shouldn't be required to smelt things.
What, exactly, don't you agree with?
The portal system is already in on the Archives/Victory. I believe your suggesting something like that, only with different biomes in each portal. I'm sure someone will make a server like that based on the Archive's system when survival MP comes out.
Also, as In DF2, we have the first anvil issue. Anvils are made of metal. Which means you need an anvil to make an anvil, since that's the only place to work metal. How would you get an anvil if you didn't have one already?
/philosophy
With molten ****ing lava
Ogame is still able to barter, AND THERE ARE NO ****ING SET VALUES!!! ( Seriously they can only trade three things, and even then, the values are set by the ones who want to trade ( ie 2:5:3 ) )
Ezt, we can use stone, but that'll be **** ridiculous to be doing.
The first anvil? Just make a mold, pour metal into the mold, and you got the first anvil. Clay is easy enough to form with your hands.
Also, this is just a base idea for crafting. It would be better to start small, and move up from there.
------Trade and Clans-----
To barter you would have to haggle to get good deals. And like I said, mountains would have little/no lumber, and you need wood to build almost anything.
Please keep in mind that only a bunch of 'official MP survival servers' would connect. This line of servers would be for clans only. Resources wouldn't carry from 'unofficial servers' into this. It would be like a really huge map. This kinda ties clans, MP survival, crafting and trade together.
By portals I meant you walk to the edge of a map and appear in another.