Interdependence in Minecraft Modification Of Minecraft

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Different blocks have different walking and running speeds, which aids in the development of roads. Additionally, leather and particularly metal armor slows down your speed of movement and increases hunger gain.



Crafting recipes would stay mostly the same, with some nods to sanity such as making seeds and wheat the same thing , and needing an oven to bake bread. There are two significant changes to recipes for crafting Crafting supplies require XP and must have an acceptable metric.



Low-tier crafting recipes such as wooden tools and simple foods are immediately available. All other crafting recipes require an XP cost the first time they are used. More expensive recipes require more XP.



This basic crafting creates low-quality items. These are less efficient than standard: they take longer to break down blocks, weapons cause less damage, and food can reduce hunger. They also produce less XP. (Learn more about this below.)



You can upgrade your skill at a particular recipe for an increase in XP and allows you to create standard quality items. Server They are similar to the current items in Minecraft.



Specialization



For a larger chunk of XP, you can choose a specialization that permits you to create high-quality items that are of a certain type, and/or advantages in other ways. Minecraft Only one specialization can be in use at any time. The purpose of this is that in multiplayer, players can specialize in specific tasks. Because of this, trade arises, and from that, more complex social structures. Therefore, instead of doing everything by yourself you could choose to specialize in smithing and trade with a neighboring player who is specifically focused on farming.



Some possible specializations:



Miner: Increased speed of mining. Woodworker: Additional output may be obtained by creating woodworking recipes. Warrior: Damage increases, less speed decrease from armour. - Scout: Faster movement speed, less falling damage. - Farmer: Harvesting plants yields more food. Bonemeal more effective. Cooking: Food that is crafted reduces hunger and generates more XP. Server Fisherman: Fishing rods are more efficient and yield better results. - Smith: Able to create high-quality tools and armour. Butchering - Killing animals can yield additional items. - Enchanter: Enchanting items has reduced XP cost. - Wizard: Can duplicate magic books. Traders: Trading with villager could lead to better deals. (See my blog post on better villagers and lower costs for trading.



etc.



This is probably the major change, and something of a hobby horse of mine. This is how you earn XP. Instead of gaining XP by mining or killing things it, you earn it by doing new, different tasks:



Try a different kind of food, preferably high-quality food. Kill a new kind of enemy. - Find a new type of block, item mob, or mob. Make use of a brand new tool or wear a brand new piece of clothing, particularly top-quality items.



To aid in this, a huge amount of new but straightforward content is added: lots of animals, flowers and food crops. Additionally, there's various new kinds of stuff mostly used for decoration as well as XP gain. Particularly fossils and clothing made from cloth would be cool.



You must have a lot of XP to unlock crafting abilities, improve crafting, and then finally, select a specialization. You can earn this by making these new experiences. These experiences can be traded value, which is excellent news! As a cook the main benefit of your food over generic food is that it causes an increase in XP. You can earn a living as a scout collecting unusual plants and items, and charging admission to view your most recent collections. This could be a specialization: a curator can place items in picture frames to boost XP gain.



Intent



The proposed changes have the same goal: to encourage the creation and maintenance of multiplayer societies. Interdependent societies using roads networks, trade, perhaps even guilds banks, contracts, and so on.