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(NOT Final/WIP)New Tool's system like Tinkers Construct and Inventory Rework


Cherry_Brendon

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WIP - WORK IN PROGRESS
UPDATE ME IDEA FROM 2020 "Big Packideas from Cherry_Brendon"
New Tools system:
It’s worth taking the idea of creating tools from the Minecraft mod "Tinker construct" but complicate it with primitive mechanics.
At the very beginning, you do not need to look for sticks. Sticks cannot be connected in any way with stone without rope or glue/resin
In the beginning, just create blade of stone, without stick it will be worse but for start it will do.



image.png
1) Early Stone age - An ordinary sharp piece of stone
Chopped - Heavy sharp stone;
Hand-axe/Cleaver - Medium size stone with a large number of chips making it sharper; Racloir - Flat stone with a semi-circular notch for scraping, mainly for processing skins;
Example model from Vintage Story mode "
Primitive Tools":
image.png
2) Late Stone age - Handles are already used here.
Denticulate tool - Because of the denticulate is more difficult to fabricate and requires other instruments;
Stone tool's - S
tone is tied with cloth to the hilt or attached to it with resin or resin with cloth.
Drilled stone tool's - With the stick/bone from the bow, you can drill stone. With this technology, you can make heavier stone tools.(More Durability/Integrity)
3) Copper-Bronze age -

To make "original standard stone tool" you need one more component for "connection":
Example: Head(Stone Blade), Handle(Stick), and External connection(Fiber Rope) or Internal connection(Resin) or both Internal with External connection(Fiber Rope+Resin)
image.png
Tools have Characteristics and Classification:
Each tool and their attachments have their own characteristics and features. You can chop tree with shovel or pickaxe, but it will be worse and it will take more damage in terms of Durability. 

Characteristics:
Two-handed/One-handed or switchable - In some cases, if you make a one-handed weapon, it will be more effective than a two-handed weapon and vice versa.
For example, in order to use certain Two-handed weapon, both hands must be free or partially free by shield or lamp(To be able to use shield with spear/polearm).
Durability - It's its usability. Without Durability, the tool is nearly unusable or loses lot of integrity when using it.
Integrity - Integrity is lost more slowly than Durability, but the appearance of the item does not depend on it. Durability can be restored on an anvil, but it uses Integrity (Metal tool parts only) which can be restored using similar material on an anvil. With critical indicator of Durability and Sharpness, Integrity is wasted, so if the Durability indicator is 0, then the tool becomes extremely inefficient and Integrity is spent significantly.Also, when Sharpening, some Integrity is lost.
(Optional gamerule)Sharpness - In order for weapon-item to be effective, it must be sharpened, exception "hammers". Requires you to sharpen tools from time to time. If the tool was created by casting metal into mold, then you need to sharpen it.
(Optional gamerule)Get used to using/Accustomed/Habituation/Addictive - The longer you use tool with certain materials, head and properties the better you use it.
For example:
Your "Axe" had "Bamboo Handle" and it's easier for you to use tool with similar handle, so it's easier for you to get used to "Pick" with similar "Bamboo Handle"

(Optional gamerule)Rush - By breaking blocks of the same type or doing the same action, you increase the speed of your action every time.
Example: Breaking +- the same type of soft rock Chalk/Limestone/Sandstone/Slate you get a speed buff but it can slow down or be interrupted if you start breaking already hard blocks like granite/diorite/peridotite your speed will start to slow down and then will grow again but already for granite/diorite/peridotite.


Material Characteristics:
Stone - When used, it loses "Integrity" more often compared to other materials and they become unusable faster.
Flint/Obsidian - Self-sharpening, with the loss of "Integrity" part, these instruments gain sharpness.

Copper, Silver, Gold, Tin, Bronze, Lead, Electrum(Soft metals) - Soft/Flexibility metals that lose less "Integrity" but lose more "Durability". Because of what they need to be constantly repaired "Durability", but they will last longer in some cases because, unlike the "Iron", they deform when used and pieces of metal do not break off due to flexibility.
Iron/Steel(Hard metals) - Unlike Soft/Flexibility metals, iron/steel is stronger initially and rarely needs repair, but more often sharpening.

Properties "Durability", "Integrity" and "Sharpness" are visible visually.
"Durability" pickaxe bends or becomes crooked.
"Integrity" pickaxe loses some of the elements (For example, the tip of the pickhead,
in stone tools part blades)
Sharpness" the weapon changes color and may also become rusty.

Classification:
Classification - Each tool head has its own advantages and many have their own properties. Some are quite universal or are designed for special actions.
Chopping(Axe/Adze-hoe) - Cutting wood/boards
Cutting/Slicing(Sword/Knife/Axe/Scythe/Sickle) - Cutting branches, leaves, harvest/glass/bush.
Stabing/Pricking/Picking(Pickaxe hits)
Digging(Shover/
Adze-hoe)
Parsing(Chisel, Hammer + Chisel, Pick, Crowbar) Parsing building objects that require something small to be inserted between bricks/boards/cobblestone.
Speed(Overall swing speed)Depends on materials, weight and handle and its winding
Damage type:

Damage "type" Cutting/Slicing(Sword, Scythe, Glaive-polearm, Knife, Sickle), Slashing(Axe, Halberd), Piercing/Stab(Rapier, Spear, Pitchfork/Trident), Penetrating(Pick, Horseman's pick/War hammer), Mace/Blunt/Bludgeoning/Crushing(Club, Hammer, Mace, Sledgehammers) + quality tier. How well it penetrates certain types of armor/enemy depends on this.
If the instrument head has multiple instruments, then you can switch between them or switch between attack types.
For example 3:
1) Sickle - Switch between cutting and piercing.
2) Halberd - Switch between 3 types of weapon-tools: Axe, Spear, and Pick or Hammer.

wp2a6a63d9_05_06.jpgAxe, Spear, and Pick(Upper)
3) Morgenstern - Has double bludgeoning and piercing damage.

image.png
Special functionality - Special properties that the tool has.
Ecample:
Long blade(
Scythe/Long Sword) - Chance to deal more damage with a slash, and cut some blocks(Glass, Crop, ).
Pole-handle/Long - Increases the range of the tool, but reduces its effectiveness at close range.

Small-handle-Short - Decreases the range of the tool.

Change the first stage of the tools so that you can do without sticks/handle's. At the beginning, the player just needs to find the right stone that he can process and make simple tool out of it.
Stone chopped→Stone Axe
Stone Blade/Scraper→Stone Knife
Scraper→Stone Shovel
https://en.wikipedia.org/wiki/Scraper_(archaeology)
https://en.wikipedia.org/wiki/Racloir
https://en.wikipedia.org/wiki/Stone_tool
https://en.wikipedia.org/wiki/Bone_tool
Wood tool's - You can make certain tools out of wood: shovel, hoe, or spear/arrow without tip. But for this you need sharp stone tool: blade, knife or axe.
You can also make wooden pick/hammer for splitting fragile stones(Sandstone, Slate, Limestone/Chalk).
[Can Minecraft's Wood Pickaxe REALLY Break Stone?]
image.pngWood hoe


Each tool should be unique.
Handle: Stick(Standart), Bamboo(More faster but breaks down quickly), Bone(Stronger but slightly slower), Metal-Ingot rode(Slow efficiency at the start and acceleration with use also high durability.), Board handle(Better than standart stick), Wax polished handle(Better than standart board)
image.png.3ae8b6697d2c2bf9755f4c309d7217c0.png
Wrapped Handle: Linen, Wool, Hide/Pelt(Small/Medium), x2/4 flax twine, Leather.
Speeds up the tool bit. After all, it is convenient to hold something softer than wooden handle with chance to pick splinter.
You can wrap the tool head itself without creating handle, for example: knife blade, chisel...
Add more warp material's:
plant fabric
image.png.e90d355e3a0eb20c9611381f9de33fe5.png
Connection's - Takes part of damage to durability with other elements(Head/Handles) on itself.
Connection: Metal Socket, Pommel/Hilt/haft/shaft attached with Nail/Bolt/Screw or wedge(This could be nail, metal plate/wedge or wood chip.). 
image.pngimage.pngimage.pngWood/steel wedge fits inside the handle to keep the hammer head firmly in place.
External Connection: 4 Flax Fiber's/Flax twine/Linen, Rope, Plant fiber, Linen with glue(Ducktape), Wool, Hide/Pelt(Small/Medium), Leather
Internal Connection: Bone Glue, Resin, Pitch/Tar.
image.png.0c0c4e4b1c02ddc0ef81e92ef4dd6fb3.png
Head - Upper or main part of the tool.
image.png.48f6712bc99cac3919c24092267bbc4d.png
Head with Connection:
image.pngSocket head Spear - Need hammer and maybe Nail/Bolt/Screw to improve overall  Durability/Integrity.

Concept Tool menu(2022) not final it WIP have bugs and need edit Durability
Example:
Handle "Stick", Connection "Flax twine", Internal Connection "Resin", Head "Double-sided pick head"
Head: Double-sided pick - Made from more metal but has more durability but is slightly slower than one-sided pickaxe.
Depending on the weight and the tool itself, the head tool's slows down the process. For example, head made of heavy and dense metal will cut wood more slowly than one made of light metal.
image.png
Add Tool customization feature and increased tool life:
You can replace the broken part with new one without changing the appearance.
You just need to make tool once and save its settings so that when creating tool it would take on similar appearance.

Coloring/Painting/
Dyeing tool:
Ability to change the color of the texture, for example, make the metal darker or lighter, or paint it in certain color.
Add work with tool like Chiseling:
Shape of elements(For example blade/head shape)
Possibility to remove the handle in certain places (But you can not remove it completely)

Possibility to replace the "voxel" of the handle or head with the fabric to make the effect of winding.


Macuahuitl(Primitive sword) customization example:
Increase or decrease the length(Wood handle/base), Choosing "wood" color for  base, Change shape obsidian(Make small-big stone and make shape triangular or square-rectangular stones or big blade like five Macuahuitl on concept art), draw pictures on wood...
axel-barel-macuahuitl-color.jpg

Balance-buff's/Rework tool's:

Prospecting Pick - Item should be removed and replaced into one-sided pickaxe or Pick-hammer.
Give the functionality to the pickaxe upon special activation, and after performing the actions with the pickaxe, you get "
Lump/Clump Rockformation sample" (In the description: XYZ coordinates of the place from where you mined it) and in order to get information about the ores you must use hammer on it.
You can also make special workbench or tools that would allow you to get more information on ores from "Lump/Clump Rockformation sample".
"Lump/Clump Rockformation sample" - With some probability, when destroyed for research, you get piece of ore from this region: stone, ore(Nugget, Coal, lapis lazuli, Quartz or other) or small/medium geode..



Hoe-Adze - Increase the importance of Hoe that can do 3 things at once: Dig, dig beds and chop wood but not as effective as shovel/axe.
https://en.wikipedia.org/wiki/Hoe_(tool) - Farming
https://en.wikipedia.org/wiki/Adze - Woodcutting

New Head's and Tool's:

Weapon combined with Spear or other weapon:
Example this Halberd: There is actually not 1 head with 3 weapon-tool's, it combined 2 heads: Socked head Spear and Pick-axe head worn over.
wp2a6a63d9_05_06.jpgPolearm Halberd 3 weapon-tool's: Axe, Spear, and Pick.spear.

Sickle/Blade/Sword - Unlike Scythe, it breaks only 1 block of grass/crop but faster.
Stone/Flint/Obsidian https://en.wikipedia.org/wiki/Macuahuitl & Shark teeth https://en.wikipedia.org/wiki/Leiomano
Several-kinds-of-sickles-used-in-the-class-experiment-based-on-the-evolution-of-sickle.pngObsidian sickle

Hand drill/Stitching awl
Material Stick/Bone/Metal "drill/awl/shilo"
2 applications: Making small holes in tools or objects, or creating fire.
Need to
make holes in tool's but need Abrasive matirial(Sand, Gravel...) to work
Taxinge_2M16-2774.jpgDrilled head stone axe bronze age
Stick/Bone/Metal "drill/awl/shilo" + Bow = Bow "drill/awl/shilo"
Bow drill + Straw = Fire bow drill
bowdrill.jpg
Primitive sword.
Stone/Flint/Obsidian https://en.wikipedia.org/wiki/Macuahuitl
Shark teeth https://en.wikipedia.org/wiki/Leiomano
image.png.9cd5ce5021f9070521ec94f69f250670.pngWood club + 2/4 obsidian/flint or other sharp object(Example: Shark Teeth, Sharp/sharpened bone fragment, Sharp Metal Scrap)
image.png.5c9321493039493a9d3efea03003041c.pngMacuahuitl
d3d6dc4880cdef6e7b1ded8971cc84f6_2.jpgShark Tooth Sword - Indicative of several South Pacific Island peoples.
Khopesh - Sword can be used like sickle If sharpened from the back(More effective cut crop's, grass.).
image.pngKhopesh sword
image.pngKhopesh axe

War-scythe & Scythe, and Kama:
Kama is worse than Sickle in harvesting but better in combat.
With hammer and anvil/hard material, some types of scythes can be converted into War-scythe or need replace pole-handle.
image.pngScythe-Basics-7-of-7.webp
image.png War-scythe to Scythe(Me photoshop edit)
Sledgehammer

Pick(Single sided pickaxe) - More economical pick for metal but less durable.
image.png.0d2acb9b124ff8096a3c18c90ba7f0d2.png
Pick-hoe - Hybrid of pickaxe and hoe, and she can also dig the ground like shovel but not effective like shovel.
image.png
Pick-hammer/Geology pick(Old Prospecting Pick) - You can also use it to break geodes for nuggets like hammer.
image.png
Pick-axe - Tool for cutting trees and mining.
image.png
Axe-adze/hoe
image.png
Axe-hammer/maul or Splitting maul - Axe + Hammer/Maul/Sledgehammers
image.png
image.png
Branch Cutter(Mode Necessaries) - Scissors for getting blocks of leaves and getting some plant blocks that are completely destroyed upon destruction(Saquaro cactus, Glow worms). With it, you can craft saplings from the "Branchy leaves".
image.png
Pole-saw - Saw for cutting branches on tree. If the branches are too high and you do not want to climb on them, then make saw to cut them down.
2 crafting options 2 different versions: Connect "Saw blade" to pole, Connect "Saw with handle" to pole with duct tape(Cloth+Glue)


I could not find photo in primitive style(only electric/modern), but I did similar thing for my uncle and then he himself made such design(I made saw to cut dead branches.).
My design: Saw with handle connected by an duct tape to metal pole. Although my saw was heavier due to the metal, but due to the weight it cut better.
Uncle's design: Saw without handle bolted to long wooden board.

image.png

Spears and Arrows without arrowheads:
Using knife or blade, you can sharpen stick into spear.

Bone/Bambo/Wood arrow - Small damage. And add Obsidian arrow head.
Knife need to create Sharp Bone/Bambo/Stick.
image.png.1d279df95e36f99e8d898f8937bf688a.pngCraft: Bone/Bambo/Stick+Feather+Knife(Stone+ lvl)

OLD NEED REWORK:

You can take the idea of crafting from "Tinker construct" but but each element has its own parameter.
Each element of the instrument has its own durability so that the handle may break earlier than the instrument itself.




The metal tool/head almost does not break, it only becomes worthless. The exception is stone it always breaks and cannot be repaired(Requires complete head replacement).
Metal tools require simple repairs add few pieces of metal.
Corrosion: The higher the parameter, the higher the chance of additional damage to the durability. The extraction of chromium for iron and steel to avoid it becomes relevant.
Addictive to items - One of the characteristics when you use one item for long time. Increases the tool speed parameters and reduces the chances of it lose durability.
Wood Carpentry - For complex tools you need to make special wooden parts. Making craft these details is something like blacksmithing. First you lay log, log or stick on workbench. Then use: Chisel, Axe, Knife and Saw for crate this part's.

I propose to make it possible to decorate your tool as you like. Add the possibility of similar chisel to create your own weapon (without changing its characteristics)
Limitation for players: For example, it requires metal part to be certain length and certain width.(On servers can be modified by the mod)



New tools/Weapon:
Blacksmith's tongs - They help to get hot item out of the mold.(Except the anvil)
Sledgehammer - Better breaks rock into stones and also has more damage through protection. Mining has greater chance of destroying crystalline ore(Similar to effect "Ore Blasting bomb").
How should I rename "Helvehammer head" to "Sledgehammer head", and make 2 crafting options to "Helvehammer" or "Sledgehammer".
Wedge/Long Chisel - Holding it in your left hand and in your right hammer or sledgehammer you can mine rock or ore carefully and you do not need to get all the blocks from all sides, but only from two sides from which you look, but the less contact the faster you get the stone.
Adze - Tool for cleaning wood from bark can be used to make boards, but there will be fewer of them than when working with saw.
https://en.wikipedia.org/wiki/Adze



Inventory Rework:
image.png
Carried weight - Player has weight limit preventing them from carrying too much weight or just too many items. Along with this, a penalty is imposed on the speed of movement and the waste of hunger when moving.
Bag/Chest volume - Bag has limit on the number of items but allows you to carry a lot of non-stacking items but which have large stacks. For example, you can carry a bunch of different shells that have a stack of 64 items but usually you find a dozen different shells and they take up a lot of space with this system they will take up little space.
For clothes, tools-weapon, and armor, reduce their volume in bags.
Tool heads have 4 item per stack but if you add a handle to them they will take 1 item per stack with this system picks with handles will equal 2-4 tool heads

 

Edited by Cherry_Brendon
Inventory Rework
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A very interesting idea for a Mod. But having it implemented in the base game sounds ...not fun.

Especially the beginning, where you need to either get lucky and find resin, or hunt animals with access to worse than stone spears or other hunting tools. It honestly sounds like a rather miserable way to start. Also using resin will compete with its use for mechanical power items.

In general it feels like complexity for the sake of complexity, without offering some other advantage to recompense for it.

Edited by Hells Razer
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2 hours ago, Hells Razer said:

A very interesting idea for a Mod. But having it implemented in the base game sounds ...not fun.

Especially the beginning, where you need to either get lucky and find resin, or hunt animals with access to worse than stone spears or other hunting tools. It honestly sounds like a rather miserable way to start. Also using resin will compete with its use for mechanical power items.

In general it feels like complexity for the sake of complexity, without offering some other advantage to recompense for it.

Idea is still in development: (Not Final)
I have to mess around with this idea 2 times longer because Google translates some of the words incorrectly or do I have to formulate it correctly in order to translate it correctly.
An example instead of durability writes strong.

image.png
Change the first stage of the tools so that you can do without sticks/handle's. At the beginning, the player just needs to find the right stone that he can process and make simple tool out of it.
"Additional connection" "Additional" Resin and Glue are optional parts or replace "Connection". They only make the tools more durability.

Update

To make "original standart stone tool" you need one more component for "connection":
Example: Head(Stone Blade), Handle(Stick), and External connection(Fiber Rope) or Internal connection(Resin) or both Internal with External connection(Fiber Rope+Resin)
image.png

Edited by Cherry_Brendon
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1 hour ago, Cherry_Brendon said:

Idea is still in development: (Not Final)
I have to mess around with this idea 2 times longer because Google translates some of the words incorrectly or do I have to formulate it correctly in order to translate it correctly.
An example instead of durability writes strong.

image.png
Change the first stage of the tools so that you can do without sticks/handle's. At the beginning, the player just needs to find the right stone that he can process and make simple tool out of it.
"Additional connection" "Additional" Resin and Glue are optional parts or replace "Connection". They only make the tools more durability.

Update

To make "original standart stone tool" you need one more component for "connection":
Example: Head(Stone Blade), Handle(Stick), and External connection(Fiber Rope) or Internal connection(Resin) or both Internal with External connection(Fiber Rope+Resin)
image.png

Ah ok I misunderstood. With resin being optional it is not nearly as painful as I thought it was. Still while it is a very interesting idea for a mod, it is not something I would want in the main game.

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47 minutes ago, Straille said:

i did always wonder why a stick was needed to make a simple stone knife

I want to do something like this gradation of instruments.
1) Sharpened stone
2) Sharpened stone that was inserted into stick/bone and wrapped in cloth/fabric/leather/
Hide/Pelt.
3) Copper knife. Perhaps the handle was wrapped in something
4-6) Modern knife.
history-of-knives-overview.jpg

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interesting idea, but I'll have to agree, it adds in complexity for the sake of being more complex, and not entirely any more beneficial than default VS crafting. 
The game does lack the realism immersion part, i agree ... but its not entirely designed for such complexities at the same time. 
 

I can think of a thousand other quality of life changes, that -should- be address, before more tool/weapon mods get put out there to be honest. 

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34 minutes ago, Anthony frailey said:

interesting idea, but I'll have to agree, it adds in complexity for the sake of being more complex, and not entirely any more beneficial than default VS crafting. 
The game does lack the realism immersion part, i agree ... but its not entirely designed for such complexities at the same time. 
 

I can think of a thousand other quality of life changes, that -should- be address, before more tool/weapon mods get put out there to be honest. 

On the contrary, it simplifies the player's process and reduces the occupancy of his inventory slots, since some items will have double functionality.
Example:
Pick-hoe/adze - With it, you can not only break stones (Pick Part), but also good dig ground or inefficient chop wood(Hoe/Adze Part).

image.pngimage.png2 photo Stone Adze cut tree which means the iron hoe can do the same.

Current balance of tools in inventory for travel:
Variant 1: Metal Shovel, Metal Pickaxe, Metal
Prospecting Pick, Metal Knife, Metal Axe, Metal Sword/Spear/Axe(Weapon)
Total +5-6 slots(and you are unlikely to throw any of them away because of their price of materials)

Variant 2:(Im use this variant) Metal Pickaxe,
Prospecting Pick, Obsidian + stick for create other tool's(Knife, Shovel, Axe, Spear).
Total +4 slot's(Obsidian and sticks and tools from them can be thrown at any time because they cost almost nothing)

My balance of tools in inventory for travel:
Variant 1: Pick-Hoe(Hoe/Adze part can dig/plow ground and chop wood but not as efficient as an axe), Pick-hammer(New
Prospecting Pick), Hatchet/Tomahawk/Short Axe(Chopping wood, Cutting grass, Butchering meat)
Total +3 slot's

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Given the basis is Tinker's Construct for that other block game, I think the unstated benefit is that mixing and matching material of construction provides a variety of durability and speed options to choose from.  Maybe combo 1 for stone tools harvests blocks faster but has lower durability than combo 2 offers.  But I could be presuming that's the intent of the OP.

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yeah, seed dependent looks like a thing too... , i've played seeds where granite and obsidian ( or flint) wasn't availiable for 50k blocks or more away from spawns before. 
anyone changing weather and settings for more arid worlds, might not be able to utilize certain resources at all. 
(I generally don't worry about slots, using carry capacity and upgraded bags mods. )

and again, i've never played the -other- block games ... i watched my daughter play it when she was younger, for about five minutes.  Thats it.  
 

Edited by Anthony frailey
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However . I don't want to say i completely oppose the idea , I mean.. I enjoy variety ... some of the tools proposed are neat options. I suppose i forgot to say that above, I just thought it seemed a tad complex , and not entirely a priority given existing mods and current game play "needs".   I'd be more want -personally to have mods that improve aspects other than current tools. 
Some portions of VS don't make sense ... like, no ability to "spark" two pieces of flint together on dry grass for fire starting.  Requiring stone knives having wood or bone handles ... can't use long dry grass to weave baskets, must find cooper reeds and papyrus? Only vines make rope... lily pads are just annoying pretties that get nabbed when farming reeds, but serve no purpose in game... 
Like i said, there' s so many little things that -could- be improved on ... I just see the current tools "fine" and they work for what they are intended for already.  

 

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  • Cherry_Brendon changed the title to (NOT Final/WIP)New Tool's system like Tinkers Construct and Inventory Rework
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