Vintagecraft Roadmap

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Everything listed here is not implemented or released yet, it acts as reference for Tyron on what to work on next :-)

The best Reference, in which Direction Vintagecraft is going, is the life style, tools and construction techniques used in the constuction of Guédelon Castle. There is an extensive Documentary about it on Youtube ("Secrets of the Castle with Ruth, Peter and Tom Episode 1 BBC Documentary 2014")


Metal Ages

  • Implemented: Copper, Bronze, Iron
  • Unfinished:
    • Steel (iron + coke)
    • Stainless Steel (10% chromium)
    • High-speed Steel (superior steel for Shears, Saw and Sword) (stainless steel, 10% tungsten)
    • Maraging Steel (superior steel for picks, axe, shovels, hammers) (stainless steel, 17–19 wt.% nickel, 8–12 wt.% cobalt, 3–5 wt.% molybdenum, and 0.2–1.6 wt.% titanium)

Smithing updates

  • Tool repair: Broken tools can be reheated in the forge. Using a "Repair tool" recipe in the anvil lets you restore the tools durability 3 times by 50%, then 45%, then 40%. After repairing 3 times, the tool no longer can be repaired.
  • Encrust metal tools with Diamonds: Adds 50% durability and Damage/Efficiency by 33% but eliminates the possibility of repairing.

New Crafting Mechanics

Stoneworking

  • Pretty much like the Carpenters Table but for working stone
  • Alows the creation of decorative stone blocks made from raw stone. (E.g. Slabs, Stairs, Pillars?)

Gem cutting

  • Craftable gem cutters table, like the carpenter table
  • Requires constant mechanical power for a grinding gems via grindstone
  • Each technique has to be pressed for a very certain amount of time (with tolerance).
  • The closer you get to the ideal technique duration times, the better quality the stone will be
  • Very well cut stones sell a lot more (via villager trading)

Mob Update

  • Skeletons should also wear a simple weapon, e.g. copper swords and use it when the plays is in close range
  • Well armored Skeletons (already ingame) must do also more damage with arrow shots
  • Make Mobs react better to attacks from multiple players, always attack the player which is in firing range first
  • To Fix: Vanilla Mob AI gets confused on Non-Standard Hitboxes (e.g. Spider on Fence)
  • To Fix: Mobs rotating around while mounted on a horse

Terrain

  • Wind map, results in
    • Beaches
    • Bent trees
    • Sand dunes
    • Erosion
  • Drainage map: Low drainage produces lakes and swampy areas where is high rain. High drainage reduces fertility
  • Acidity/Nutrient map: Influences the local Plant life and Fertiltiy
  • Tectonic Plate map, determines
    • Nativity of plants (e.g. Baobab tree only native to the african plate)
    • Near borders: Volcanic activity, lava generation, fault belts?

Fauna (Animals)

Catching an animal requires actual hunting skills.

  • Domesticated animals should no longer spawn, only their wild counterparts and other wild animals in their natural habitat (deer, foxes, bears, boars in the forests, rabbits meadows and forests, etc.) spawn
  • All wild animals are either dangerous or very shy and escape he player very quickly. Player has to sneak and carefully approach the animal to kill it. Ranged weapons help a lot.
  • Animals therefore drop a lot more meat and leather
  • Tamed Wolfs warn you off incoming dangers. Examples: Mobs that are targeting you or a new very dangerous mob
  • Definitely Proper A.I., like Herding behavior


Animal Husbandry

  • Certain wild animals can be indirectly bred and through that, domesticated (Aurochs -> Cow, Boar -> Pig, Mouflon -> Sheep, Chicken -> Red junglefowl)
  • Wild animals will evade the player, occasionally attack if too close and have low yield (wool, milk, etc.)
  • Any animal can die from a lack of food (and very old age?)
  • Any female animal will be able to reproduce once it eats enough food (e.g. turn 100 grass blocks into 100 sparse grass blocks)
  • Each following generation, that has been regularly exposed to human players becomes less aggressive and more productive
  • If not too difficult: Domenstication makes animals morph into their domesticated counterparts

Weather and Astronomical Events


More Weather effects

  • Fog
  • Light rain
  • Heavy rain
  • Strong wind, light wind

Night Sky / Astronomical Events:

  • Randomly generated night sky based on World seed
  • Solar Eclipse
  • Occassional Shooting Stars and rare events where loads of shooting stars appear
  • Other planets and Nebulas in the sky
  • Realistic movement of the moon?
  • Asteroids

Trading

Trading should add a whole new dimension to the game and allow one to dive entirely into the trading system. One should be able to spend a lot of time discovering villages, trading between them and improve the connection between by building roads

  • Villagers sell goods that is available to them in their given environment. E.g. Pearls when near an ocean. Gems when near a mountain, Furs near cold forests, wine near temperate plains, etc.
  • Villagers buy goods that is unavailable or scarce in their given environment.
  • Villagers are aware of how far goods have to travel. The larger the distance the more they pay
  • Supply and Demand are limited and recover over time
  • Some villages are connected by roads. On these roads could be an occassional trading post which sells mostly just common goods
  • Some Villagers offer Services instead of, or not only goods. E.g. refine raw diamonds into a gem, stonemason making ornate blocks
  • Trading window probably somewhat similar to Civ5 Trading between Nations. You make an offer and they decide what to give in return. You can also request something and they make an offer what they want for it.

Rewards from Trading

  • Stonemason: Ornate blocks (E.g. Lithos Luminous Glass, Chiseled Stone)
  • Fletcher: Stronger Arrows
  • Florust: Not naturally occuring flowers
  • Blacksmith: Stronger Weapons
  • Carpenter: Ornate wooden blocks, doors, etc.
  • Gem Cutter: Cuts and Polishes Gems. 95% of Villagers only buy cut/refined gems


Food System

  • Probably will be very similar to the Food System in TerraFirmaCraft Build 78, because it's very good
    • Nutrient levels (Grain, Protein, Diary, Fruit, Vegetable, Herb, Fish) that increase max health by about 10% if eaten enough
    • Variety of Fruits, Vegetables, Diary and Meats
    • Mixing of foods to create a wholesome meal
    • Grains require grinding to make bread
    • Differences to TFC Food System: No hunger drainage when standing still, cooked/salted/dried foods don't spoil, grains maybe don't spoil altogether.
    • Most foods can be prepared in some food to prevent spoilage, however most of the preparation reduces the nutritional gain and most can no longer be eaten directly (e.g. can't eat a glass of jam)
    • Herbs can be added to meals or consumed as tea :D

Farming

  • Tilled soil could have a number of properties:
    • Moisture: Dependent on Drainage Map (see above), Climate, Vicinity of fresh water and Rainfall
    • Fertility level: Already implemented (maybe will be split up into nitrogen, phosphorus and potassium = N-P-K Levels)
    • Weeds Level: Weeds grow on empty farmland or farmland with low growing crops / early stages
  • Most farmable food sources grow dependent on Season. (A year will last 365 minecraft days)
  • Food sources are: Fruit trees, Berries, Vegetables, Herbs, Mushrooms, Meat, Fish
    • Fruit trees: Only plantable with sapling, they take several dozen years to grow, only bear fruit after a few years. Once fully grown, sometimes won't bear fruit for a year.
    • Vegetables: Require tilled ground and certain moisture level. Non optimal moisture/fertility/weed level reduces crop yield.
    • Berry: There is two types of berry plants: One that grows a few seasons and one that grows many seasons.
      • Few Years: Spreads and Dies every 2-3 years. Grow on special soil only, like subsoil. Examples: Raspberry, Strawberry, Blueberry
      • Many Years: Grow slowly from sapling, don't spread. Examples: Gooseberry, Blackcurrant, Winterberry

Types of Fruit trees, Berries, Vegetables, Grains

  • Fruit tree: Orange, Fig, Pear, Apple, Plum, Cherry, Mango, Elderberry
  • Berry (few years): Strawberry, Raspberry, Blueberry
  • Berry (many years): Gooseberry, Blackcurrant, Redcurrant
  • Climbing Plant: Grape
  • Vegetable: Potato, Carrot, Tomato, Cabbage, Onion, Pea
  • Vegetable (horizontally spreading): Pumpkin, Cucumber, Melon
  • Grain: Wheat, Rice, Rye
  • Herbs/Spices: Basil, Thyme, Oregano, Horsetail, Cornflower, Calendula, Peppermint, Cinnamon, Black Pepper

Mechanical Power

Mechanical Power should replace all redstone mechanics in the long run. A mixture between BetterThanWolfes and RotaryCraft.


Basic principles:

  • Conservation of energy (All Redstone mechanics violate this law, including some in RotaryCraft)
  • Power = Speed * Torque


There shall be:

  • Mechanical Power Transmitters: Axle, Angled Gearboxes for redirecting 90 degrees
  • Mechanical Power Transformers: Gearboxes (2:1, 4:1)
  • Mechanical Power Producers: Wind Mill, Water Wheel, Horse Power Sweep, Steam Engine (very late game), Flywheel ("Torque-Accumulator")
  • Mechanical Power Consumers: Grindstone (to create bread), Bellows (to create steel), Item Conveyor belt and pulleys (for automation)

Mechanical Networks can be created with producers generating torque and certain speeds and consumers using torque at certain speeds.


In a version that follows a basic mechanical power system:

  • Gear box with 1 extruding gear to create a Rack and Pinion (replaces pistons)
  • Clutches controllable with Levers and mechanical power to enable/disable the transmission of mechanical power (replaces redstone logic gates)

Tiers

Brewing

Will require the mixing of many herbs to create potions


See also