Interdependence in Minecraft Modifications to Minecraft

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Different blocks have different walking/running speeds, which encourages the creation of roads. Leather and metal armor particularly slow your movement speed and can increase appetite.



The majority of crafting recipes would remain the same, but with minor changes such as making seeds and wheat exactly the same and the requirement of an oven for bread baking. There are two major changes to crafting recipes Crafting materials must be purchased with XP and must have a quality measurement.



Crafting recipes that are low-end, such as wooden tools and simple food are immediately available. All other crafting recipes require an XP cost the first time they are used. This XP cost is higher for fancier recipes.



This basic craft results in low-quality products. These are less efficient than the standard ones: they take longer to break down blocks, weapons do less damage, and food can reduce hunger. They also produce less XP. (More on this below.)



You can upgrade your skill at a specific recipe for an increase in XP cost. This allows you to create standard-quality products. They are similar to the items currently available in Minecraft.



Specialization



In addition, for a substantial portion of XP, you can choose one of the specializations that allow you to create high-quality products that are of a certain type, and/or benefits in other ways. There is only one specialty that can be active at any time. minecraft servers This is to ensure that players can specialize in particular tasks in multiplayer. Trade is possible from this specialization. This can result in more complex social structures. Instead of trying to do everything, you might choose to specialize in smithing or trade with a neighboring player who has a specialization in farming.



There are several possible specializations



Miner: Speed of mining increased. minecraft servers Woodworker: Creating recipes for wooden objects yields extra output. Warrior: Damage increases and less speed loss from armour. Scout: Increased speed and falling damage and faster movement. Farmer: Harvesting plants produces more food. Bonemeal more effective. Cooking: Food that is crafted reduces hunger and gives you more XP. Fisherman rods are quicker and give better results. - Smith: Able to create high-quality tools and armour. Butcher: Killing animals yield extra items. Enchanter - Enchanting objects reduces XP cost. - Wizard: Can duplicate magic books. - Trader gets better deals by trading with villager. (See also my post on better villagers and trading costs.)



etc.



This is probably the major change, and is my hobby horse. The way you gain XP is totally changed. Instead of mining and killing things to earn XP you can try new and different things to get it.



Try a different kind of food, particularly high-quality food. Kill a new type of enemy. Find a different kind of item, block, mob or mob. - Use a brand new tool or wear a new piece of clothing, particularly if it is high-quality.



This is the reason a lot of new content has been added to the website: lots more flowers and animals, as well as food crops. There are also new kinds of stuff that can be used to decorate and gain XP. Particularly fossils and clothing made of cloth could be interesting.



You must have a lot of XP to unlock crafting skills to improve your crafting skills, and then finally, select a specialization. You can get this by getting these new experiences. And guess what - this means these experiences have a trade value as well! Food items have a higher XP value than generic food. As Scouts, you can earn a living by collecting unusual plants and items and charging admission to see your most recent collections. This could be a specialization curators can put objects in frames to boost XP gain.



Intent



The proposed changes are designed to serve the same purpose: to encourage the creation and maintaining of multi-societies. Interdependent societies that have roads networks, trade, maybe even guilds banking, contracts and so on.