Please do not spam the comments with emoticons, it's annoying
Any videos of the Wastelands will be in the Information and Downloads section
The Wasteland mod is a very large collaborative modding project between me (Beu50) (code), Lancer369 (Lore/Ideas), Dillo (coder) GrumpyOldWizard (lead coder), jimmydeansauce (concept artist), and Fluxigon (artist/Modeller). The Wastelands project was an attempt to give the Minecraft community the thrill of surviving and exploring a realistic and in depth post-apocalyptic Minecraft environment. In the Wastelands mod we hope to bring the most complex and thrilling collaborative project that the community has seen. The Wastelands mod will offer many great aspects of the Minecraft game all lopped into one mod. These aspects of game-play include: guns, skills, experience leveling system, randomly generated instances and structures, and much more. It is worth noting that this is a pretty large mod and the work that needs to get done is a bit overwhelming. It will take time to get this mod up and running and it will actually never be finished; I'm planning on adding onto this mod for a quite some time. This mod is in its early stages of development and one of the reasons I've posted this, was to get any ideas from the community that I could add to this mod. The creativity of all contributors will be given credit once this mod has been released. This is not only an attempt to make a good mod but to better the game-play of Minecraft.
I will highlight the following things in colors representing their perceived level of difficulty. Green meaning easiest, Orange meaning the task is of medium difficulty, and Red meaning that the task to code the idea is perceived to be difficult. In addition to the color code, I will the task's progress percentage in purple brackets next to the name, so followers can track the slow but steady development of the mod. Any item descriptions will be highlighted in blue; this include things like stats and item descriptions. Again, if there are any ideas or questions please comment. Every bit of creativity counts to the progression of this mod. This Minecraft project is of course open to the community. I would like this project to be a community effort (at-least for the concepts and ideas) and we'll handle the coding.
Regarding textures or sprites: None of the shown images are final and may be subject to modification. There are two types of resolutions that will be in use: 32x32 and 16x16; they will be placed in that order if both definitions are available. Graphics for everything except mobs will count for 10% completion. 32x32's will account for 6% completion while 16x16's will account for 4% completion.
If you have a suggestion then follow this application. If you have more than one just cut and paste another and repeat for as many ideas that you have. For the game play theme, I am shifting towards a organic, rather then mechanical feeling. This would more things like mutants and plant life than industrialized super complexes and robots. Also what caused the Wastelands to become what it is, was a prolonged nuclear war followed by a slow reclaim by nature. So please make sure your ideas fall within those guidelines.
The Wastelands Idea Application
1. What is the name of your idea?
2. What group does it fall under?
3. What subgroup does it fall under?
4. Give a detailed description of your idea.
5. Include a picture if needed.
6. Any other miscellaneous information that might be useful to know.
A note to the impatient: There are certain conditions to which this mod gets developed. First off me and the other 2 people writing this meet twice a week (Tuesdays and Thursdays) for about 3 hours and whatever gets done in that time is what gets done. If I have the time to work on it other then those allotted slots of time then I may decide to write more, but for the most part I think dedicating 6-8 hours of time on this is enough. Writing this mod is not my job, its a hobby. In order for any block to be considered complete, I need to have the proper texture and the person making them has a life as well. In addition to his generosity in making the textures he's making a 16x16 and a 32x32, obviously that will take time as well.
LATEST UPDATES; 2/28/12:
Sorry everyone but I've abandoned this project for a different one. Noticing the amount of time till our lives are destroyed at college we decided to create our own game and we plan to sell it on steam. So basically we dropped this for a funner more original project. We will post a link to the source if anyone wants to pick up where we left off. We're also all just tired of minecraft, it's just not that fun anymore to be honest (we've been playing since Indev).
SMP
The Wastelands mod for server use.
SMP [0%]- I am indeed planning to make this mod for server use. Keep in mind that this will not be within the near future and when it does eventually come out, it will be riddled with bugs. Hopefully this will be another aspect of this mod that sets it apart from the rest of mincraft mods. Its big, fun, and for server use (hopefully).
In SMP all skills will be able to be trained but only up to a certain point. It's then that you choose 3 skills that you wish to specialize in, after selecting the skills you will be able to train only those 3 skills further. This may not seem like much but each skill will have 3+ sub-skills each equaling each other in total experience needed. so this would make for 9+ sub-skills on top of all the other skills you can train to the experience cap Making a total of 21+ skills you can train. This method of player development is meant to force players to interact with one another (and to reduce the amount of unnecessary PvP), as well as support an economy.
We will probably be keeping the SMP portion of this game private for a bit, to build up an official Wastelands server. We will be offering all the aspects of the wastelands with some extra SMP features to enhance SMP play. Unfortunately we will have to make it a monthly subscription, but, the more people that play the less it will cost. Here is the (correct) math:
The (professional EC2 hosted server) will cost us (the server owners) 24 cents an hour to host. This means $5.76 a day and onto $172.80 and further onto $2,073.60 a year. As you can see this is a bit pricey for us to host so we will work out a subscription deal. Initially the price will be $5. we will need about 35 people to be P2P players for the price to stay at $5 but once more then 35 start to join (hopefully); the price of subscription will drop. Also we will probably offer special game "things" for people generous enough to spend extra money on them. This may include: Emotions, Titles, Player modifiers, special weapons or items, Charisma rebalances and if there are people who actually purchase these things then I'll calculate the according profit and adjust the subscription to better fit the trend.
I personally like this idea. Its gonna take us a lot of our personal time and resources to get the SSP version of this mod working and even more for SMP and i think a bit of money will definitely be worth the ability to play with other players, join factions, create cities, run businesses, and so on. Also with those extra SMP tidbits thrown in. That's just my personal opinion it's like a worthwhile way to compensate the developers.
Weapons
Objects or utilities that will be used to cause damage to enemies or destruction to the world.
Currently, the default bullet image is used as a place holder for a few bullets with no current (unique) image. Explosives...
Active:
Inactive:
Trigger Stickies [0%]- This explosive can be placed in strategic locations like dark corners, ceilings, and door-ways. Once placed this medium powered explosive can be detonated from a distance threw the glory of a remote control.
Landmines [0%]- Blocks that will somewhat resemble a half-block. When placed on the ground and activated, they will cause a powerful concentrated explosion.
U-Bomb [0%]- A bomb that is considerably more powerful that TNT. The U-Bomb will have a large explosion radius, high damage, and will leave behind a decent field of radiation. This bomb is nick-named "U-Bomb" because of the fact that the bomb will contain uranium.
EU-Bomb [0%]- A bomb stronger than the U-Bomb. This bomb's explosion strength and blast radius will be larger than that of the U-Bomb and will leave behind a strong radiation field. This bomb is lovingly named the "EU-Bomb" because the bomb will contain certain amount of enriched-uranium.
Pu-Bomb [0%]- This bomb is (predictably) stronger than the EU-Bomb. This bomb's explosion strength and blast radius will be greater than that of the EU-bomb and will leave behind a very strong field of radiation.
Close Quarters...
Paw-Claw [6%]- The Paw-Claw is a close quarters weapon that resembles that of a bear's claws. This weapon is good for fast moderate damage when getting up close and personal with the enemy.
Swords
Blood Stone Sword [100%]
Vulfram Sword [100%]
Aurum Sword [100%]
Oombra Ferrum Sword [100%]
Ferrum Sword [100%]
Guns, Artillery, and Other Ranged Projectiles...
Flame Breather [100%]
Stats:
Maximum Range: 20 meters
Damage: N/A
Accuracy: N/A
Recoil: None
Ammo: Oil
Crippling Shot: None
Fire Rate: Fast
Description: The Flame Breather is a weapon that spits out flames in the hope of incinerating whatever it needs to.
Pins n' Needles [100%]
Stats:
Maximum Range: 35 meters
Damage: .5
Accuracy: Average
Recoil: low
Ammo: Small Bullets
Crippling Shot: None
Fire Rate: Fast
Description: Pins n' Needles is a small, light-weight, automatic weapon. This gun can spit out an enormous amount of bullets but deals small amounts of damage.
Basilisk [100%]
Stats:
Maximum Range: N/A
Damage: N/A
Accuracy: N/A
Recoil: None
Ammo: Launchable Grenades
Crippling Shot: None
Fire Rate: Slow
Description: The Basilisk is a powerful grenade launcher that, when used skillfully, can be a deadly and terrifying weapon; unleashing powerful onslaughts of grenades that can fall from the sky having a wonderful effect of fear and confusion on your enemies.
Big John [100%]
Stats:
Maximum Range: 200 meters
Damage: N/A
Accuracy: Great
Recoil: N/A
Ammo: Rockets
Crippling Shot: N/A
Fire Rate: Slow
Description: Big John is a rocket launcher, can deal high damage, and can shoot missiles. Damage with Big John is increased further with splash damage, implying that the shrapnel from the missile's or rocket's case exploded and fragmented within the splash zone.
The Sky Hawk [100%]
Stats:
Maximum Range: 35 meters
Damage: 2-3 hearts
Accuracy: Good
Recoil: Low-medium
Ammo: Bullets (regular) Hallow Point, and Explosive Bullets
Crippling Shot: 10%
Fire Rate: Medium-fast
Description: The Sky Hawk is the equivalent of your regular every day pistol.
Sporter [100%]
Stats:
Maximum Range: 80 meters
Damage: 3-4 hearts
Accuracy: Great
Recoil: Low-medium
Ammo: Rifle Bullets
Crippling Shot: 15%
Fire Rate: Medium
Description: The Sporter (Rifle) is a medium range weapon used more for range than power. It is a fairly simple gun, nothing too fantastic about it.
Gutpuncher [100%]
Stats:
Maximum Range: 20 meters
Damage: .5-5 hearts
Accuracy: N/A
Recoil: Medium-High
Ammo: Shells
Crippling Shot: 20%
Fire Rate: Medium
Description: The Gut Puncher is a powerful short to medium range weapon that delivers a burst of pullets in the enemies direction, causing a great deal of damage. Due to the nature of its ammunition, this gun's fire will spread gradually of a certain distance, becoming less and less concentrated.
Hand Cannon [100%]
Stats:
Maximum Range: 45 meters
Damage: 2.5-3.5 hearts
Accuracy: Medium
Recoil: Medium
Ammo: Large Bullets, Hallow Points, Explosive Bullets, and Bullets (regular)
Crippling Shot: 20%
Fire Rate: Medium
Description: The Hand Cannon is a high caliber revolver which can shoot large bullets and give you plenty of bang for your buck.
Long Shot [100%]
Stats:
Maximum Range: 180 meters
Damage: 5
Accuracy: Great
Recoil: High
Ammo: Large Bullets and Rifle Bullets
Crippling Shot: 25%
Fire Rate: Medium-Slow
Description: This high powered sniper rifle was designed by master weapon-smiths during the great war that created the Wastelands. Needless to say, this is a deadly gun. With a great scope range and large bullets, you have the power to stealthily take out your targets with ease from great ranges.
Flanger [6%]- This bow is hard to obtain and even more difficult to construct. When fired this bow shoots a blue laser that will move slightly slower then a normal arrow but will ignore all armor.
Ammunition...
Normal Bullets [100%]- Normal bullets will have no bonus damage modifiers or special abilities. All these will do is damage enemies from a range (with a gun of course).
Pellet Shell [100%]- The Pellet shell is used but shotgun type devices in order to achieve a powerful spread of fire. The fire from this ammunition will cause damage as though multiple regular bullets were hitting the target, although each individual pellet will not be too strong.
Explosive Bullets [100%]- These bullets will do all the things regular bullets do but will cause an explosion on impact. This will mean an explosive damage modifier to each explosive bullet.
Rifle Bullets [100%]- Rifle Bullets are the basic bullet for all rifle-like weapons. This specific bullet offers a greater range than normal bullets but is not particularly powerful.
Hallow-Point Bullets [100%]- These Bullets will do all the things regular bullets do, just with more damage.
Large Bullets [100%]- Similar to the regular bullet, the large bullet's only difference is a slight increase in damage.
Incendiary Bullets [50%]- These bullets will do all the things regular bullets do but will cause whatever it hits upon impact, to catch fire. This will mean a fire damage modifier to each incendiary bullet.
Rockets [90%]- Long ranged, explosive ammunition for use in rocket launcher type weapons.
Launchable Grenades [90%]- Long ranged, explosive ammunition for use in grenade launcher type weapons.
Siege Shells...
Fire Drop [0%]- This bombardment shell will explode dealing explosive splash damage and will light a large area of ground aflame dealing additional fire damage upon impact.
Lobby [0%]- This bombardment shell will explode dealing large amounts of damage in a large area with explosive splash damage.
Massive Shell [0%]- These Gatling bullets are fired at a reasonable pace and deal good amounts of damage upon impact.
Rokk [0%]- This rocket causes a concentrated area of ground to be affected by very high powered explosion.
Flame Breather Ammunition
Cane Tail Alcohol [0%]- The alcohol made from cane tails can be used as a easy to make, low-medium damage fluid for the Flame Breather.
Oil [90%]- Somewhat rare, oil burns at the temperature of a regular fire and does not have any special characteristics.
Other...
Barbed Wire [100%]- Barbed Wire will be a block that can be placed on the ground and moved threw. If you or an enemy moves threw barbed-wire, 1 heart of damage will be taken and movement speed will be decreased by about 15%. Crafting results will yield 4 Barbed Wire blocks.
Razor Wire [100%]- Razor Wire is a stronger and more deadly version of barbed-wire. If you or an enemy moves threw some razor-wire, 2 hearts of damage will be taken and movement will be decreased by 30%. Crafting results will yield 2 Razor Wire blocks.
Utilities
Objects or items that will be beneficial to adventurers in some way. Apparel...
Led Suit [8%]- This will be a suit made of led comprising of a head, chest, legs, and boots. Each piece of the suit will over a different level of protection to radiation. The full suit will over complete protection from the harmful affects of radiation. Due to the fact that led is heavy, the suit will also greatly reduce movement speed.
Raider Garb [10%]- The Wastelands is home to many types of cut-throat bandits and this is the traditional dark attire of the Raiders.
Diving Helmet [0%]- When worn, this helmet will (I'm sure you can guess) give you an increased air supply while under-water. This helmet will restrict your range of vision while wearing.
Texture:
Sprite:
Radiation Goggles [6%]- When worn and activated, these goggles will change the color of world to a gray-scale color scheme. The only thing that will have color while your goggles are activated, will be radiation, which will be shown in various shades of green.
Tools...
Ferrum Rod [100%]- A rod made of ferrum typically used for equipment.
Vulfram Rod [100%]- A rod made of vulfram typically used for low high equipment.
Aurum Rod [100%]- A rod made of aurum used exclusively for aurum tools.
Ferrum Tools:
Pickaxe [100%]
Hatchet [100%]
Spade [100%]
Hoe [95%]
Oombra Ferrum Tools:
Pickaxe [100%]
Hatchet [100%]
Spade [100%]
Hoe [95%]
Aurum Tools:
Pickaxe [100%]
Hatchet [100%]
Spade [100%]
Hoe [95%]
Vulfram Tools:
Pickaxe [100%]
Hatchet [100%]
Spade [100%]
Hoe [95%]
Blood Stone Tools:
Pickaxe [100%]
Hatchet [100%]
Spade [100%]
Hoe [95%]
Other...
Rubble [0%]- Rubble will be easy to get and be pretty much everywhere. Rubble's main use will be for camouflaging traps and other things you may want to hide from your enemies.
Poker Chips [0%]- The main currency of the Wastelands. Poker chip value ordered from least to greatest would be white, gray, then black. 100 white chips would be the equivalent of 1 gray chip, while 100 gray chips would be the equivalent of 1 black chip. Poker chips can be found in a variety of ways: loot from chests or lock-boxes, monster drops, or quest completion.
Randomly Generated Structures
Structures and obstacles that will randomly generate within the Wastelands. Obstacles...
Mine Fields [0%]- Mine Fields represent an interesting aspect of game-play, resembling traps that past people have lain in anticipation of unobservant enemies to wander into, or rather on to. Mine fields are plots of land that will have mines hidden all across the area. The only way to evade these traps would be to not go into them or be observant.
Fields/Lines of Barbed Wire [0%]- Due to the war time battles that past people have fought in these lands you'll be exploring, you may find your self in fields of barbed wire or random lines of defensively placed about.
Fields/Lines of Razor Wire [0%]- These fields and lines of razor wire are very similar to that of its barbed wire relative, except these plots of razor wire are simply more deadly.
Radiation Fields [0%]- These random fields of radiation will generate rarely and present a hidden obstacles for the player. These will be thrown into the game to simulate the detonation of bombs in different locations of the world (like the remnant of a war). These will most likely be paired to a crater in which a bomb has exploded (maybe even a ruined town).
Structures...
Wastelands Gateway [100%]- Similar to that of the Nether portal, this will be made of Oombra Ferrum blocks and lead to the Wastelands.
Buildings [0%]- These will range from homes to industrial buildings. Buildings will may on occasion, be inhabited by people who may or may not welcome you into their homes. Buildings may contain loot inside and are worth exploring. There will most likely be many different variants of them.
Ruins [0%]- Ruins will be much like building except they will offer a more dilapidated and run down appearance. This will hopefully give a greater sense of passing time to the player. Noting the differences between the building and ruins.
Towns [0%]- I'm not entirely sure how to approach this one but I'm sure that there is a way. My goal with towns is to be able to generate multiple buildings at once in a concentrated area, giving a town-like feel. I would like to be able to have different variants of these as well; inhabited, ruined, and so on.
Stores [0%]- Stores will be located in a variety of places and take a hand-full of forms. ranging from friendly house like structures in towns, to military outposts in the middle of nowhere. Stores will sell a variety of things but it ultimately depends on which store your at. Some may sell food, some ammunition, explosives, etc.
Pre-Wastelands War Machines
These machines of war were used during the war that sparked the creation of the Wastelands.
Some of these machines can be crafted while some are spawned as structures due to there size.
These can be in 2 state of conditions, usable and ruined. The Massives...
Thor [0%]- Thor is a massive structural heavy weapon. Finding a Thor is quite a rare thing. Only spawned in military outposts/towns, is not possible to construct, and cannot move. Thor's appearance: a platformed base with a pivotal rode leading to the head of the weapon. The head consists of a center area were the player will sit inside, aim, and shoot. linked to the cockpit are two large barrels used to fire the needed ammunition. There are different types of Thor: Bombardment, Rocket, and Gatling. If you find a Thor you will also need ammunition, for these massive weapons the only suitable thing that can be used is a special round called a siege shell.
The Environment
Things pertaining to the environment; like weather and things that will have an impact on either the environment or weather. Weather...
Acid Rain [0%]- Every now and then, the normal blue rain that you expect to fall from the skies will not be as it usually is. This rain will be a sort of brownish tinge and will slowly hurt you if your in contact with it for extended periods of time.
Other...
Radiation [0%]- This one I always have trouble explaining. Imagine a block that acts the same way as water does. There are two types (just like there is water), a source block and the currents that extend outward from that source block. The radiation source block will have its currents extending outward in every direction. Unlike water radiation will not be affected by gravity so its currents will extend out ward in every direction like a large sphere. I'm thinking of having different levels of intensity, 3 to be specific. Each with a greater radius (larger sphere). This block will be invisible, unless of course your wearing a handy pair of radiation goggles. Also unlike water, radiation will move threw anything, except a few materials like led. This means that you could be underground somewhere and accidentally run into a field of radiation that originated from somewhere on the surface. When exposed to radiation there are a few effects (that stack) that you will most likely experience: a steadily decreasing speed rate (up till 25% speed reduction), followed by a steady decline in accuracy (up to 25% reduction in accuracy), followed by blurred movement and vision, and lastly you will be assaulted with the shrieks and moans of the Wasteland's creatures.
World Generation [100%]- I need a way to actually generate the Wastelands. so naturally I'm going to need to figure out a way to generate everything from dirt to buildings.
HUD's and Interfaces
Notifications and Interfaces on your normal display screen and other screens that are used for player interaction or information. HUD's...
Experience Bar [0%]- The experience bar will be used to track how close you are from leveling your character. Leveling your character will give you the opportunity to unlock better and more powerful skills or attributes. Getting experience for leveling your character will either be done in two ways (I haven't decided which yet), a total experience system that throws everything that would offer you experience into one large experience pool in which your character would level in that way, or a fragmented experience system in which specific things will give you a specific type of experience; such as herbalism experience, explosives experience, and so on.
Radiation Bar [0%]- The radiation bar will much like your health bar (hearts bar i guess) except it will keep track of the level of radiation you've contracted. 1 being the least and 10 being the worst. The notch that the bar is at will correspond to the amount of health you will lose after a certain period of time after being exposed to a field of radiation. When exposed to radiation you will go up 1 notch on the bar after being exposed to a certain amount of time. The amount of notches you've accumulated are there to show you how much health you will lose and what radiation effect/s you will be suffering.
Interfaces...
Equipment Pane [0%]- Due to the amount of equipment you will need to attach to your person in order to stay alive in the wastelands, we have decided to split your "attached equipment" section of your inventory from your backpack. This will give you a a single backpack and attached equipment pane (2 different ones). Your backpack will look no different then it normally does. Your attached equipment pane will have been expanded as follows: 2 ear-ring slots for each ear (4 in total), a head slot, a neck slot, 3 ring slots for each hand (6 in total), a shoulder slot, a chest slot, a cape slot, a belt slot, a gloves slot, a legs slot, and finally a boots slot. Most clothing you find will usually offer some sort of armor protection and maybe some sort of extra bonus granting you extra damage, special abilities, etc.
Character Skills and Attributes
Skills will allow you to construct and make a variety of cool and useful creations. Some skills may require you to practice more than one skill at a time.
Some craftable items require a specific level to craft. Total Leveling Experience Graph...
Y = 0 - 7,500,000 (experience)
X = 1 - 100 (Levels)
This graph I made accurately shows the experience curve that players will encounter while leveling in the Wastelands.
My formula makes for a fun, long, reasonable, and non-grinding game experience (as you can see from the spacings between each point form both the x and y axis in relation to a leading point).
Skills...
On SSP all skills will be available to you. You can practice anything you wish in order to see which skill you might want to use most while on the Wastelands SMP server.
Each skill has 3+ sub-skills for more of a specialization inside each skill. There is no restriction on training a sub-skill except when reaching level 99. Once at the level 99 you must select one sub-skill specialization to follow to level cap 100. Once at level 100 you will get a perk which will grant some sort of bonus or ability as well as being an achievement.
Fishing [0%]- Threw out the Wastelands you may come across a variety of aquatic life. Fish, crustaceans, or whatever you may find at the end of your hook (or harpoon) will most likely find some sort of use; be it as food, an additive in a herbal concoction, there are plenty of possible uses for the aquatic life of the Wastelands.
Herbalism [0%]- Practicing herbalism will allow you to create a wide variety of herbal concoctions by taking ingredients from nature to benefit the player in some way while staying in the wastelands. I'm considering renaming this skill medicine for plans of increasing the range of ingredients from nature to man made.
Brewing [0%]- Brewing will allow adventurers to brew their own alcoholic concoctions. Players may find brewing useful for anything from comfort to weaponry.
Gun-smith- The gun-smith skill will allow players to craft their own guns. This will allow for custom guns, meaning guns that have been customized with their own barrels, scopes, stocks, loaders, and more. This is will arguably be one of the most important skills to practice in the Wastelands. The better your level in this skill the better your guns will be.
Explosives [0%]- In the Wastelands you may find it useful to practice the explosives skill. This skill will allow you to create gradually more sophisticated, powerful, and useful, explosive devices.
Mining [0%]- Training mining will allow you to extract or from rarer and harder minerals without destroying the ore.
Trap Making [0%]- Trap making is a must in the Wastelands. This skill is one that will allow you to stay alive at night threw the strategic placement of a combination of razor-wire and landmines. You will find this skill useful for setup ambushes or self defense.
Farming [0%]- The Farming skill will allow players to successfully cultivate and grow a variety of plants. This skill is a great way to keep useful herbalism or brewing plants nearby.
Cooking [0%]- Cooking will allow players to create foods that heal a greater amount of health.
Engineer [0%]- The engineering skill may allow for the construction of various technological devices. This skill is crucial when making vehicles or complex machinery.
Forging [0%]- This skill will allow players to smelt ore into usable bars. The rarer the ore, the harder it is to smith.
Blacksmith [0%]- Blacksmithing allows players to forge weapons, armor and other other tools from forged bars.
Attributes...
Strength [0%]- The strength skill is probably one of the most basic attributes there is and will offer itself simply as a damage modifier to close range weapons.
Accuracy [0%]- The accuracy attribute will help reduce the amount of recoil a gun will give off and help the aim of an adventurer.
Agility [0%]- Practicing this skill will give bonuses to player speed, dodge, and an increased chance to reduce damage from high heights. If players wish to practice this skill they will need to fall from heights and take damage or fight monsters in the hope that they dodge any incoming blows.
Dexterity [0%]- My hope with dexterity is to somehow tie them into the skill's mini-games. I would like to make it so that the higher you dexterity skill us the greater chance of success you'll have while playing a skill mini-game.
Charisma [0%]- Imagine Charisma as a sort of Karma system. Doing good things will give you positive charisma, while doing bad things will give you bad charisma. For now all charisma is good for is increasing or decreasing shop prices slightly, from various npc stores. Here are ways to gain Charisma: Kill people/npc's and do quests. People with + charisma who kill people with - charisma will receive + charisma of the appropriate amount the more charisma in either extreme a person has (who you killed) will give you more charisma points. Now naturally we're trying to go for a certain amount of logic here were doing one thing for either side of the scale will give you attention from both sides in some sort of way, so we were trying to go with a opposites rule: good people kill bad people which gains good people good charisma, bad people kill good people which earns them bad charisma; which all makes sense because doing those sort of things would earn you attention from the according side. There will be a neutral zone as well. Take this example here: imagine a Charisma scale ranging from -200 to 200. the neutral zone would be something like -50 to 50. When neutral charisma people kill other people, they will receive the according opposite amount of charisma. Also people with neutral charisma will not receive a benefit to shop prices (while + people will receive a discount and - people will receive a mark up) also people who kill neutral people will receive no charisma points. For now this is the basic principle of charisma and we will be modifying it with various perks and other things to make it more fun and realistic. This has a lot of potential in my mind.
Malfunctions...
Gun-smith Malfunctions [0%]- In the Wastelands all form of weaponry is crafted. This does not exclude guns. When using a gun there will be a chance that the gun will jam causing a delay in fire, or it will stop all together and will have to be fixed. The higher your gun-smith level the higher the chance that your gun wont jam or break while in use.
Explosive Malfunctions [0%]- When using crafted explosives in the Wastelands, a few things may happen during the process of usage. Upon detonation your explosive device may either explode with less intensity then anticipated, or not explode at all.
Skill Mini-Games and Devices
Skills will often have a "mini-game" of sorts associated with them. These will be what allows you to craft what you need to craft and give you certain amounts of whatever it is you're trying to craft depending on the level of success you had during the course of the mini-game. It is worth noting that there is, at this point in time, no solid plan or recipe to an skill mini-game. Skill Mini-Games...
Herb Table [0%]- The Herb Table is a skill mini-game associated with the skill of herbalism. This skill mini-game will most likely contain all of the major concepts of making herbal solutions. The mini-game will include aspects of "potion making" such as mixing, crushing, and heating various components of your mixture/s.
Brewing Vat [0%]- The Brewing Vat skill mini-game will allow players to mix and ferment various substances in the goal of eventually getting some sort of alcoholic mixture.
Gun-Smith Bench [20%]- The Gun-Smith Bench mini-game will allow adventures to craft all aspects of your weaponry. Players will be able to craft things like gun barrels, sights, stocks, loaders, magazines, bullets and combine them in a way that would be most advantageous to you (if your level permits it).
Brewing
This skill will allow the player to make alcoholic concoctions for consumption or other uses. Information...
Alcohols and Brews [0%]- The difference between alcohols and brews is that alcohols are used in weapons like the Flame Breather. Due to their high alcohol content they're actually dangerous for human consumption and are much more useful in weaponry. Brews however are perfectly fine to drink (to a certain extent) and will often offer some sort of stat bonus.
Alcohols...
Cane Tail Alcohol [0%]- The alcohol made from cane tails can be used as a easy to make, low-medium damage fluid for the Flame Breather.
Books
Books in the Wastelands will gradually fill themselves out with information as you discover things threw-out the Wasteland. Guides and Journals...
Journal [0%]- Journals will have adjustable titles and will allow players to write and keep data of their day-to-day adventures of the Wastelands.
The Gun-Smith's Hand-Book [0%]- This book will (as long as its on you) keep track of all you're newly crafted gun's and their parts as you have found the formula and have crafted said item for later reference.
Nature's Guide to Medicine [0%]- This book will (as long as its on you) keep track of all you newly mixed medicinal concoctions for later reference.
Guide to all Projectiles [0%]- This book will (as long as its on you) keep track of all your newly crafted projectiles for later reference. This includes things like bullets, throwing-knives, and arrows.
Bomb-Makers Hand-Book [0%]- This book will (as long as its on you) keep track of you newly crafted explosive devised for later reference.
Aquatic Life of the Wastelands [0%]- This book will (as long as its on you) keep track of all newly caught aquatic life in the Wastelands, for future reference.
The Wastelands Bestiary [0%]- This book will (regardless of being on your person) log and keep track all slain Wasteland creatures.
Wasteland Vegetation [0%]- This book will (regardless of being on your person) log and keep track of all vegetation found withing the Wastlands for future reference.
The Book of Poisons [0%]- This book will (as long as its on you) keep track of all crafted poisons for future reference.
Home Brewing Guide [0%]- This book will (as long as its on you) keep track of all brewed alcohols for future reference.
Wasteland Mobs
The Wasteland will be home to many new and exciting creatures; some deadly, some friendly. Ghosts and the Undead...
Cipher [0%]- (Hostile) Ciphers are ghost like mobs that inhabit the Wastelands. Ciphers are a rare and deadly mob. Ciphers will appear as slightly see-threw and glowing. Ciphers will simply stare quietly at you make eye-contact with them but as soon as you turn your back a Cipher will start to shriek and make sounds as it hovers towards you. If you turn back then they will stop and stare quietly at you again. Ciphers can move threw 1 block thick walls and are only hurt by fire. Hope your prepared to kill it when you see one, or rather when one sees you.
Aquatic...
Flatjack [0%]- (Hostile) A Flat Jack is a semi-large fish like mob. Flat Jack's will wait on the dark bottom of ocean and lake beds for helpless fish or adventurers to wander just a tad bit too close. Flat Jacks are flat in shape and will wait until you come within a 2 block radius to attack. Flat Jack's will attack suddenly in a burst of movement in an attempt to inhale you along with the water in a giant desperate gulp.
Wasteland Vegetation
The Wasteland will contain many new forms of vegetation. Most forms of plant life will offer some sort of benefit to the player. Its worth discovering and logging them for (mainly) medicinal purposes. Flowers...
Nuke Bloom [0%]- This special flower will only grow in a radioactive environment. From an herbalism standpoint, you may find this flower useful in mixtures used to cure your self from the effects of radiation. This flower is unusually beautiful for living in such an inhospitable environment.
Water-Side Plants...
Cane Tail [0%]- Found mostly on the edge of marshy lakes, Cane Tails are sweet reed like plants that grow tall and are useful in brewing.
Non-Flowering Plants...
Smoke Leaf [0%]- A plant that is easy to grow. Smoke Leafs are base herbalism plants and can be mixed with a variety of other plants. Players practicing herbalism will find Smoke Leaf a necessary starting plant.
Trees...
Deadwood [0%]- The Deadwood tree is the name that was given to the trees of minecraft that have "survived" the Wastelands apocalypse and have stayed rooted. These tree's are brittle and dead, there for, they have lost their strength and are a very poor wood.
Ores and Other Blocks
Soils and Earth...
Here you will find all the minerals and blocks of the Wasteland.
If block completion percentage is at 90% all that needs to be done is the block's texture.
Sabulo [100%]- This is the common "sand" type block you'll find in the Wastelands.
Ayerdae [100%]- This is the typical every day grass block that you'll see in the Wastelands. Ayerdae in the wastelands does not spread due to the harm that the environment has caused it over time, more or less confining the ayerdae permanently to its one block.
Terra Forming Grass [0%]- The scientists of the pre-wastelands noticed this trend of destruction and in an attempt to save the collapsing ecosystem invented a grass that will spread, regardless of environmental conditions. This grass is tough and gritty but grass non the less. These blocks are rare to find and can only be found as loot and in small quantities, it can only spread grass to rich soil and fertile earth
Ayerda [100%]- This is the typical every day dirt block that you'll see in the Wastelands.
Infertile Earth [0%]- This type of soil has had all of its minerals sucked dry threw either the intense climate changes of the area its been in or any other reasons that might prevent things from growing on this specific block of land.
Fertile Earth [0%]- This plot of dirt has not been completely destroyed by the wastelands and still retains some minerals for use in farming.
Rich Soil [0%]- This chunk of dirt has not been affected in any way by the harsh environment of the wastelands and is rich with minerals. These dirt blocks are very good for use in farming.
Dry Soil [0%]- This soil block has been hardened by natural processes, is slightly harder than dirt, and is also infertile.
Mud [0%]- Typically found in marshy areas, mud blocks are soft and will slow your movement speed as well as suck your feet a bit into them. The deeper the mud, the deeper you may get sucked into it. It is possible to die from being sucked too deep into mud. The more you struggle, the worse it gets.
Ores, Ingots, and Stones...
Sabulo Stein [100%]- This is the common "sand-stone" type block you'll mine in the Wastelands.
Flaster Stein [100%]- This is the common "cobble-stone" type block you'll mine in the Wastelands.
Stein [100%]- This is the common "smooth-stone" rock of the Wastelands.
Ferrum Ore [100%]- Ferrum is an iron equivalent found among the Wastelands.
Block of Ferrum [100%]- A solid metal block of ferrum comprised of 9 ferrum ingots.
Ferrum Ingot [100%]- The smelting result of Ferrum Ore.
Oombra Ferrum Ore [100%]- Oombra Ferrum is a form of iron found among the Wastelands.
Block of Oobmra Ferrum [100%]- A metal block of oombra ferrum comprised of 9 oombra ferrum ingots.
Oombra Ferrum Ingot [100%]- The smelting result of Oombra Ferrum Ore.
Aurum Ore [100%]- Aurum is a gold-like block found in the Wastelands.
Block of Aurum [100%]- A solid metal block of aurum comprised of 9 aurum ingots.
Aurum Ingot [100%]- The smelting result of Aurum Ore.
Vulfram Ore [100%]- A semi-rare metal found in the Wastelands used for high level recipes.
Block of Vulfram [100%]- A solid metal block of Vulfram comprised of 9 Vulfram ingots.
Vulfram Ingot [100%]- The smelting result of Vulfram Ore.
Blood Stone Ore [100%]- A rare metal found in the Wastelands used for high level recipes.
Block of Blood Stone [100%]- A solid metal block of Blood Stone comprised of 9 Blood Stone ingots.
Blood Stone Ingot [100%]- The smelting result of Blood Stone Ore.
Lead [0%]- Lead will not serve much of a purpose but to allow writing and radiation protection.
Uranium [0%]- Uranium is a rare mineral that can be found within the wastelands. Naturally occurring, uranium emits low levels of radiation. The main use for uranium will be in nuclear bombs.
Wood...
Deadwood [90%]- This is the common (kind of) wood in the wastelands harvested from the Deadwood tree. This wood is used in crafting applications and is a bit weaker (brittle) then typical wood.
Dry Wood [90%]- Dry Wood is obtained in sets of 4 from Deadwood and is used in crafting applications.
Items
Wood...
Dry Boards [90%]- Dry Boards are obtained in sets of 2 from Dry Wood and is used commonly in low level crafting.
All downloads prefixed with "Alpha" are incomplete and are meant for community testing. For example, I'll be releasing the first download after terrain generation is done. This is so people other then me and the mod team can help speed up testing. This also means that the content you'll find your self playing with in all the Alpha stages of development will be lacking in gameplay.
The Wastelands will probably be in "Beta" for the majority of its development since it will basically never be done. There is always something more to add.
If there are any bugs that i have not listed, please post what they/it is/are.
Videos...
Downloads...
Sound Tracks...
Sound track for those old abandoned military outposts that you'll be exploring.
This document is Copyright �(2011)(Beu50) of (hereafter referred to as "The Owner") and is the intellectual property of The Owner. Only Minecraftforum.net is able to host any of The Owner's material without the consent of The Owner. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. (Electronic mail is acceptable as long as you wait for a response.) If you mirror this mod page or anything The Owner has made on any other site, The Owner may seek compensation for the damages through a lawsuit. License
IGN:exmpletree Age:16 How long you've played Minecraft: 5 months
Are you sexy?: oh hell yeah ill let my elder sister play too . (she is 21) and i did her xD
added more skills, bullets, and things that can go wrong from poorly made guns and bombs. thinking about adding better descriptions and making post look prettier.
Since you have used radiation maybe for a mob infected humans. not like the zombie that already exist in the game. they could be a peaceful mode unless provoked but if u get near them you get effected by radiation. Giant Cockroaches maybe, those things never die so it is likely that they could survive in a wasteland. Anyways just some suggestions it sounds great so far
I say use ideas from the media, such as (relatively) popular post-apocalyptic movies such as Resident Evil. God, how i would love to see Split-Heads. Also, i don't really think there's much of a point in adding ores. I would make chests spawn rarely in ruins, maybe a new type of storage crate or something. If you want an apocalyptic feel, make pre-generated ruins throughout The Wastelands, maybe anything from Large, dead cities to small outposts and hide-outs. I'd imagine that'd be hard to code, but i'm just offering ideas. In creating a post-apocalyptic feel, the most important things are the ruins, although it depends on what type of feel you're looking for. If you're after a more ambient and lonely feel, i suggest more drastically empty ruins (and that spawn less, so you seem even more alone) with spawners of new mobs, rather than having mobs spawn frequently throughout the terrain. If you're after a more intense, shoot as much as you can before you die feel, then i suggest more spawns of new mobs generally throughout the terrain, and much more frequently spawning ruins. I think wire fences and electric fences are both great ideas. After reading some more, it seems as though you're looking for a more intense feel, yet more in-depth where you have more options rather than just wandering around shooting stuff. In that case, you could make a sort of 'biome' system, where there are empty plains, abandoned towns, military outposts, Large, government controlled cities, etc. These different 'biomes' could generate randomly but have a common theme of generation. Mobs are difficult to contemplate, but i suggest just making infected versions of already existing things. They could be more beneficially affected by the radiation than humans, like they could be larger or spit acid or something.
Here's a list of a couple mob ideas:
Acid-spitting lizards
Infected Creepers, with an explosion that releases radiation.
Split-Heads/hounds (From Resident Evil.)
Centipedes, like those from The Nether Update.
Whatever, though, you all are the coders, not me. I'm just giving you some suggestions. Sorry for making you read a bunch of stuff, btw.
Rollback Post to RevisionRollBack
Credit to Shinkei-Shinto for the profile pic. (seriously, check her **** out.)
What about civilisation trying to rebuild itself, so tiny ruined villages with NPCs trying to rebuild it scattered all over the map. it would give it more of an apocalyptic feel
Since you have used radiation maybe for a mob infected humans. not like the zombie that already exist in the game. they could be a peaceful mode unless provoked but if u get near them you get effected by radiation. Giant Cockroaches maybe, those things never die so it is likely that they could survive in a wasteland. Anyways just some suggestions it sounds great so far
Ya i have thought of a infected human type mob but i just don't know of a way to describe it :tongue.gif: and i was trying to avoid things that were in fallout.. thanks for the ideas though, im definitely going to add a infected human type mob. probably variants of that as well.
I say use ideas from the media, such as (relatively) popular post-apocalyptic movies such as Resident Evil. God, how i would love to see Split-Heads. Also, i don't really think there's much of a point in adding ores. I would make chests spawn rarely in ruins, maybe a new type of storage crate or something. If you want an apocalyptic feel, make pre-generated ruins throughout The Wastelands, maybe anything from Large, dead cities to small outposts and hide-outs. I'd imagine that'd be hard to code, but i'm just offering ideas. In creating a post-apocalyptic feel, the most important things are the ruins, although it depends on what type of feel you're looking for. If you're after a more ambient and lonely feel, i suggest more drastically empty ruins (and that spawn less, so you seem even more alone) with spawners of new mobs, rather than having mobs spawn frequently throughout the terrain. If you're after a more intense, shoot as much as you can before you die feel, then i suggest more spawns of new mobs generally throughout the terrain, and much more frequently spawning ruins. I think wire fences and electric fences are both great ideas. After reading some more, it seems as though you're looking for a more intense feel, yet more in-depth where you have more options rather than just wandering around shooting stuff. In that case, you could make a sort of 'biome' system, where there are empty plains, abandoned towns, military outposts, Large, government controlled cities, etc. These different 'biomes' could generate randomly but have a common theme of generation. Mobs are difficult to contemplate, but i suggest just making infected versions of already existing things. They could be more beneficially affected by the radiation than humans, like they could be larger or spit acid or something.
Here's a list of a couple mob ideas:
Acid-spitting lizards
Infected Creepers, with an explosion that releases radiation.
Split-Heads/hounds (From Resident Evil.)
Centipedes, like those from The Nether Update.
Whatever, though, you all are the coders, not me. I'm just giving you some suggestions. Sorry for making you read a bunch of stuff, btw.
thanks for your ideas mate, they're pretty good.
One thing i'm trying to do is avoid already existing game content.
The reason im adding ores is because i would like the environment to have custom "things" i guess, that would only be do-able if i had these custom ores and other things in it. So im planning on getting unique mobs and plants to spawn on these unique bits of custom earth.
I really like your idea of making some different chest. i think ill include that later as some sort of mini-game. like a lock-picking game or perhaps needing some sort of key. i like this one thanks :biggrin.gif:
I am indeed planning to have randomly generated structures in the game. if you read into the "randomly genereated structures" section (cough* :tongue.gif:) then you can read about the ones im planning to include so far. and it would indeed be hard to code but i know of a way to do this and will try to adapt it and get clever with it in time.
im planning on having mass generated biomes. this will mean that some areas will indeed feel "alone" while others will feel dense and inhabited.
i did not think of electric fences! that is a great idea ill be sure to try and work that in :biggrin.gif:
no problem on the paragraph you wrote. its not that much at all and it really helps expanding the project. I actually would hope people did it more often :|
What about a spectre mob. Like the Ghosts of those who had died. it could be green and partially see through. I was thinking of it acting a bit like a creeper. it would hover in one spot until you walk near it and it would follow behind you whispering creepy things
What about a spectre mob. Like the Ghosts of those who had died. it could be green and partially see through. I was thinking of it acting a bit like a creeper. it would hover in one spot until you walk near it and it would follow behind you whispering creepy things
Oh i really like this idea i think ill include this. A ghost mob that can you can see partially threw. When you look at it it wont move but just hover there in one place looking back at you. when you turn around it will follow and the pattern repeats. it will say these creepy things but only when your not looking. it will only attack you (and very strongly) when your within one block away of it. This is great because you can view this as a it killed you because you were uncareful or it drew you in. This is great :biggrin.gif: keep them coming if you can :biggrin.gif:
------edit------
this sounds like it could be uber creepy
yeah i thought it was uber creepy. i had an after thought about the mob. maybe this could be a variation of it. What about a Will-o-wisp, a creature that you can't see but calls you to it and leads you into a trap. you could make this more difficult by creating helpful ones which will lead you to an ore reserve or a chest or something
yeah i thought it was uber creepy. i had an after thought about the mob. maybe this could be a variation of it. What about a Will-o-wisp, a creature that you can't see but calls you to it and leads you into a trap. you could make this more difficult by creating helpful ones which will lead you to an ore reserve or a chest or something
hmm... sounds kind of hard to do but i really like the idea. i will definitely consider this.
One thing i'm trying to do is avoid already existing game content.
The reason im adding ores is because i would like the environment to have custom "things" i guess, that would only be do-able if i had these custom ores and other things in it. So im planning on getting unique mobs and plants to spawn on these unique bits of custom earth.
I really like your idea of making some different chest. i think ill include that later as some sort of mini-game. like a lock-picking game or perhaps needing some sort of key. i like this one thanks :biggrin.gif:
I am indeed planning to have randomly generated structures in the game. if you read into the "randomly genereated structures" section (cough* :tongue.gif:) then you can read about the ones im planning to include so far. and it would indeed be hard to code but i know of a way to do this and will try to adapt it and get clever with it in time.
im planning on having mass generated biomes. this will mean that some areas will indeed feel "alone" while others will feel dense and inhabited.
i did not think of electric fences! that is a great idea ill be sure to try and work that in :biggrin.gif:
no problem on the paragraph you wrote. its not that much at all and it really helps expanding the project. I actually would hope people did it more often :|
No problem! :biggrin.gif: i would love to see this mod finished, i bet it'll be awesome!
Edit: Come to think of it, if i know anything from using Last Days, and from playing with the Walled City Generator, i think trees might ruin some environments. You could possibly collect wood from random buildings or outposts you find.
As well, i thought of two new things.
One: Tumbleweeds would be cool, although hard, most likely.
Two: Little Desert gusts and whirlwinds would also be cool, like the ones Kodaichi made.
The Wasteland mod is a very large collaborative modding project between me (Beu50) (code), Lancer369 (Lore/Ideas), Dillo (coder) GrumpyOldWizard (lead coder), jimmydeansauce (concept artist), and Fluxigon (artist/Modeller). The Wastelands project was an attempt to give the Minecraft community the thrill of surviving and exploring a realistic and in depth post-apocalyptic Minecraft environment. In the Wastelands mod we hope to bring the most complex and thrilling collaborative project that the community has seen. The Wastelands mod will offer many great aspects of the Minecraft game all lopped into one mod. These aspects of game-play include: guns, skills, experience leveling system, randomly generated instances and structures, and much more. It is worth noting that this is a pretty large mod and the work that needs to get done is a bit overwhelming. It will take time to get this mod up and running and it will actually never be finished; I'm planning on adding onto this mod for a quite some time. This mod is in its early stages of development and one of the reasons I've posted this, was to get any ideas from the community that I could add to this mod. The creativity of all contributors will be given credit once this mod has been released. This is not only an attempt to make a good mod but to better the game-play of Minecraft.
I will highlight the following things in colors representing their perceived level of difficulty. Green meaning easiest, Orange meaning the task is of medium difficulty, and Red meaning that the task to code the idea is perceived to be difficult. In addition to the color code, I will the task's progress percentage in purple brackets next to the name, so followers can track the slow but steady development of the mod. Any item descriptions will be highlighted in blue; this include things like stats and item descriptions. Again, if there are any ideas or questions please comment. Every bit of creativity counts to the progression of this mod. This Minecraft project is of course open to the community. I would like this project to be a community effort (at-least for the concepts and ideas) and we'll handle the coding.
Regarding textures or sprites: None of the shown images are final and may be subject to modification. There are two types of resolutions that will be in use: 32x32 and 16x16; they will be placed in that order if both definitions are available. Graphics for everything except mobs will count for 10% completion. 32x32's will account for 6% completion while 16x16's will account for 4% completion.
If you have a suggestion then follow this application. If you have more than one just cut and paste another and repeat for as many ideas that you have. For the game play theme, I am shifting towards a organic, rather then mechanical feeling. This would more things like mutants and plant life than industrialized super complexes and robots. Also what caused the Wastelands to become what it is, was a prolonged nuclear war followed by a slow reclaim by nature. So please make sure your ideas fall within those guidelines.
A note to the impatient: There are certain conditions to which this mod gets developed. First off me and the other 2 people writing this meet twice a week (Tuesdays and Thursdays) for about 3 hours and whatever gets done in that time is what gets done. If I have the time to work on it other then those allotted slots of time then I may decide to write more, but for the most part I think dedicating 6-8 hours of time on this is enough. Writing this mod is not my job, its a hobby. In order for any block to be considered complete, I need to have the proper texture and the person making them has a life as well. In addition to his generosity in making the textures he's making a 16x16 and a 32x32, obviously that will take time as well.
SMP
Weapons
Currently, the default bullet image is used as a place holder for a few bullets with no current (unique) image.
Explosives...
Trigger Stickies [0%]- This explosive can be placed in strategic locations like dark corners, ceilings, and door-ways. Once placed this medium powered explosive can be detonated from a distance threw the glory of a remote control.
Close Quarters...
Guns, Artillery, and Other Ranged Projectiles...
Flame Breather [100%]- Maximum Range: 20 meters
- Damage: N/A
- Accuracy: N/A
- Recoil: None
- Ammo: Oil
- Crippling Shot: None
- Fire Rate: Fast
Description: The Flame Breather is a weapon that spits out flames in the hope of incinerating whatever it needs to.
- Maximum Range: 35 meters
- Damage: .5
- Accuracy: Average
- Recoil: low
- Ammo: Small Bullets
- Crippling Shot: None
- Fire Rate: Fast
Description: Pins n' Needles is a small, light-weight, automatic weapon. This gun can spit out an enormous amount of bullets but deals small amounts of damage.
- Maximum Range: N/A
- Damage: N/A
- Accuracy: N/A
- Recoil: None
- Ammo: Launchable Grenades
- Crippling Shot: None
- Fire Rate: Slow
Description: The Basilisk is a powerful grenade launcher that, when used skillfully, can be a deadly and terrifying weapon; unleashing powerful onslaughts of grenades that can fall from the sky having a wonderful effect of fear and confusion on your enemies.
- Maximum Range: 200 meters
- Damage: N/A
- Accuracy: Great
- Recoil: N/A
- Ammo: Rockets
- Crippling Shot: N/A
- Fire Rate: Slow
Description: Big John is a rocket launcher, can deal high damage, and can shoot missiles. Damage with Big John is increased further with splash damage, implying that the shrapnel from the missile's or rocket's case exploded and fragmented within the splash zone.
- Maximum Range: 35 meters
- Damage: 2-3 hearts
- Accuracy: Good
- Recoil: Low-medium
- Ammo: Bullets (regular) Hallow Point, and Explosive Bullets
- Crippling Shot: 10%
- Fire Rate: Medium-fast
Description: The Sky Hawk is the equivalent of your regular every day pistol.
- Maximum Range: 80 meters
- Damage: 3-4 hearts
- Accuracy: Great
- Recoil: Low-medium
- Ammo: Rifle Bullets
- Crippling Shot: 15%
- Fire Rate: Medium
Description: The Sporter (Rifle) is a medium range weapon used more for range than power. It is a fairly simple gun, nothing too fantastic about it.
- Maximum Range: 20 meters
- Damage: .5-5 hearts
- Accuracy: N/A
- Recoil: Medium-High
- Ammo: Shells
- Crippling Shot: 20%
- Fire Rate: Medium
Description: The Gut Puncher is a powerful short to medium range weapon that delivers a burst of pullets in the enemies direction, causing a great deal of damage. Due to the nature of its ammunition, this gun's fire will spread gradually of a certain distance, becoming less and less concentrated.
- Maximum Range: 45 meters
- Damage: 2.5-3.5 hearts
- Accuracy: Medium
- Recoil: Medium
- Ammo: Large Bullets, Hallow Points, Explosive Bullets, and Bullets (regular)
- Crippling Shot: 20%
- Fire Rate: Medium
Description: The Hand Cannon is a high caliber revolver which can shoot large bullets and give you plenty of bang for your buck.
- Maximum Range: 180 meters
- Damage: 5
- Accuracy: Great
- Recoil: High
- Ammo: Large Bullets and Rifle Bullets
- Crippling Shot: 25%
- Fire Rate: Medium-Slow
Description: This high powered sniper rifle was designed by master weapon-smiths during the great war that created the Wastelands. Needless to say, this is a deadly gun. With a great scope range and large bullets, you have the power to stealthily take out your targets with ease from great ranges.
- Flanger [6%]- This bow is hard to obtain and even more difficult to construct. When fired this bow shoots a blue laser that will move slightly slower then a normal arrow but will ignore all armor.
Stats:
Pins n' Needles [100%]
Stats:
Basilisk [100%]
Stats:
Big John [100%]
Stats:
The Sky Hawk [100%]
Stats:
Sporter [100%]
Stats:
Gutpuncher [100%]
Stats:
Hand Cannon [100%]
Stats:
Long Shot [100%]
Stats:
Ammunition...
Siege Shells...
Flame Breather Ammunition
Other...
Utilities
Apparel...
Led Suit [8%]- This will be a suit made of led comprising of a head, chest, legs, and boots. Each piece of the suit will over a different level of protection to radiation. The full suit will over complete protection from the harmful affects of radiation. Due to the fact that led is heavy, the suit will also greatly reduce movement speed.
- Diving Helmet [0%]- When worn, this helmet will (I'm sure you can guess) give you an increased air supply while under-water. This helmet will restrict your range of vision while wearing.
- Texture:
Sprite:
Raider Garb [10%]- The Wastelands is home to many types of cut-throat bandits and this is the traditional dark attire of the Raiders.
Radiation Goggles [6%]- When worn and activated, these goggles will change the color of world to a gray-scale color scheme. The only thing that will have color while your goggles are activated, will be radiation, which will be shown in various shades of green.
Tools...
Other...
Randomly Generated Structures
Obstacles...
Structures...
Pre-Wastelands War Machines
Some of these machines can be crafted while some are spawned as structures due to there size.
These can be in 2 state of conditions, usable and ruined.
The Massives...
The Environment
Weather...
Other...
HUD's and Interfaces
HUD's...
Interfaces...
Character Skills and Attributes
Some craftable items require a specific level to craft.
Total Leveling Experience Graph...
X = 1 - 100 (Levels)
Skills...
Attributes...
Malfunctions...
Skill Mini-Games and Devices
Skill Mini-Games...
Brewing
Information...
Books
Guides and Journals...
Wasteland Mobs
Ghosts and the Undead...
Wasteland Vegetation
Flowers...
Ores and Other Blocks
If block completion percentage is at 90% all that needs to be done is the block's texture.
Ores, Ingots, and Stones...
Wood...
Items
Banners
Information and Downloads
Information...
Sound track for those old abandoned military outposts that you'll be exploring.
This document is Copyright �(2011)(Beu50) of (hereafter referred to as "The Owner") and is the intellectual property of The Owner. Only Minecraftforum.net is able to host any of The Owner's material without the consent of The Owner. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. (Electronic mail is acceptable as long as you wait for a response.) If you mirror this mod page or anything The Owner has made on any other site, The Owner may seek compensation for the damages through a lawsuit.
License
If you guys can pull this off successfully then it would be awesome!
mabye we could see some pics later on in the project?
ya ill probly be posting pics soon
Here's a list of a couple mob ideas:
Acid-spitting lizards
Infected Creepers, with an explosion that releases radiation.
Split-Heads/hounds (From Resident Evil.)
Centipedes, like those from The Nether Update.
Whatever, though, you all are the coders, not me. I'm just giving you some suggestions. Sorry for making you read a bunch of stuff, btw.
Credit to Shinkei-Shinto for the profile pic. (seriously, check her **** out.)
My Ideas:
The Realism Overhaul
Elemental Swords
DAMN YOU LIMITED CHARACTERS!
Ya i have thought of a infected human type mob but i just don't know of a way to describe it :tongue.gif: and i was trying to avoid things that were in fallout.. thanks for the ideas though, im definitely going to add a infected human type mob. probably variants of that as well.
thanks for your ideas mate, they're pretty good.
Oh i really like this idea i think ill include this. A ghost mob that can you can see partially threw. When you look at it it wont move but just hover there in one place looking back at you. when you turn around it will follow and the pattern repeats. it will say these creepy things but only when your not looking. it will only attack you (and very strongly) when your within one block away of it. This is great because you can view this as a it killed you because you were uncareful or it drew you in. This is great :biggrin.gif: keep them coming if you can :biggrin.gif:
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this sounds like it could be uber creepy
hmm... sounds kind of hard to do but i really like the idea. i will definitely consider this.
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added acid rain
No problem! :biggrin.gif: i would love to see this mod finished, i bet it'll be awesome!
Edit: Come to think of it, if i know anything from using Last Days, and from playing with the Walled City Generator, i think trees might ruin some environments. You could possibly collect wood from random buildings or outposts you find.
As well, i thought of two new things.
One: Tumbleweeds would be cool, although hard, most likely.
Two: Little Desert gusts and whirlwinds would also be cool, like the ones Kodaichi made.
Credit to Shinkei-Shinto for the profile pic. (seriously, check her **** out.)
My Ideas:
The Realism Overhaul
Elemental Swords
DAMN YOU LIMITED CHARACTERS!