Nice concept. It reminds me of one I am working on; not exactly, but they share some concepts. Mine is focused around revamping the tool and armor progression with new steps and some new ores, with some minor changes to other features. This idea however seems to add much more challenge to the game, even if it doesn’t modify the progression as much. I will be sure to keep an eye on it to see how it comes along.
Also, I have a few questions and suggestions. If I missed any of these, please just ignore them. I read most of the topic but there was a lot of reading and I may have missed some of the harder to spot info.
The first thing I want to ask if there are any new armor sets for the early stages of the game. Usually you get no armor until iron since leather is so hard to get. If you didn't add one in, maybe something with those vine cords and the bark from wood could be considered? Or something like that anyway.
Also, from the main post it seems you are making diamonds near useless. And while I may be wrong, isn't diamond used in some tools around the tips to make them stronger? Like drills bits with crushed up diamond in it and such. Maybe you could consider a way to add a bit to diamond to steel tools and swords to make them a bit better?
Well that is all I have to say for now. I'll let you know if I think of anything else; I usually do =P I can't wait to see how this mod plays once it is coded.
The wire drawing process is quite simple in concept. The wire is prepared by shrinking the beginning of it, by hammering, filing, rolling or swaging, so that it will fit through the die; the wire is then pulled through the die. As the wire is pulled through the die, its volume remains the same, so as the diameter decreases, the length increases. Usually the wire will require more than one draw, through successively smaller dies, to reach the desired size. The American wire gauge scale is based on this. This can be done on a small scale with a draw plate, or on a large commercial scale using automated machinery.[1][2] The process of wire drawing changes material properties due to cold working.
If you would implement this into minecraft, Copper ingot into a die, which gives you a copper wire that isn't finished, then you put it in again, and you get the 2nd one and then again and get the correct one This isn't really needed though, because the minecart system you told was genius As I CAN try and make a start on this mod as a coder, this would be still a hell of a job, and some things might take ages
Still not sure about the blockpickup thing what you said, like throwing dirt outside but we'll find something on it.
Hmmm... Well, even if it is possible to make copper wire with some custom made tools, there's still a point at which I would like Minecraft to still feel like Minecraft. Having a way to draw out wires, create electricity, making modern weapons, find/grow silicone crystals for computer chips and even making vehicles is all definitely realistic, but, that's not the type of realistic we're going for. More of a "ok, I'm alone in the wilderness, I need to try and survive with nothing." rather than a "ok, I'm alone in the wilderness, I'm going to conquer it all!" feel is the entire point of the mod... But you already knew that , mostly just said that for anyone else who has a problem with getting rid of/adding certain things.
If you feel up to the task of coding, whether a little or a lot, let me know if I can help. Like i said earlier, I've made the textures and can give them to you if you like.
Nice concept. It reminds me of one I am working on; not exactly, but they share some concepts. Mine is focused around revamping the tool and armor progression with new steps and some new ores, with some minor changes to other features. This idea however seems to add much more challenge to the game, even if it doesn’t modify the progression as much. I will be sure to keep an eye on it to see how it comes along.
Also, I have a few questions and suggestions. If I missed any of these, please just ignore them. I read most of the topic but there was a lot of reading and I may have missed some of the harder to spot info.
The first thing I want to ask if there are any new armor sets for the early stages of the game. Usually you get no armor until iron since leather is so hard to get. If you didn't add one in, maybe something with those vine cords and the bark from wood could be considered? Or something like that anyway.
Also, from the main post it seems you are making diamonds near useless. And while I may be wrong, isn't diamond used in some tools around the tips to make them stronger? Like drills bits with crushed up diamond in it and such. Maybe you could consider a way to add a bit to diamond to steel tools and swords to make them a bit better?
Well that is all I have to say for now. I'll let you know if I think of anything else; I usually do =P I can't wait to see how this mod plays once it is coded.
Well, if I was going to have an earlier armor tier, wood would definitely be it... The only thing is that in this mods custom difficulty, hostile mobs will not spawn (except in the Nether and End, but you'll have iron/steel by then.), but environmental damage will be much higher. Since armor doesn't help against damage from your environment, there wouldn't be much of a point.
I also thought about how diamonds will not have much of a use anymore... They can still be used for enchanting tables, but will mostly be replaced by steel made from a different rare ore, so there will still be that one rare ore that you can see and be like , it just won't be shiny blue. While it is true that diamond is used as the business end of some tools, the reason it's there is because of it's hardness. In tools, people look for a balance of hardness, and sturdiness. Things like rock, glass and diamond are all hard, but chip/fracture easily, while things like iron, steel and many other metals are a good balance of hard, and sturdy. Diamond dust coated tools are always ones that work on friction like drills, saws and grinders, since the friction will wear diamond down much slower than steel. But in tools that use quick strong force like a pickaxe or a hammer, it would shatter the diamond very easily.
I'm all for ideas, I just want this mod to be as realistic as possible, and not too high tech. If you can think of uses for diamond that fit the bill let me know.
I fully read the main post and I got some more feedback and suggestions.
First, can you still break blocks with your hand? I know you said you could break leaves but not trees, but what about the others? Stone may take forever to break, but your hand can still break it. Realistically, I'd expect you to break your hand before you break the stone. What about sand, dirt, and gravel? You dig that stuff way to fast with your hands! Sand I can see being moved by hand, but it would take longer. Dirt would take a very long time to dig by hand, at least if it was tightly packed. And gravel would probably cut up your hands pretty badly. So if you didn’t already consider changing how hand breaking mechanics work you might want to relook at that.
Also, another thing I find very odd in minecraft is cobblestone. If you break smooth solid stone with a pickaxe, in reality you don't end up with a block of cobblestone, but a bunch of loose pebbles. Well, if you were careful and mined around it I guess you could mine out a large chunk of stone. Still, I'd expect cobblestone to not be too solid and maybe require some crafting and smelting before it became solid enough to use. Maybe when you mine stone there is a chance you get cobblestone (pebbles and rocks used to make tools and can be smelted into whole stone) and a lesser chance to get stone blocks (the carefully mined out stone) which would be needed to make a furnace?
I see what you mean about the diamonds. The only thing I can think of is them being used for more magical stuff. Like make and enchant jewelry like amulets to give effects when activated. But that doesn’t seem like a good idea for the mod. Maybe you could add a new ore to the nether that needs to be crafted with diamond dust and smelted to be useable for tools?
Also, I remembered something about steel. When I was looking into material hardness, I noticed that steel was listed in two forms: Normal steel and hardened steel. Hardened steel was nearly double the hardness of normal steel. It may not be practical to add the means to make such steel, but it something to consider anyway. (Side Note: The way you craft tools reminds me of Tinkerer's Construction Mod...not really going anywhere with that, just saying =p).
And did you consider adding copper and bronze below iron? And by that I mean copper (And maybe tin) tools and then bronze tools made out of both. I am not sure how easily stone tools could mine iron so you could consider adding in lower metal tiers between the two.
Speaking of mobs, I know you intend for this to be played on the mob free "realistic" difficulty, but I still think it would be a good idea to at least have the option for players to play on the other difficulties with mobs. With that being said, it may be a good idea to add stuff like wooden armor as optional things through a config file. You could also have powered rails be optional through the config as well. Personally, I don't see how they are that different than any other redstone magic going on and they do require a lot of gold, a highly enchantable material I may add, to make. So you could just write them off as magic =P
Well that is all the feedback/suggestions I have for now. Only like 700 words =P Also, just to mention, I would be very interested in helping to alpha/beta test the mod if you needed people for that. I assume the mod will be forge compatible. And if you did want to see my progression mod concept, let me know. Our mod ideas differ a lot, but you may be able to find some good ideas or inspirations from mine that will work in yours.
How do you make wooden armor xD I was more thinking about something like cloth armor, which isn' viable though, because it's maybe a little bit less hard to get, but that wouldn't make a huge profit or whatever
For the diamonds :/ Diamonds have many uses. About 20% of diamonds found are used for jewelry. The other 80%are used in industry. These uses include: cutting tools, polishing hard metal, phonograph and videodisc needles, and bearings for laboratory instruments.
So, they don't really have a use which people would use.
For the coding part, I worked like 10 minutes on it yesterday and I managed to get the woodcutting thing done.
It is still possible to chop the tree with your bare hands, only it goes way slower and you don't get anything from it.
I made the sticks drop at the same time a sapling drops, do you want this different and if so, tell me the chances
And, a stick from one tree isn't the stick from the different tree, so would we make different kinds of sticks, craftingtables, doors, chests etc., or do we just leave it like this?
As common as saplings seems like a good rate for sticks. It would probably be best to leave tables/doors/sticks as they are, generic regardless of wood type used. As for wood armor, I still need to think of a good realistic recipe for it...
Ever wondered how 64 raw pieces of meat can sit in an un-refrigerated chest and never go bad? Well not any more! Almost all foods now spoil. Spoiling shows up as a durability bar on the food, and therefore, food will no longer stack. But, food now fills you up more. No longer will eating a whole chicken fill you up less than a single pork chop! Meats last two hours in real time, fruits last three hours in real time, vegetables last five hours in real time, herbs last forever. Meats can be dried, or smoked to preserve them forever and enable stacking, but lower the hunger restored. An ice box can be built with wood and cords, and will let you place snow blocks inside to keep food frozen and preserved, forever... As long as it stays cold.
How do the pies & the cookies work?? Ps: Yes, I am already working around 4hours on this mod
Hmmm... I guess I didn't include wheat type items in that list eh? Wheat items stay good for 6 hours in real time, as for pie, probably 4 hours. I'm glad to see your interested in moving this idea forward!
I fully read the main post and I got some more feedback and suggestions. 1. First, can you still break blocks with your hand? I know you said you could break leaves but not trees, but what about the others? Stone may take forever to break, but your hand can still break it. Realistically, I'd expect you to break your hand before you break the stone. What about sand, dirt, and gravel? You dig that stuff way to fast with your hands! Sand I can see being moved by hand, but it would take longer. Dirt would take a very long time to dig by hand, at least if it was tightly packed. And gravel would probably cut up your hands pretty badly. So if you didn’t already consider changing how hand breaking mechanics work you might want to relook at that.
2. Also, another thing I find very odd in minecraft is cobblestone. If you break smooth solid stone with a pickaxe, in reality you don't end up with a block of cobblestone, but a bunch of loose pebbles. Well, if you were careful and mined around it I guess you could mine out a large chunk of stone. Still, I'd expect cobblestone to not be too solid and maybe require some crafting and smelting before it became solid enough to use. Maybe when you mine stone there is a chance you get cobblestone (pebbles and rocks used to make tools and can be smelted into whole stone) and a lesser chance to get stone blocks (the carefully mined out stone) which would be needed to make a furnace?
I see what you mean about the diamonds. The only thing I can think of is them being used for more magical stuff. Like make and enchant jewelry like amulets to give effects when activated. But that doesn’t seem like a good idea for the mod. 3. Maybe you could add a new ore to the nether that needs to be crafted with diamond dust and smelted to be useable for tools?
4. Also, I remembered something about steel. When I was looking into material hardness, I noticed that steel was listed in two forms: Normal steel and hardened steel. Hardened steel was nearly double the hardness of normal steel. It may not be practical to add the means to make such steel, but it something to consider anyway. (Side Note: The way you craft tools reminds me of Tinkerer's Construction Mod...not really going anywhere with that, just saying =p).
And did you consider adding copper and bronze below iron? And by that I mean copper (And maybe tin) tools and then bronze tools made out of both. I am not sure how easily stone tools could mine iron so you could consider adding in lower metal tiers between the two.
5. You suggestion of the torches dying out reminds me of this mod here (http://www.minecraft...anterns-v12828/). It deals a lot more with lighting, refueling, handheld lanterns, and mobs destroying lights. The only issue there was that things like glowstone, jack o lanterns, and such were loopholes in the system offering no penalty.
6. Speaking of mobs, I know you intend for this to be played on the mob free "realistic" difficulty, but I still think it would be a good idea to at least have the option for players to play on the other difficulties with mobs. With that being said, it may be a good idea to add stuff like wooden armor as optional things through a config file. You could also have powered rails be optional through the config as well. Personally, I don't see how they are that different than any other redstone magic going on and they do require a lot of gold, a highly enchantable material I may add, to make. 3. So you could just write them off as magic =P
Also, I remembered that recently I heard of some other mods aimed at realism. Here are the links. http://www.minecraft...smp-forge-9100/ (Deals mostly with water draining/pooling and such and trees falling when cut) http://www.minecraft...ockphysics-mod/ (Deals mostly with how blocks fall and react)
Just thought I'd mention those. You could maybe borrow some ideas from them. 7. Or try to make your mod compatible with them if people wanted to run both/all three.
8. Well that is all the feedback/suggestions I have for now. Only like 700 words =P Also, just to mention, I would be very interested in helping to alpha/beta test the mod if you needed people for that. I assume the mod will be forge compatible. And if you did want to see my progression mod concept, let me know. Our mod ideas differ a lot, but you may be able to find some good ideas or inspirations from mine that will work in yours.
1. Wood, stone, metal blocks and other hard materials won't be able to be broken by hand. However, dirt, sand and gravel still can be dug with your hands. It will take a little longer, but still needs to follow Minecrafts time acceleration. 24 hours condensed into 24 minutes for a day would mean maybe 60 minutes of digging by hand for a whole cubic meter of dirt would take 60 seconds? Flint, which is found in gravel, does break into sharp shapes. However, due to natural erosion, all gravel you see will pretty much be small smooth pebbles and medium sized rough, but not sharp rocks. It's only when you break open those rocks that a sharp edge is produced, so digging gravel by hand probably wouldn't do much harm.
2. You make a good point on stone... I think when you mine stone, you should get quite a few rocks (maybe the same kind found randomly on the ground?), and those rocks can be crafted together to get a cobblestone block. The way that would work, is basically just like you could stack bricks to make a block, without necessarily needing cement. But because there is nothing holding them together except gravity, cobblestone would now be affected by gravity like sand or gravel. And a "carefully mined" stone block could be obtained by mining all around a single stone block? So stone is stable while touching ANY other block, but if a single block is left floating in open air (like in the case of mining all around a stone block), it will immediately drop as an item, much like a door when the block underneath it is broken.
3. That's kind of where it hits the limit of how the game feels. Either making some new tool material out of diamonds and some nether material, or dismissing too much as 'magic' could ruin the feel. And I personally think using horses with leads to 'tow' mine-carts would give quite a good 'surviving-off-the-land' type feel.
4. I've come across many pieces of iron ore (IRL), and it's all pretty brittle. Even pieces with very very high iron content, to the point where a magnet will stick as though it's pure metal. So it's not very hard to break but... I don't think there will be any stone tools in this mod. Like I said before when talking about material hardness, stone is hard but brittle, so a quick strong impact against stone/ore would break it very easily. Instead, either bits of iron ore can be found here and there, less common but similar to how rocks spawn, or it could be mined very slowly with a rock. Sounds strange, but smashing a rock into a brittle vein of ore will definitely make pieces chip off, and using a whole rock rather than a long/thin stone pickaxe head will definitely last longer when trying to mine with it.
5. In this mod jack o lanterns will turn back into normal pumpkins after the same amount of time it takes a torch to burn out, and glowstone/lit netherrack will be kept as is, because their late-game appearance in most play-throughs makes them not too over powered.
6. I said a new difficulty would be added for the sake of a full experience. Peacefull, easy, normal and hard will all still be there, but 'realistic' will be the new added difficulty which is recommended for best experience.
7. Pretty much depends on how far WhamO wants to go.
8. Thanks for the feed-back and ideas, I'ma have to update the main post soon. If/when we need alpha/beta testers, I'll let ya know . I'd like to know what you think of the ideas I had in this post, and if you think of anything else, be sure to let me know!
Ah, glad to hear you already though of break speeds of dirt and such. The ideas with stone seem awesome too. Maybe you should chance furnace recipe from cobble to smooth stone if smooth stone drops with careful mining. It would make it more challenging at least, maybe not more practical.
I still think you should at least have an option to allow powered minetracks, even if off by default. As for the ores and tools, if you don't have stone tools, are wood still around too? I wouldn't see wood being much more successful than stone. As for the ores, in my mod concept I had it so when you mine ores they drop "scraps" like nuggets and you needed to get so many to craft into a lump, which smelts into an ingot. So maybe you could do something like that were you get a piece of iron and need to collect so many before it becomes useable?
I guess that is fair for lighting. Although I did suggest the idea that glowstone slowly loses charge when not in the nether (placing in nether recharges) and that fire spreads from netherrack (would make the nether laggy but very interesting!). If you want to try any of that your welcome to it XD And good to note that the new difficulty is an addition only.
Also, I remember another idea I saw from another modder. I can't remember which mod it was, but it made it so some of the "useless" items like the dead bushes in deserts and saplings (after a point you get far more than you can even use) can be crafted into sticks. So instead of making sticks drop from leaves, you could just craft the saplings into sticks? I think it may have added more uses to other small things like the fern too. If you did the dead bush to stick it would really help desert survival though.
This sounds like terrafirma all over again. Which I did personally love. Just please do people a favor and do not make it a lag fest because it had so much updating that my laptop couldn't even play it some days and lag was incredible.
Rollback Post to RevisionRollBack
V---------------------------------Right Here-------------------------------- Hit that up arrow if I helped you or if you just like me
Ah, glad to hear you already though of break speeds of dirt and such. The ideas with stone seem awesome too. Maybe you should chance furnace recipe from cobble to smooth stone if smooth stone drops with careful mining. It would make it more challenging at least, maybe not more practical.
I still think you should at least have an option to allow powered minetracks, even if off by default. As for the ores and tools, if you don't have stone tools, are wood still around too? I wouldn't see wood being much more successful than stone. As for the ores, in my mod concept I had it so when you mine ores they drop "scraps" like nuggets and you needed to get so many to craft into a lump, which smelts into an ingot. So maybe you could do something like that were you get a piece of iron and need to collect so many before it becomes useable?
I guess that is fair for lighting. Although I did suggest the idea that glowstone slowly loses charge when not in the nether (placing in nether recharges) and that fire spreads from netherrack (would make the nether laggy but very interesting!). If you want to try any of that your welcome to it XD And good to note that the new difficulty is an addition only.
Also, I remember another idea I saw from another modder. I can't remember which mod it was, but it made it so some of the "useless" items like the dead bushes in deserts and saplings (after a point you get far more than you can even use) can be crafted into sticks. So instead of making sticks drop from leaves, you could just craft the saplings into sticks? I think it may have added more uses to other small things like the fern too. If you did the dead bush to stick it would really help desert survival though.
I think the furnace recipe can stay mostly the same, but using stones instead of cobble or smooth. Main reason; how would you go about making a hollow cubic meter block out of a total of 8 cubic meters of solid stone? In Minecraft, it will be simplified as using 8 stones, but IRL, it could be done by using small arches or simply longer, flatter stones to support the openings and roof.
Really adamant about those powered rails, eh? I guess they could be allowed/blocked via config file... Though enabling them would be considered 'cheating' to me.
As for wooden tools, they would be too brittle AND too soft, finding a stone on the ground and using it to break stone blocks and iron ore will be your first step in mining... So no more wooden pick or axe, however wooden shovels, hoes, and swords are all things I have actually made myself (IRL, just for the sake of Minecraft-ness), and they all work for their purpose, so they can stay. And I think using a pickaxe should make iron ore drop a single iron ore chunk (since a pick is accurate enough to mine out the stone surrounding an ore deposit), but using a rock would get you 3-5 pieces, and you need 9 to make an iron ore chunk.
Was the other mod you saw perhaps, (old, but rang a bell) '2x2 crafting' ? Breaking dead bushes to get sticks sounds good to me, but it would have to be a low chance since most would be to dry to make a good handle for a tool. Saplings are too young and elastic though, using the core branch of a sapling as a handle would cause it to bench too much.
I could help with some things, but some stuff seems beyond me; I'm still relatively new to modding.
Does sound like a really cool concept though, and I'd like to help!
Edit: Should have read more of the post. I can help with some coding maybe. This sounds like you might have to overhaul most of the game though.
If WhamO would like some help, then sure. I just don't know if it would be difficult to merge the finished codes together, even if you both worked on separate things at the same time. Guess you gotta decide, WhamO.
2. You make a good point on stone... I think when you mine stone, you should get quite a few rocks (maybe the same kind found randomly on the ground?), and those rocks can be crafted together to get a cobblestone block. The way that would work, is basically just like you could stack bricks to make a block, without necessarily needing cement. But because there is nothing holding them together except gravity, cobblestone would now be affected by gravity like sand or gravel. And a "carefully mined" stone block could be obtained by mining all around a single stone block? So stone is stable while touching ANY other block, but if a single block is left floating in open air (like in the case of mining all around a stone block), it will immediately drop as an item, much like a door when the block underneath it is broken.
The fun thing about this is that EVERY stone block will use block updates, to check wether there is a block connecting to it, as the minecraft world is mostly made of stone... this will cause immense lag for most.
I kinda thought about that... Does sand/gravel use block updates to check if there's a block underneath it? Because I've never had a single bit more lag in a desert, even where there's tons of sand. If it doesn't use block updates (which I would guess it doesn't, since you can see floating sand from time to time), maybe a similar thing could be done for stone, except that any connecting block will support it, not just blocks directly underneath. And instead of making it want to fall, it could be made to just drop as an entity when not supported?
It wasn't 2x2 crafting. Although it may have been one of the beta 1.7.3 mods I was looking at recently. If I remember right it added a bunch of smaller things. Wish I could remember, but I read a lot of mods >.>
Also, what you mentioned about the wooden tools gives me an idea. What about some sort of walking stick? It could be craftable using a bunch of sticks or such. If you have it active in your hotbar (in your hand) when walking it will slowly degrade but make you lose energy/hunger/thirst a bit more slowly. Maybe it could even help you move more quickly with more weight*. It could also serve as a weapon, not as good as a sword but better than fists. I think stuff like that would be interesting to explore at least.
*Also, does how much weight your carry effect move speed at all? With nothing in your inventory I'd expect your normal walk could be a sprint. But with a full inventory you'd probably walk half the speed. Or at least burn up energy more quickly.
Okay, I just retract my post
I forgot sand uses an on neighbor block update.
This makes so, that if a block is removed/added next to it it updates the sand block itself.
This wouldn't make such a lag as I described, so it's probably doable in the stone thing too.
I have no problem with someone else helping me, only problem is the comminucation between me and him/her.
It would be an awesome waste to work on something twice, and since I always do the easy things first, well yea...
if (par1World.getBlockId(par2, par3 + 1, par4) != this.blockID) <- Here it gets the situation if the block above is the block of itself, if not sets the block to air. { par1World.setBlockToAir(par2, par3, par4); flag = true; }
if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4)) and here it gets if the block has an available block to stand on if not, again set to air { par1World.setBlockToAir(par2, par3, par4); flag = true;
if (par1World.getBlockId(par2, par3 + 1, par4) == this.blockID) and then, after that, it gets if that block is away, goes again trying to get the block above, if it is a door, set the above block to air { par1World.setBlockToAir(par2, par3 + 1, par4); }
Woo, realistic smooth stone!
Also, if you both have Skype, that would work well.
It wasn't 2x2 crafting. Although it may have been one of the beta 1.7.3 mods I was looking at recently. If I remember right it added a bunch of smaller things. Wish I could remember, but I read a lot of mods >.>
Also, what you mentioned about the wooden tools gives me an idea. What about some sort of walking stick? It could be craftable using a bunch of sticks or such. If you have it active in your hotbar (in your hand) when walking it will slowly degrade but make you lose energy/hunger/thirst a bit more slowly. Maybe it could even help you move more quickly with more weight*. It could also serve as a weapon, not as good as a sword but better than fists. I think stuff like that would be interesting to explore at least.
*Also, does how much weight your carry effect move speed at all? With nothing in your inventory I'd expect your normal walk could be a sprint. But with a full inventory you'd probably walk half the speed. Or at least burn up energy more quickly.
A walking stick... Good idea, I know I like to have a walking stick with me whenever I hike.
When it comes to weight, there will be 'zones'. 'Green zone' will be at or under your recommended weight, at which there are no penalties. 'Yellow zone' will be when your 1-50% over that weight, and will cause you to walk and run at half speed. 'Red zone' will be 51% or higher over recommended, and will cause you to not be able to walk or run. Now before anyone says that you could accidentally pick up too much and not be able to run from threats, there will be options added such as 'Pickup items past green-zone? Y/N' and 'Pickup items past yellow-zone? Y/N'. Right when you start a new game, green zone will be 80 pounds or so, but with more efficient ways to hold things, more weight will be able to be held. Items that help you carry more weight effectively would be things like backpack, water skin, quiver, walking stick, and maybe some others I haven't thought of yet.
Well, since you liked walking stick, here are a few other ideas. First, did you consider changing the minecart recipe? 5 iron in a boxish shape may be a bit too simple for this mod, especially with how useful they are now. Maybe the current recipe could make a base, then you need to make wheel (4 ingots in a +, no center, makes 4 wheels) and then craft the cart with wheels in the corners and base in the center. Just an idea anyway. Maybe there could even be a chance for a wheel to break, so you'd need to craft the broken cart with a new wheel.
Then next is based on the revised minecart design. A wagon (small version). Place it down and tie a rope to it to pull it after you. It would be fine on most land, just not sand really. It could break wheels more easily than minecarts, since it would be same thing but wood, and it wouldn't' do well jumping off 2+ drops. May also not work well in the snow. And it wouldn't hold as much as a minecart.
Another in the theme of vehicles. A sled. Pretty much a wagon that only works in snowy areas. The player may be able to ride it as well. It stops moving if not on snow or ice. It would be able to move more quickly than the wagon as well.
And there is always donkeys. But maybe there could be a way to tie a bigger wagon to a horse/donket and have them pull it. It would be a good way to transport a bulky amount of items but probably slow going. Also, you'd probably need to make a nice 2 wide path for it.
Also, what about containers you could carry to move bulk amounts of items easily. Like crates and barrels. While they were in your inventory/hotbar you may get reduced speed, but they could be weight efficient. Like a barrel could hold X stacks of an item but be treated as half the normal weight? I seen various mods on moveable storage items and chest movers and such.
Last idea for now, what about a wheelbarrow? Another way to bulk transport, but player powered. You'd have to hold it and push it, so you couldn't defend yourself when pushing it.
I think that about covers it. Or at least new items to help transport. Not quite walking sticks, but all seem on theme.
but i have one question how could you craft a pickaxe with the stones and branches if you only have a 2x2 workbench?
The making of an axe to get the wood for a crafting table only requires 2x2, because only one stick is used for a handle, and the axe head is a single item already; flint.
Okay, so if I think about it,
I started installed forge for modding this mod, but as I am editing base classes anyways, not really possible to change normal minecraft mechanics without, I possibly don't even need forge.
But...
As I have forge installed, Some( a lot) mods could ve played in adjunction to this one.
As it requires something to install extra, it is annoying for alone standing mod, but it gives a compatibility boost:)
If it will all work, then forge is preferable. If forge interferes with some things, then I guess this mod will have to be standalone... If that's what you mean.
Well, since you liked walking stick, here are a few other ideas. First, did you consider changing the minecart recipe? 5 iron in a boxish shape may be a bit too simple for this mod, especially with how useful they are now. Maybe the current recipe could make a base, then you need to make wheel (4 ingots in a +, no center, makes 4 wheels) and then craft the cart with wheels in the corners and base in the center. Just an idea anyway. Maybe there could even be a chance for a wheel to break, so you'd need to craft the broken cart with a new wheel.
Then next is based on the revised minecart design. A wagon (small version). Place it down and tie a rope to it to pull it after you. It would be fine on most land, just not sand really. It could break wheels more easily than minecarts, since it would be same thing but wood, and it wouldn't' do well jumping off 2+ drops. May also not work well in the snow. And it wouldn't hold as much as a minecart.
Another in the theme of vehicles. A sled. Pretty much a wagon that only works in snowy areas. The player may be able to ride it as well. It stops moving if not on snow or ice. It would be able to move more quickly than the wagon as well.
And there is always donkeys. But maybe there could be a way to tie a bigger wagon to a horse/donket and have them pull it. It would be a good way to transport a bulky amount of items but probably slow going. Also, you'd probably need to make a nice 2 wide path for it.
Also, what about containers you could carry to move bulk amounts of items easily. Like crates and barrels. While they were in your inventory/hotbar you may get reduced speed, but they could be weight efficient. Like a barrel could hold X stacks of an item but be treated as half the normal weight? I seen various mods on moveable storage items and chest movers and such.
Last idea for now, what about a wheelbarrow? Another way to bulk transport, but player powered. You'd have to hold it and push it, so you couldn't defend yourself when pushing it.
I think that about covers it. Or at least new items to help transport. Not quite walking sticks, but all seem on theme.
My original idea has always been to make every item crafted with metal require an anvil and forge. The crafting of the cart and wheels separately is good, and they can be assembled on a crafting table. For making a cart break a wheel now and then, that's also up to WhamO and how far he wants to go.
I like the idea of wooden carts/wagons. I can easily picture people playing this mod and having their own specific jobs since each aspect is made a little harder, and having people move their goods from one building to another via wagon rather than make multiple trips. 4 slots, infinite weight, slows you down by 25% while using sound good?
And sled, same as wagon but doesn't have wheels, works on snow/ice, and only reduces speed by 15%?
We don't want to make it too easy to move very large amounts of stuff... There still needs to be at least a little feeling of 'survive' instead of just 'thrive'. Saddlebags should be enough.
How would crates/barrels/wheel barrows differ from wagons? Sounds like their all the same... They all carry a lot and slow you down.
However, speaking of barrels, in future updates maybe there could be wine/ale making?
Sounds good. Also, my idea for crates and barrels would be that they hold more of an item, but restricted to a single kind. Like you can only fill a barrel with X stacks of a single item. Then when it is full, you could close it and transport it yourself. However, if you had let's say 8 stacks of cobblestone in a barrel, it would only treat it as a 4 stacks in your inventory. Maybe you could carry a barrel while pulling a cart too.
As for alcohol, it could happen but they would need some useful effects, probably with some negatives. Either that or they would just be a cosmetic fun thing to make. I could see it as something easy to start making early game, but taking a long time to before it is ready. Although I'd personally rather see more stuff like berries, salads, and baking, all with their unique food and saturation values and maybe some effects, first.
Sounds good. Also, my idea for crates and barrels would be that they hold more of an item, but restricted to a single kind. Like you can only fill a barrel with X stacks of a single item. Then when it is full, you could close it and transport it yourself. However, if you had let's say 8 stacks of cobblestone in a barrel, it would only treat it as a 4 stacks in your inventory. Maybe you could carry a barrel while pulling a cart too.
As for alcohol, it could happen but they would need some useful effects, probably with some negatives. Either that or they would just be a cosmetic fun thing to make. I could see it as something easy to start making early game, but taking a long time to before it is ready. Although I'd personally rather see more stuff like berries, salads, and baking, all with their unique food and saturation values and maybe some effects, first.
Ah ok, I get it. Like barrels hold a liquids weight efficiently, but only one type of liquid at a time, while crates hold anything solid efficiently, but only one type of item at a time. I think maybe that could be done. Just like I said, don't want it to be too easy to move large amounts of items.
Alcohol would take quite a while to brew, but would have rewards to it. First, alcohol restores thirst and hunger, since alcohol is metabolized into energy. However it doesn't restore very much thirst, since alcohol is know to be somewhat dehydrating. An upside would be that it never spoils when stored properly, and doesn't require an ice-box. Stored in barrels, and in a cellar below a certain Y: coordinate, would only allow them to age, not spoil. Having 3 drinks would be as far as you could go without side-effects. One more drink and you get slowness I, another you get weakness I, another you get nausea, and another you get poison II.
I don't want to over-complicate the food system. It can be diverse, I just don't want to make any real 'dishes' like burger, pizza etc. Nothing that uses an already made food to make. Things made like how cookies or cake are made, from several ingredients, are fine. If you can think of creative ways to implement new ingredients then let me know.
so an axe is crafted by a branch (i guess it is a new item which you will implement) and flint. isn't it a good idea to replace the flint by rocks, because the flint looks like a thin, light weighted piece of stone so it can't be used as an axe because of inertia, (go google for it ) or in other words it is not heavy enough to pierce the wood. changing the texture or recolouring isn't an option because of the fact that flints actually look black. so i think you should make a new recipe with two rocks (can randomly be placed in your 2x2 workbench) to make a sharpened rock. (to simulate that you smash a rock with another rock)
It will use a stick (dropped like a branch), and you have your idea of a stone axe head all wrong. You, go google "flint axe". Flint is a dense rock which breaks in very sharp shapes, and all you need to make a good axe out of a good chunk of sharp flint is to bind it tightly to a handle. Also, flint comes in a variety of colors, black, grey, bluish/greenish grey, tan... Throwing a rock at the ground will give you a chance to get a sharp rock which can be used to make a knife, but NOT an axe, since it's not dense and strong enough to withstand impact.
but i have an idea to make steel.
steel is usually made by mixing some carbon with iron
although it is a bit easy to mix steal with carbon so maybe you could come up with an idea to make it a little harder to make steel, like a longer smelting time
If you read the main post well enough, you would have seen that steel will require graphite, which IS carbon, but is a special type of carbon which is in fact used to make steel IRL. Graphite ore will be found near diamond level, and will be somewhat rare.
Oh Noooo! I've been away for too long! So many new replies! Must Read Them! Ah, forget it. This mod sounds a lot more awesome than before. My dreams are finally coming true!
How did we actually make cords from vines again..?
And as the second point, I made mobs very scared of players
Awesome. I look forward to actually needing a bow for hunting.
Just a single vine "block" in crafting will get you cord, but since you need cord before you can get shears to collect the vines with, there is a chance breaking tall grass will give you 'Grass Fibers' which can be crafted like vines to make cord.
Also, if you have Skype could you PM me your name? Since your the main coder of this project right now it would make it quicker to exchange ideas/developments, and I could even send you textures through it.
Actually your idea for crates and barrels seem a bit more though out than mine XD And the alcohol idea seems much better when you explain it that way. I guess I wasn't fully remember thirst and spoiling when I commented before. Also, I think I'll need to see a better list of the new ingredients before I can come up with ideas.
Also, I started to think of biome effects and the new bars. The one thing that is important to survival but no covered is temperature. This could just be a "warmth" bar that you try to keep from falling to low (freezing) or it could be a temperature bar t hat you try to keep in the middle, away from extreme cold and extreme heat.
The heat would be less likely to go to extreme values though. I only see it happening in the desert and even then it would probably just drain thirst more quickly, so it may be best to just have a bar tracking how cold you get.
Cold on the other hand has much more potential. Going into icy biomes, staying outside in the rain, diving into water, and being in cold areas during the night would make you colder. If you get very cold, you'd probably first start to move slower and fight slower (slowness, weakness, and mining fatigue). And if it dropped down to critical levels, it could kill you.
The way you recover hear is by being in light sources. If your around lava, you're probably not cold. Even torches help. A quick way to restore or lose warmth could be sleeping. If you sleep in a poorly lit area, it probably isn't warm so you will freeze over night. But if you sleep near a fire (light a fire before you sleep kind of thing) you will be warmed up by morning. Also, the nether would slowly increase your warmth just by being in it.
It may be a bit tricky to apply, but I think some effects per biome like temperatures would be cool to see.
Ah okay, so cord = string or is it something different?
Also, we could add bones into the dropping stuff of mobs, so they drop some bones to make your plants grow a bit faster.
I send you my Skype name in a minute
Cord is a new item. String will be unavailable due to no spiders in realistic difficulty, so cord replaces string in any recipes that call for it, and is used for some new recipes (eg. flint axe, knife), but can't be turned into wool.
Actually your idea for crates and barrels seem a bit more though out than mine XD And the alcohol idea seems much better when you explain it that way. I guess I wasn't fully remember thirst and spoiling when I commented before. Also, I think I'll need to see a better list of the new ingredients before I can come up with ideas.
Also, I started to think of biome effects and the new bars. The one thing that is important to survival but no covered is temperature. This could just be a "warmth" bar that you try to keep from falling to low (freezing) or it could be a temperature bar t hat you try to keep in the middle, away from extreme cold and extreme heat.
The heat would be less likely to go to extreme values though. I only see it happening in the desert and even then it would probably just drain thirst more quickly, so it may be best to just have a bar tracking how cold you get.
Cold on the other hand has much more potential. Going into icy biomes, staying outside in the rain, diving into water, and being in cold areas during the night would make you colder. If you get very cold, you'd probably first start to move slower and fight slower (slowness, weakness, and mining fatigue). And if it dropped down to critical levels, it could kill you.
The way you recover hear is by being in light sources. If your around lava, you're probably not cold. Even torches help. A quick way to restore or lose warmth could be sleeping. If you sleep in a poorly lit area, it probably isn't warm so you will freeze over night. But if you sleep near a fire (light a fire before you sleep kind of thing) you will be warmed up by morning. Also, the nether would slowly increase your warmth just by being in it.
It may be a bit tricky to apply, but I think some effects per biome like temperatures would be cool to see.
I was also thinking about temperature, but figured it may be a complicated thing to add, and should be focused on after basic mechanics are added. On a scale of 1 to 10, 1 being deadly cold, 10 being deadly heat, I imagine it could be like this; Nether 10, Desert 9, Jungle 8, Swamp 7, Mushroom 6, Plains 5, Forest 5, Extreme Hills 4, Ocean 3, Taiga 1, Tundra 1, End 1. And any area below Y: 51 is considered cave, and is 7. Environmental factors are; Torches/jackolanterns/glowstone will slowly make you 2 points hotter than the current biome your in would normally allow, fire/lit furnace/lava will slowly add 4, being in water or rain will subtract 2, night time will lower any biomes lowest temp by 1, and sleeping will instantly increase your own temperature by 1 upon completion of sleep. Also, being around end stone or snow blocks will slowly decrease temperature by 2, but snow will melt over time. And just being around water will decrease by 1. Since the Nether is 10, you would have to become cold then enter and return to the overworld before you get too hot, or bring some snowblocks with you to cool off with, though snow will only last 30 seconds before evaporating. How long it takes for you to change 1 point in temperature due to special sources, eg. water, torches, lava, could be 15 seconds, while how long it takes to change 1 point in temperature due to biomes could be 1 minute. As a side effect of living in hotter biomes, you also become thirsty quicker. Temperature side effects go as follows, 1. frostbite (acts like poison, but will kill you), 2. slowness, 3-8 is the buffer zone, 9. fatigue, 10. heat stroke (also like poison, but kills you).
Sounds pretty good actually! Although I would assume 2 and 9 to apply the same status effects as each other. Heat exhaustion (9) would mean you'd probably be about as slow as you were freezing. So weakness, mining fatigue, and slowness all seem like the effects to get.
I did forget about the nether though. That will certainly make that intrusting! Also, I thought of a way to help maintain your temperature. Instead of potions, it could be beverages. Pretty much you could make things like cold/hot water, ice drinks (smoothie maybe?), hot tea, or such. You could use the ice box to freeze things to get them cold and the furnace to boil things to get them warm. But when they are removed from the object, instead of spoiling, they would slowly warm up in temperature. If you just keep them in the basic glass bottle, like used for potions, they will happen rather quickly. But you could craft a thermos to hold liquids and keep them their intended temperature for longer. There could be a few different kinds even, able to keep liquids at their temperature for longer and/or hold more liquid. Drinking them would modify your temperature by 1-2 instantly.
Also, I wanted to check on a couple of other things. Would bonemeal still work? If it doesn’t, maybe it could be part of a new "fertilizer" item or fertilized soil block.
Also, do all raw meats now have negative effects, or is it still just chicken? (Sorry if it is in main post and forgot). and are the snow and iron golems disabled or where they kept?
Last little note for now; to go with the new minecarts and such, boats should also require ores to be crafted. Ores would be an upside wooden shovel. Then when the boat breaks you have a chance to get back the ores and some planks (instead of always getting 2 sticks and 3 planks). Maybe you could even look into making an upgraded, more study boat with some sort of metal reinforcement.
Also, I have a few questions and suggestions. If I missed any of these, please just ignore them. I read most of the topic but there was a lot of reading and I may have missed some of the harder to spot info.
The first thing I want to ask if there are any new armor sets for the early stages of the game. Usually you get no armor until iron since leather is so hard to get. If you didn't add one in, maybe something with those vine cords and the bark from wood could be considered? Or something like that anyway.
Also, from the main post it seems you are making diamonds near useless. And while I may be wrong, isn't diamond used in some tools around the tips to make them stronger? Like drills bits with crushed up diamond in it and such. Maybe you could consider a way to add a bit to diamond to steel tools and swords to make them a bit better?
Well that is all I have to say for now. I'll let you know if I think of anything else; I usually do =P I can't wait to see how this mod plays once it is coded.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
If you feel up to the task of coding, whether a little or a lot, let me know if I can help. Like i said earlier, I've made the textures and can give them to you if you like.
Well, if I was going to have an earlier armor tier, wood would definitely be it... The only thing is that in this mods custom difficulty, hostile mobs will not spawn (except in the Nether and End, but you'll have iron/steel by then.), but environmental damage will be much higher. Since armor doesn't help against damage from your environment, there wouldn't be much of a point.
I also thought about how diamonds will not have much of a use anymore... They can still be used for enchanting tables, but will mostly be replaced by steel made from a different rare ore, so there will still be that one rare ore that you can see and be like , it just won't be shiny blue. While it is true that diamond is used as the business end of some tools, the reason it's there is because of it's hardness. In tools, people look for a balance of hardness, and sturdiness. Things like rock, glass and diamond are all hard, but chip/fracture easily, while things like iron, steel and many other metals are a good balance of hard, and sturdy. Diamond dust coated tools are always ones that work on friction like drills, saws and grinders, since the friction will wear diamond down much slower than steel. But in tools that use quick strong force like a pickaxe or a hammer, it would shatter the diamond very easily.
I'm all for ideas, I just want this mod to be as realistic as possible, and not too high tech. If you can think of uses for diamond that fit the bill let me know.
First, can you still break blocks with your hand? I know you said you could break leaves but not trees, but what about the others? Stone may take forever to break, but your hand can still break it. Realistically, I'd expect you to break your hand before you break the stone. What about sand, dirt, and gravel? You dig that stuff way to fast with your hands! Sand I can see being moved by hand, but it would take longer. Dirt would take a very long time to dig by hand, at least if it was tightly packed. And gravel would probably cut up your hands pretty badly. So if you didn’t already consider changing how hand breaking mechanics work you might want to relook at that.
Also, another thing I find very odd in minecraft is cobblestone. If you break smooth solid stone with a pickaxe, in reality you don't end up with a block of cobblestone, but a bunch of loose pebbles. Well, if you were careful and mined around it I guess you could mine out a large chunk of stone. Still, I'd expect cobblestone to not be too solid and maybe require some crafting and smelting before it became solid enough to use. Maybe when you mine stone there is a chance you get cobblestone (pebbles and rocks used to make tools and can be smelted into whole stone) and a lesser chance to get stone blocks (the carefully mined out stone) which would be needed to make a furnace?
I see what you mean about the diamonds. The only thing I can think of is them being used for more magical stuff. Like make and enchant jewelry like amulets to give effects when activated. But that doesn’t seem like a good idea for the mod. Maybe you could add a new ore to the nether that needs to be crafted with diamond dust and smelted to be useable for tools?
Also, I remembered something about steel. When I was looking into material hardness, I noticed that steel was listed in two forms: Normal steel and hardened steel. Hardened steel was nearly double the hardness of normal steel. It may not be practical to add the means to make such steel, but it something to consider anyway. (Side Note: The way you craft tools reminds me of Tinkerer's Construction Mod...not really going anywhere with that, just saying =p).
And did you consider adding copper and bronze below iron? And by that I mean copper (And maybe tin) tools and then bronze tools made out of both. I am not sure how easily stone tools could mine iron so you could consider adding in lower metal tiers between the two.
You suggestion of the torches dying out reminds me of this mod here (http://www.minecraftforum.net/topic/1690690-152161162-sspsmplan-unlit-torches-and-lanterns-v12828/). It deals a lot more with lighting, refueling, handheld lanterns, and mobs destroying lights. The only issue there was that things like glowstone, jack o lanterns, and such were loopholes in the system offering no penalty.
Speaking of mobs, I know you intend for this to be played on the mob free "realistic" difficulty, but I still think it would be a good idea to at least have the option for players to play on the other difficulties with mobs. With that being said, it may be a good idea to add stuff like wooden armor as optional things through a config file. You could also have powered rails be optional through the config as well. Personally, I don't see how they are that different than any other redstone magic going on and they do require a lot of gold, a highly enchantable material I may add, to make. So you could just write them off as magic =P
Also, I remembered that recently I heard of some other mods aimed at realism. Here are the links.
http://www.minecraftforum.net/topic/1734363-162-fysiks-fun-sspsmp-forge-9100/ (Deals mostly with water draining/pooling and such and trees falling when cut)
http://www.minecraftforum.net/topic/1213268-blockphysics-mod/ (Deals mostly with how blocks fall and react)
Just thought I'd mention those. You could maybe borrow some ideas from them. Or try to make your mod compatible with them if people wanted to run both/all three.
Well that is all the feedback/suggestions I have for now. Only like 700 words =P Also, just to mention, I would be very interested in helping to alpha/beta test the mod if you needed people for that. I assume the mod will be forge compatible. And if you did want to see my progression mod concept, let me know. Our mod ideas differ a lot, but you may be able to find some good ideas or inspirations from mine that will work in yours.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
1. Wood, stone, metal blocks and other hard materials won't be able to be broken by hand. However, dirt, sand and gravel still can be dug with your hands. It will take a little longer, but still needs to follow Minecrafts time acceleration. 24 hours condensed into 24 minutes for a day would mean maybe 60 minutes of digging by hand for a whole cubic meter of dirt would take 60 seconds? Flint, which is found in gravel, does break into sharp shapes. However, due to natural erosion, all gravel you see will pretty much be small smooth pebbles and medium sized rough, but not sharp rocks. It's only when you break open those rocks that a sharp edge is produced, so digging gravel by hand probably wouldn't do much harm.
2. You make a good point on stone... I think when you mine stone, you should get quite a few rocks (maybe the same kind found randomly on the ground?), and those rocks can be crafted together to get a cobblestone block. The way that would work, is basically just like you could stack bricks to make a block, without necessarily needing cement. But because there is nothing holding them together except gravity, cobblestone would now be affected by gravity like sand or gravel. And a "carefully mined" stone block could be obtained by mining all around a single stone block? So stone is stable while touching ANY other block, but if a single block is left floating in open air (like in the case of mining all around a stone block), it will immediately drop as an item, much like a door when the block underneath it is broken.
3. That's kind of where it hits the limit of how the game feels. Either making some new tool material out of diamonds and some nether material, or dismissing too much as 'magic' could ruin the feel. And I personally think using horses with leads to 'tow' mine-carts would give quite a good 'surviving-off-the-land' type feel.
4. I've come across many pieces of iron ore (IRL), and it's all pretty brittle. Even pieces with very very high iron content, to the point where a magnet will stick as though it's pure metal. So it's not very hard to break but... I don't think there will be any stone tools in this mod. Like I said before when talking about material hardness, stone is hard but brittle, so a quick strong impact against stone/ore would break it very easily. Instead, either bits of iron ore can be found here and there, less common but similar to how rocks spawn, or it could be mined very slowly with a rock. Sounds strange, but smashing a rock into a brittle vein of ore will definitely make pieces chip off, and using a whole rock rather than a long/thin stone pickaxe head will definitely last longer when trying to mine with it.
5. In this mod jack o lanterns will turn back into normal pumpkins after the same amount of time it takes a torch to burn out, and glowstone/lit netherrack will be kept as is, because their late-game appearance in most play-throughs makes them not too over powered.
6. I said a new difficulty would be added for the sake of a full experience. Peacefull, easy, normal and hard will all still be there, but 'realistic' will be the new added difficulty which is recommended for best experience.
7. Pretty much depends on how far WhamO wants to go.
8. Thanks for the feed-back and ideas, I'ma have to update the main post soon. If/when we need alpha/beta testers, I'll let ya know . I'd like to know what you think of the ideas I had in this post, and if you think of anything else, be sure to let me know!
I still think you should at least have an option to allow powered minetracks, even if off by default. As for the ores and tools, if you don't have stone tools, are wood still around too? I wouldn't see wood being much more successful than stone. As for the ores, in my mod concept I had it so when you mine ores they drop "scraps" like nuggets and you needed to get so many to craft into a lump, which smelts into an ingot. So maybe you could do something like that were you get a piece of iron and need to collect so many before it becomes useable?
I guess that is fair for lighting. Although I did suggest the idea that glowstone slowly loses charge when not in the nether (placing in nether recharges) and that fire spreads from netherrack (would make the nether laggy but very interesting!). If you want to try any of that your welcome to it XD And good to note that the new difficulty is an addition only.
Also, I remember another idea I saw from another modder. I can't remember which mod it was, but it made it so some of the "useless" items like the dead bushes in deserts and saplings (after a point you get far more than you can even use) can be crafted into sticks. So instead of making sticks drop from leaves, you could just craft the saplings into sticks? I think it may have added more uses to other small things like the fern too. If you did the dead bush to stick it would really help desert survival though.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Really adamant about those powered rails, eh? I guess they could be allowed/blocked via config file... Though enabling them would be considered 'cheating' to me.
As for wooden tools, they would be too brittle AND too soft, finding a stone on the ground and using it to break stone blocks and iron ore will be your first step in mining... So no more wooden pick or axe, however wooden shovels, hoes, and swords are all things I have actually made myself (IRL, just for the sake of Minecraft-ness), and they all work for their purpose, so they can stay. And I think using a pickaxe should make iron ore drop a single iron ore chunk (since a pick is accurate enough to mine out the stone surrounding an ore deposit), but using a rock would get you 3-5 pieces, and you need 9 to make an iron ore chunk.
Was the other mod you saw perhaps, (old, but rang a bell) '2x2 crafting' ? Breaking dead bushes to get sticks sounds good to me, but it would have to be a low chance since most would be to dry to make a good handle for a tool. Saplings are too young and elastic though, using the core branch of a sapling as a handle would cause it to bench too much.
If WhamO would like some help, then sure. I just don't know if it would be difficult to merge the finished codes together, even if you both worked on separate things at the same time. Guess you gotta decide, WhamO.
I kinda thought about that... Does sand/gravel use block updates to check if there's a block underneath it? Because I've never had a single bit more lag in a desert, even where there's tons of sand. If it doesn't use block updates (which I would guess it doesn't, since you can see floating sand from time to time), maybe a similar thing could be done for stone, except that any connecting block will support it, not just blocks directly underneath. And instead of making it want to fall, it could be made to just drop as an entity when not supported?
Also, what you mentioned about the wooden tools gives me an idea. What about some sort of walking stick? It could be craftable using a bunch of sticks or such. If you have it active in your hotbar (in your hand) when walking it will slowly degrade but make you lose energy/hunger/thirst a bit more slowly. Maybe it could even help you move more quickly with more weight*. It could also serve as a weapon, not as good as a sword but better than fists. I think stuff like that would be interesting to explore at least.
*Also, does how much weight your carry effect move speed at all? With nothing in your inventory I'd expect your normal walk could be a sprint. But with a full inventory you'd probably walk half the speed. Or at least burn up energy more quickly.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Also, if you both have Skype, that would work well.
A walking stick... Good idea, I know I like to have a walking stick with me whenever I hike.
When it comes to weight, there will be 'zones'. 'Green zone' will be at or under your recommended weight, at which there are no penalties. 'Yellow zone' will be when your 1-50% over that weight, and will cause you to walk and run at half speed. 'Red zone' will be 51% or higher over recommended, and will cause you to not be able to walk or run. Now before anyone says that you could accidentally pick up too much and not be able to run from threats, there will be options added such as 'Pickup items past green-zone? Y/N' and 'Pickup items past yellow-zone? Y/N'. Right when you start a new game, green zone will be 80 pounds or so, but with more efficient ways to hold things, more weight will be able to be held. Items that help you carry more weight effectively would be things like backpack, water skin, quiver, walking stick, and maybe some others I haven't thought of yet.
Then next is based on the revised minecart design. A wagon (small version). Place it down and tie a rope to it to pull it after you. It would be fine on most land, just not sand really. It could break wheels more easily than minecarts, since it would be same thing but wood, and it wouldn't' do well jumping off 2+ drops. May also not work well in the snow. And it wouldn't hold as much as a minecart.
Another in the theme of vehicles. A sled. Pretty much a wagon that only works in snowy areas. The player may be able to ride it as well. It stops moving if not on snow or ice. It would be able to move more quickly than the wagon as well.
And there is always donkeys. But maybe there could be a way to tie a bigger wagon to a horse/donket and have them pull it. It would be a good way to transport a bulky amount of items but probably slow going. Also, you'd probably need to make a nice 2 wide path for it.
Also, what about containers you could carry to move bulk amounts of items easily. Like crates and barrels. While they were in your inventory/hotbar you may get reduced speed, but they could be weight efficient. Like a barrel could hold X stacks of an item but be treated as half the normal weight? I seen various mods on moveable storage items and chest movers and such.
Last idea for now, what about a wheelbarrow? Another way to bulk transport, but player powered. You'd have to hold it and push it, so you couldn't defend yourself when pushing it.
I think that about covers it. Or at least new items to help transport. Not quite walking sticks, but all seem on theme.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
The making of an axe to get the wood for a crafting table only requires 2x2, because only one stick is used for a handle, and the axe head is a single item already; flint.
If it will all work, then forge is preferable. If forge interferes with some things, then I guess this mod will have to be standalone... If that's what you mean.
My original idea has always been to make every item crafted with metal require an anvil and forge. The crafting of the cart and wheels separately is good, and they can be assembled on a crafting table. For making a cart break a wheel now and then, that's also up to WhamO and how far he wants to go.
I like the idea of wooden carts/wagons. I can easily picture people playing this mod and having their own specific jobs since each aspect is made a little harder, and having people move their goods from one building to another via wagon rather than make multiple trips. 4 slots, infinite weight, slows you down by 25% while using sound good?
And sled, same as wagon but doesn't have wheels, works on snow/ice, and only reduces speed by 15%?
We don't want to make it too easy to move very large amounts of stuff... There still needs to be at least a little feeling of 'survive' instead of just 'thrive'. Saddlebags should be enough.
How would crates/barrels/wheel barrows differ from wagons? Sounds like their all the same... They all carry a lot and slow you down.
However, speaking of barrels, in future updates maybe there could be wine/ale making?
As for alcohol, it could happen but they would need some useful effects, probably with some negatives. Either that or they would just be a cosmetic fun thing to make. I could see it as something easy to start making early game, but taking a long time to before it is ready. Although I'd personally rather see more stuff like berries, salads, and baking, all with their unique food and saturation values and maybe some effects, first.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Alcohol would take quite a while to brew, but would have rewards to it. First, alcohol restores thirst and hunger, since alcohol is metabolized into energy. However it doesn't restore very much thirst, since alcohol is know to be somewhat dehydrating. An upside would be that it never spoils when stored properly, and doesn't require an ice-box. Stored in barrels, and in a cellar below a certain Y: coordinate, would only allow them to age, not spoil. Having 3 drinks would be as far as you could go without side-effects. One more drink and you get slowness I, another you get weakness I, another you get nausea, and another you get poison II.
I don't want to over-complicate the food system. It can be diverse, I just don't want to make any real 'dishes' like burger, pizza etc. Nothing that uses an already made food to make. Things made like how cookies or cake are made, from several ingredients, are fine. If you can think of creative ways to implement new ingredients then let me know.
If you read the main post well enough, you would have seen that steel will require graphite, which IS carbon, but is a special type of carbon which is in fact used to make steel IRL. Graphite ore will be found near diamond level, and will be somewhat rare.
Welcome back.
Just a single vine "block" in crafting will get you cord, but since you need cord before you can get shears to collect the vines with, there is a chance breaking tall grass will give you 'Grass Fibers' which can be crafted like vines to make cord.
Also, if you have Skype could you PM me your name? Since your the main coder of this project right now it would make it quicker to exchange ideas/developments, and I could even send you textures through it.
Also, I started to think of biome effects and the new bars. The one thing that is important to survival but no covered is temperature. This could just be a "warmth" bar that you try to keep from falling to low (freezing) or it could be a temperature bar t hat you try to keep in the middle, away from extreme cold and extreme heat.
The heat would be less likely to go to extreme values though. I only see it happening in the desert and even then it would probably just drain thirst more quickly, so it may be best to just have a bar tracking how cold you get.
Cold on the other hand has much more potential. Going into icy biomes, staying outside in the rain, diving into water, and being in cold areas during the night would make you colder. If you get very cold, you'd probably first start to move slower and fight slower (slowness, weakness, and mining fatigue). And if it dropped down to critical levels, it could kill you.
The way you recover hear is by being in light sources. If your around lava, you're probably not cold. Even torches help. A quick way to restore or lose warmth could be sleeping. If you sleep in a poorly lit area, it probably isn't warm so you will freeze over night. But if you sleep near a fire (light a fire before you sleep kind of thing) you will be warmed up by morning. Also, the nether would slowly increase your warmth just by being in it.
It may be a bit tricky to apply, but I think some effects per biome like temperatures would be cool to see.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I was also thinking about temperature, but figured it may be a complicated thing to add, and should be focused on after basic mechanics are added. On a scale of 1 to 10, 1 being deadly cold, 10 being deadly heat, I imagine it could be like this; Nether 10, Desert 9, Jungle 8, Swamp 7, Mushroom 6, Plains 5, Forest 5, Extreme Hills 4, Ocean 3, Taiga 1, Tundra 1, End 1. And any area below Y: 51 is considered cave, and is 7. Environmental factors are; Torches/jackolanterns/glowstone will slowly make you 2 points hotter than the current biome your in would normally allow, fire/lit furnace/lava will slowly add 4, being in water or rain will subtract 2, night time will lower any biomes lowest temp by 1, and sleeping will instantly increase your own temperature by 1 upon completion of sleep. Also, being around end stone or snow blocks will slowly decrease temperature by 2, but snow will melt over time. And just being around water will decrease by 1. Since the Nether is 10, you would have to become cold then enter and return to the overworld before you get too hot, or bring some snowblocks with you to cool off with, though snow will only last 30 seconds before evaporating. How long it takes for you to change 1 point in temperature due to special sources, eg. water, torches, lava, could be 15 seconds, while how long it takes to change 1 point in temperature due to biomes could be 1 minute. As a side effect of living in hotter biomes, you also become thirsty quicker. Temperature side effects go as follows, 1. frostbite (acts like poison, but will kill you), 2. slowness, 3-8 is the buffer zone, 9. fatigue, 10. heat stroke (also like poison, but kills you).
How does that sound?
I did forget about the nether though. That will certainly make that intrusting! Also, I thought of a way to help maintain your temperature. Instead of potions, it could be beverages. Pretty much you could make things like cold/hot water, ice drinks (smoothie maybe?), hot tea, or such. You could use the ice box to freeze things to get them cold and the furnace to boil things to get them warm. But when they are removed from the object, instead of spoiling, they would slowly warm up in temperature. If you just keep them in the basic glass bottle, like used for potions, they will happen rather quickly. But you could craft a thermos to hold liquids and keep them their intended temperature for longer. There could be a few different kinds even, able to keep liquids at their temperature for longer and/or hold more liquid. Drinking them would modify your temperature by 1-2 instantly.
Also, I wanted to check on a couple of other things. Would bonemeal still work? If it doesn’t, maybe it could be part of a new "fertilizer" item or fertilized soil block.
Also, do all raw meats now have negative effects, or is it still just chicken? (Sorry if it is in main post and forgot). and are the snow and iron golems disabled or where they kept?
Last little note for now; to go with the new minecarts and such, boats should also require ores to be crafted. Ores would be an upside wooden shovel. Then when the boat breaks you have a chance to get back the ores and some planks (instead of always getting 2 sticks and 3 planks). Maybe you could even look into making an upgraded, more study boat with some sort of metal reinforcement.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights