We all love the base vanilla game, but there are some things about it that are not quite right. A lot of popular mods out there usually tend to shift away from the theme of the game, either focusing in magic and exploration or technology and machines. Although I have to admit, those mods are a lot of fun to play with, however I miss playing the vanilla game once in a while. There is a problem though. After getting used to playing with too many mods, vanilla can look bland in comparison.
That is why I decided to start the development of Vanilla Extended. The main goal of the mod is to improve upon the vanilla experience, maintaining the overall feel of it, but adding enough stuff to make it a little more enjoyable.
The Main Ideas
To make it easier coming up with ideas, I first made a list about things which I think need improvement in the vanilla game. The mod is still pretty young in its development cycle, and I am also not a very creative person, so any suggestions that people may give here are very welcome. In the meantime the current list things that I think need improvement include:
1) The overall difficulty of the game
3) Automation limitations
4) The use for some items is pretty limited
5) Means of storage organization are very limited
I will go briefly over each of them to explain what solutions I have thought about implementing.
1) The difficulty - So yeah, the game is generally pretty easy. After you get that full diamond armor there is almost nothing that can be a threat to your life. The game is really not that challenging and the mobs feel more of a nuisance than a threat to the player. To fix this I have implemented a Rank system. Each player starts at rank 1. As he progresses through the game, by crafting better armor, or by obtaining a better weapon, his rank increases. The higher the rank of the player, the more damage the mobs deal to him. That means that by the time you get fully enchanted diamond armor, you will probably have reached the last rank and the mobs will deal 250% more damage to you. That means that even in full diamond armor mobs like zombies will steal take half a heart out of you with each attack. This makes the game feel more challenging even when you have progressed to the end-game. Worth noting that each player has his own rank. Having a player in the server who is rank 10, doesn't mean all players receive the damage he does from monster. The backbone of this has been fully implemented, however I still haven't decided which actions will determine a rank-up for the player.
2) Dungeons - Dungeons in Vanilla are incredibly dull. You just put some torches in it and the danger is gone. The prize for finding one is usually underwhelming as well since the chests don't always contain valuable items. Yeah you can turn them into exp farms, but that's about it. To make the dungeons better, firstly I have added three new boss mobs.
-Skeleton King - The Skeleton King wields the Skeleton King Bow. This bow is special because it has random enhancements on it, and it can also shoot three arrows at a time. Fighting the Skeleton King early on is not a good idea. When he gets below 30% hp, he will enter frenzy mode and will start shooting extremely frequently. And remember that's three arrows per shot. When he dies he will drop the bow, along with the random enhancements that it had. -Zombie Lord - The Zombie Lord wields the Lord's Staff. This staff can spawn zombies that will fight whatever attacks the wielder. As with the Skeleton King, fighting the Zombie Lord early on is not recommended. You will not be able to deal with the swarm of zombies that he spawn, and he also hits harder and moves faster than normal zombies. ~Currently not implemented yet. -Spider Queen - The Spider Queen wields the Spider Queen Stinger. I am still deciding on what abilities this boss will have so I don't have much to share here.
Structures with rooms of respective mobs leading up to those bosses will randomly spawn underground, giving the player the initiative to explore underground to find those powerful weapons (which can not be obtained otherwise).
3) Automation Limitations - It's quite annoying that you can't do completely automated farms in vanilla. I thought hard about this one to come up with a solution that fit with the vanilla environment, and the best I could think of was making dispenser plant seeds. So dispensers will now plant seeds if the block in front is farmland instead of just dispensing them. This should allow for more automation possibilities.
4) The use of some items is pretty limited - Currently, by "some items" I only mean gold (Ideas for other items are welcome). Gold to me is pretty useless considering its rarity. I decided to make it more useful by adding "Assasins" to the game which are like Wanderers and they will offer you weapons with special enchantments that you can't normally get (like Fortune V) in exchange for gold. ~Currently unimplemented
5) Means of storage organization are pretty limited - When you get to the end-game in Minecraft, storage is a disaster. You have to navigate through all of your chests to find the items that you need. To make this a little better I have implemented two blocks. The Storage Controller and the Storage Connectors. Through the Storage Connectors (pipe-like blocks), you can connect everything that has an inventory (chests, shulker boxes etc ...) with a Storage Controller. Then through this Storage Controller you can manage every connected inventory in the system. That means you can view, take, or insert items in those connected chests all from this single block. Because I wanted to keep the vanilla feel as I said, you still need to setup big rooms of storage with chests, but now by connecting them to a storage controller you don't have to go through them to find that item you need as you will be able to view all your items from one block. ~This has been implemented, some refinements are needed though
And that's all the ideas that I have right now. Although the version I am currently working with is 1.14, if I get to finish this mod I plan to update to the newer versions as well. I have to mention that I am currently studying Computer Engineering and I am pretty occupied with University, so it won't always be easy to find free time to work with this project, however I will do my best.
I will try to post videos / pictures of the things I have already implemented later.
As I said before, any ideas that you may have are welcome.
Alright, as promised I am posting a quick overview of the stuff that have been implemented so far. Keep in mind, everything is in development and might change later on.
First, let's start with the Storage Controller GUI:
You can scroll through the inventory and also search for an item. In the top-left of the GUI you can see a 0/513. That shows how much space do you have left in the currently connected inventories to the system compared to the total space available.
As for how the controller and the connectors are placed, you can see here. (Note that both the transporter and the controller don't have final textures yet, I haven't worked too much on those because I am trying to get everything working first before I focus on textures and models)
Okay, now for the entities. I just finished the whole trade handling for the Wandering Assassin. He still doesn't have a model yet, however this is how the Interaction GUI looks like:
You can select one of the offers in the left. Then the selected Item will be displayed at the big slot in the top-left. That's only so you can see the enchantments of the item. You obviously cannot take the item from there. Then if you are happy with the item, insert the right amount of gold and take the item. Note that these items can only be purchased once. Afterwards the button turns gray and you can't buy them anymore. This is made to force the player to explore more often in order to find these rare Wanderers, otherwise they would just have to find one who happens to have good offers and no longer look for them again.
And now, for the only boss that I have almost completely finished, the Skeleton King:
As I said, the models and textures are not final yet, I might change them again. The bow that I am holding is the bow that the Skeleton King drops on death. It shoots three arrows per shot (and it consumes three arrows, so you better hope the drop you get has infinity on it).
That's a quick update that I made. I am currently working on the other two bosses, but it might take a while until I have some pictures for those.