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Casual's Giant List of Suggestions (updated occasionally)


Casual

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The folks on the Discord already know about my ongoing, occasionally-updated list of content suggestions.  The rest of ya, not so much.  So, without further ado... here is the google docs link for the continuously-updated version, and below is the static version of what I have thought up so far.  Some of these might be frequently-suggested, but I try to go into detail about my ideas when possible.  If you want detail on a certain topic on the list, just poke me on this thread and I'll write up my thoughts (it's so big that I'm overwhelmed just looking at it, and I'm the one who wrote the darn thing, so I need direction in order to flesh it out).  

Edit:  This is meant to be a sort of dumping-ground for ideas, not a list of demands.  It's so that devs or modders can read through and say, "Oh, I like that, I think I'll borrow it" and use it however they like.  Sorry if it sounded like I was trying to hold someone at gunpoint.

Category 1: Nature

Trees and Wood

So the current trees are acacia, bamboo, birch, kapok, maple, oak, and pine.  Now, we all know there are a LOT more trees in the universe!  So I’m gonna divide things into the basic forest types and make a huge list of trees (with links, so everyone can see what they look like).  Look through and let me know which ones you think would be cool and unique additions!

Savannah

Rainforests

Mediterreanean

Taiga

Temperate

Plants and Flowers

Savannah

Rainforests

Mediterreanean

Taiga

Temperate

 

Category 2: Building

  • Just… more building materials and options!

    • The ability to create wallpapers or paints of some kind (not necessarily fancy ones, but something that will make one side of a block look different when applied.  Like a plaster coating or a whitewash, for example.)
    • More plaster block configurations.  Like, options with a wood border only on one side, or vertical borders, or different plaster colors.
    • Sliding doors would be pretty cool to have as an option (like barn doors or shoji screen doors that still have to be opened manually, not, you know, powered Star Trek doors)

    • Nightingale blocks (which make noise if a player or mob steps on them).

  • Something like the chisel mod (where you can change the pattern or texture of a block using a tool) would be really awesome, especially for things like changing the direction of planks or putting patterns on pottery and stuff.

  • So would connecting textures (speaking of textures, I’ve noticed the bottom texture of wood stair blocks doesn’t line up with the texture of a slab or full block).  That way, things like carpets would connect together to make a bigger carpet instead of a lot of little carpet squares next to each other like an office building.

  • Tree Bark--Stripped logs would make nice building materials, and bark itself would be useful in a number of applications.  It could be used in place of logs, for example, in creating tannin, so that the wood could still be used after the bark is stripped off.  Birch bark has been used as paper in some cultures.  Dried bark also makes good kindling in place of dried grass (for example, if you’re in a desert but have logs handy).

  • Chiseling patterns is something I’ve seen on the discord a lot.  They’d be great for if you are doing something repetitive like stairs or slabs, or basic hand rails.  Maybe there can be set patterns that can be crafted, and anything custom must be done by hand… each and every grindy time.

  • The ability to turn hay blocks into slabs or stairs would be really useful for thatching roofs.

  • Tiles and mosaics would be really awesome!  Or some way to create custom decor and artwork that anyone on a server can see.  I think there’s a recent minecraft mod called tiny blocks?  Something like that could be used to create gorgeous artwork on walls or floors one voxel at a time.

 

Category 3: Cooking

  • In order to make cooking better/more useful, a number of status effects could be added depending on ingredients, preparation, or number of steps used to create a dish.  This would make expanded cooking recipes more interesting and worthwhile.

    • Spicy food might increase walking speed or poison/disease resistance (as people who frequently eat spicy foods have stronger immune systems)

    • Some foods might decrease the hunger rate for a time.

    • Foods made from meat might temporarily increase maximum health.

    • Foods made with certain herbs might speed up healing rates.

    • Foods made with dangerous ingredients should have bad status effects, like nausea, fatigue, slowness, paralysis, or blindness.  There could even be some bad ingredients that put a big dent in your temporal stability meter.

  • The purpose of pickling/salt curing food is to preserve them, but they are rarely eaten straight in most cuisines and throughout history.  Salted meats and pickled vegetables should be permitted alternatives to their raw counterparts in cooking recipes, possibly at the cost of some nutrients or satiation.

    • Drying should be another preservation option, though dependent on temperatures and weather.  Currants could be dried as well.

  • Multi-stage cooking: this would open up the opportunity for many more cooking recipes.  For example, creating dough, then filling the dough with berries and honey in a bowl, then baking it to make a pie (pies actually last a long time); or creating a broth in a cooking pot, then adding other ingredients and cooking it again to make a soup (as opposed to a stew).  I’ll come up with a list of recipe ideas below.

    • Dough could expand from being just for bread.  Instead, it could be used with a bowl to make a pie, cut with a knife to make noodles, fried in oil for fritters, or added to a broth to make dumplings.

    • Broth could be made by combining water and vegetables, meat, or even bones to a cooking vessel.  Said broth could then be consumed as-is, or used to make soups or braises.

    • Flour can be combined with an oil to make roux, the basis for sauces (these could be combined to partially-decayed food to revive it a little, or to make complex dishes with additional positive effects).

    • Oil could be used to make fried foods, which would have a higher satiation level (and are nice and crunchy).

    • Just about any kind of solid ingredient could be ground or mashed, opening up things like mashed potatoes or mashed parsnips or pumpkin puree.

    • Eggs, milk, honey, and a flavoring (vanilla, cocoa powder, etc) can make a custard.

    • Old bread or even flour could be used to make baked or boiled puddings in the medieval-19th century tradition.

    • Meats and vegetables can be marinated to improve their stats before cooking.

  • The purpose of bread is to render many grains (which are inedible raw) into an edible state through grinding (breaking up the indigestible outer shell) and cooking (eliminating the compounds that make them upset human tummies).  Therefore, whole grains should have less returns as far as satiation and nutrients than flour, which should have less returns than bread.  This would make up for the reductions in shelf life and make the recipes worthwhile.

  • Expand from just a firepit.  Ovens, stoves, and other things can be made from clay and fueled with wood or peat, and could open up cooking options or speed up cooking times.  I’ll provide some options below.

    • Clay Oven/Horno--This is basically like a cellar for heat.  You get it up to temperature, then remove the fuel.  Then, you stick in the thing you want to cook and close the door, and the residual heat cooks your bread, pies, etc.  Every time you open the door, it loses heat faster.  Clay ovens will deteriorate quickly if exposed to rain or snow, and must be either kept covered or frequently rebuilt.

    • Masonry Oven--An upgrade from the clay oven, which uses fire bricks or stone bricks instead of clay.  More solid than a clay oven, but would still benefit from some kind of roof.

    • Clay Stove--it has a hole in the bottom for the fire, and a hole in the top to set a pot or vessel.  Like a nicer-looking, standing-height firepit.

    • Cast Iron Stove--takes a lot of ingots and a massive, complicated cast!  Has both an oven and stove section, and looks nice in a rustic cabin.

    • Earthen Vessel--Build a fire inside to make it into a brazier, grill, or tandoor oven.  A grill rack can be set over the opening to cook things on it, or the fire can be allowed to burn and die out and then it can be used as an oven (in the method of a Tandoor).  As a brazier, it lets off a lot of light, great for outdoor communal areas.

  • Herbs and spices would be great ways to provide boosts to dishes without being considered proper “ingredients”.  A sprinkle of some kind of spice at the end of cooking might turn a “normal” stew to a “good” stew, boosting satiation or providing some extra effect.

  • Additional utensils for creating ingredients.

    • Querns are very large and good for large projects and automated grinding, but for kitchen or medicine grinding the usual suspect was the mortar and pestle. (Examples of standard and wheel variation)  Perhaps the capacity of a quern could be increased and an easier-to-craft mortar and pestle could be added that can be kept in the inventory which could only do one item at a time and would lose durability.

    • Cauldrons can be used to create large quantities of a food or liquid at once.  A copper cauldron is especially good for the start of the brewing process.

    • Variously-sized casks would make it easier and more economical to measure out liquids and such for any number of applications, and also look good as decor.  Casks of non-Barrel size could be created using some kind of Cooper’s Workstation (see Crafting section).  The current in-game barrel is 50L, about the suggested size of a Kilderkin (see below).  Any of the sizes could be used for leatherworking, brick making, food preservation, brewing, storage, transport, etc.  The math gets very sketchy as things get smaller, because I suggested rounding capacities so that they are easy multiples of 10.

      • A Tun is your largest barrel, holding about 950 litres IRL (for VS, we could round that up to 1000 for ease of math).  It should take up at least 8 blocks of space (a 2x2x2 cube).

      • A Butt or Pipe is half a Tun (500L).

      • A Puncheon or Tertian is a third of a Tun (~333L, but we could round down to 300L).

      • A Hogshead is a half a Butt or quarter Tun (250L).

      • A Tierce is a sixth of a Tun (~166L, perhaps round up to 200L).

      • A Barrel is an eighth of a Tun (125L, perhaps round up to 150L).

      • A Rundlet is a fourteenth of a Tun (~71L, perhaps round up to 100L).

      • A Kilderkin is half a Barrel, or a sixteenth of a Tun (~62L, round down to 50L, the size of a current in-game Barrel).

      • A Firkin is half a Kilderkin or a thirty-second of a Tun (~31L, round down to 30L) .

      • A Pin is half a Firkin or a sixty-fourth of a Tun (~16L, round up to 20 L).

      • A Gallon is about 5 liters, or a 200th of a Tun, but in this case we could make it 10 L since that seems to be equal to a bucket in this game.

 

Category 4: ...Alchemy/Magic/Medicine… stuff?

Idea: Herbalism

  • Players could use flowers and herbs to produce better poultices, as well as potions, salves, and other useful consumable items.

    • Chamomile, for example, could be used to make a tea that would increase the amount of hours a player can sleep on a bed (for example, from five hours to six for a hay bed).

    • Catmint is known as a sedative or relaxant when made into a tea, and could also attract cats to a player.

Idea: Alchemy

  • Plants and even food items could have various properties the player could discover, a la Elder Scrolls or Betweenlands.  Players could then combine items whose properties are known to create potions with various effects.

  • But instead of just a simple Minecraft brewing stand, it could be made more complicated.  Players might need to account for things like heat (too little and the ingredients won’t react, too much and your alembic will break and splatter you with a potentially harmful substance), time, explosions, fumes, and other nasty little things your chemistry teacher told you to wear goggles for.

Idea: Dangerous Magic; or, the Void Gazes Back

  • Lovecraft mythos is full of ritual magic and strange, unknowable things.  Players could tap into that unfathomable void (perhaps in the manner of Thaumcraft, Astral Sorcery, or Blood Magic).  They could use this to cast offensive or defensive spells, enchant items, learn lore, summon mobs, or locate minerals, ruins, or translocators.

  • However, meddling with things you don’t understand is dangerous!  There could be costs to magic: sometimes more mundane costs like health and hunger, often more annoying things like bad status effects or accidentally summoning tough drifters, or occasionally downright dangerous things like major hits to temporal stability in an area or even being thrust straight into the rust world.

  • Magic should in general be considered high-risk, high-reward.  Doing a spell should always be unpredictable; a bit of a gamble.  You never know if you’re going to attract the attention of Yog-Sothoth or Nyarlathotep or whatever entity you’re borrowing your powers from.

  • Magic could also use gemstones and precious metals, as well as incenses, specialized equipment or clothes, etc.

Category 5: Crafting

  • It might be nice to include a “reverse-engineering” mechanic whereby players could learn to craft uncraftable items that they would otherwise have to find in the game.  For example, by taking apart a chandelier, players would have a chance to learn the recipe for one.

  • Spinning and weaving!  This would open up so many options!  From windmill sails to clothes crafting to bedding to banners… not to mention useful things like cords, ropes, fishing nets, strainers, storage, canvas, tents...

  • Papercrafting and bookmaking!  Papyrus is only one method of making paper.  In East Asia, traditional paper is made from mulberry fibers (the leaves, coincidentally, are a vital food source for silkworms; therefore, every part of the plant gets used!) and is more resistant to tearing than Western wood pulp paper.  Paper can also be made from fabric scraps.  It would be useful on multiplayer servers if players could copy lore for other players to read.  Add to that bookshelves that can actually store books (a la Bibliocraft, maybe), and you have an opportunity for a server library.

    • Paper can also be used to create custom paintings, paper screens, paper lanterns, 

  • Cooper’s Workstation--A little crafting area that could be used to create variously-sized casks (see cooking section).  Some might take as little as a single plank.  Perhaps using such a workstation for even a standard barrel might be more efficient as far as materials go than doing it in the crafting grid.

  • Resin is useful for so many things, from weatherproofing wood to making lacquer to creating adhesives.

  • Silk cords and lacquered leather panels are the basic components of samurai armor.

  • Candles can alternately be made from animal fat (tallow).  Like a bowl lamp, they don’t burn as bright as wax candles, and they tend to smoke a lot.

  • Jewelry and luxury crafting would be a good way to use things like gold, silver, etc., and gemstones.  

 

Category 6: Agriculture

  • Instead of relying on naturally-generated resin, there should be an option to tap or cut pine trees for resin/turpentine.  The same can be done to maple for maple syrup, and acacia for gum arabic.

  • Greenhouses!  Not every crop might grow in a given temperature/rainfall zone.  But by building a greenhouse from glass, players could grow otherwise impossible crops.

  • Breeding animals in order to select for different characteristics.  Animals could come with a sort of stat list, like how friendly they are or how much of a certain product they provide, or how resistant they are to disease, or how much health they have, plus things like size, coat color, etc.  By selectively breeding captive animals, players could, over generations, create their own breed of animal that fits the specifications they are looking for.  Some stats might be incompatible with each other (for example, a friendlier animal might have more difficulty defending itself, or an animal that produces a lot of meat might produce less fat in exchange). Additionally, animals that are raised by the player might be less likely to run away from them in general.

The point of these lists is to provide unique and interesting options for players no matter what biome they have ended up in.

Livestock--I am including here the animals that are already in the game, as a suggestion of what areas they might be found wild.  I’m using the term ‘livestock’ very broadly to mean ‘domesticated animals with a farm purpose’, which is anything from barn cats to riding horses.

Savannah/Desert

  • Goats

  • Donkies (great for carrying heavy loads or for riding, though not terribly fast)

  • Camels (another good riding animal and beast of burden)

  • Guineafowl

  • Cats (good for eliminating crop-eating critters like mice and rabbits)

Tropical

Mediterrenian

  • Sheep

  • Geese (a “guard goose” in a herd of chickens is a very good way to keep foxes at bay)

  • Pigeons (these were popular domestic poultry for many centuries)

  • Dogs (for hunting, herding, guarding, and assistance)

  • Hawks (the ancient and noble sport of falconry, good for catching rabbits!)

Taiga

  • Yaks (also for drafting or carrying)

  • Reindeer (some species can be ridden like horses, see the Dukha of Mongolia)

  • Rabbits

Temperate

  • Ducks

  • Alpaca

  • Llama (“guard llamas” work much the same way as “guard geese”, protecting a herd of sheep when man- or dog-power is low, also good beasts of burden)

  • Cattle (can pull carts or farm implements)

  • Horses (for transportation and drafting)

  • Turkeys

  • Quail

  • Swan (kept as livestock for royalty in the Middle Ages)

  • Peafowl (also kept as livestock for royalty in the Middle Ages)

Farm Trees

Savannah/Desert

Tropical

Ancestral Citrus Trees (can be hybridized)

Mediterrenian

Taiga

Temperate

Grains

Any Biome

  • Sorghum--a staple grain in parts of India and China

  • Maize--Staple grain in most of the Americas, particularly Central and south America

  • Barley--one of the most ancient cultivated grains

  • Wheat--Modern varieties are dwarfed for machine harvesting and are not much more than waist-high

  • Kernza

  • Buckwheat

Savannah/Desert

  • Teff--Staple grain in southern Africa

  • Fundi--Staple grain in western Africa

  • Emmer--This variety of wheat has been found in Egyptian tombs, but also can still be grown today.

  • Kamut

Tropical

Mediterrenian

  • Einkorn--Another one of those ancient grains

  • Durum--The wheat of choice for pasta, but not great for bread

Temperate

  • Millet

  • Oats--Traditional staple grain of the northern British Isles

  • Hemp--Seeds are good for grain, and it can also be used to make textiles and ropes.

Legumes

Savannah

Tropical

Mediterrenian

  • Lentils

  • Fava beans

  • Chickpeas--Chickpea water (vita fava) can be used as a substitute for egg whites and creates a lovely merengue

Temperate

Vegetables

Savannah

Tropical

Mediterrenian

Taiga

Temperate

Roots and Bulbs

Savannah

Tropical

Mediterrenian

Taiga

Temperate

Sea Vegetables

Mushrooms (for the Hobbits among us.  These can be grown by putting spore plugs onto logs or hay bales)

Category 7: Gameplay Options/Quality of Life

  • Under the option to select Immersive Mouse Mode, the tooltip dialog should instead be displayed in a smaller font, so that people can see to press ALT to free up the mouse.--Suggested by discord user Zuris on 3/23/20

  • Engraving--something to add to an item’s UI overlay to show who crafted a custom block.  This would have a special significance in servers where someone could brag, “See this vase?  It’s a Filthy Casual original!” :P

  • Minigames!  The Omok tabletop could access a minigame such as Checkers or Go that can be played against another player or an NPC such as a trader.  Winning against an NPC might net the player a free or reduced-cost prize from the trader’s stock.  Good for wiling away a temporal storm with a friend.

    • More minigames could be added, too.  Think KotOR’s Pazaak games, for example.

  • A music system would be fun!  Players could write music or parts using something like ABC code, then play them back in-game on various instruments.  They could also sync up with each other to play different parts.  LotRO does this nicely and music festivals have become a big part of that MMO’s community.

  • Line of sight/stealth mechanics would be pretty neat.  By “line of sight” I don’t mean JUST sight, of course.  Smell and hearing would also work, or tremorsense, depending on each mob’s capabilities.  You could also bump up the mobs’ tactics based on their capabilities.

    • Drifters don’t seem to have eyes, but they probably can hear or smell a player.  

    • Wolves might pursue a player by sight when first attacking, but then will follow their scent to continue tracking them for long distances, or until a better prey presents itself.  Moreover, a lone wolf won’t track a player nearly as far as multiple wolves, because there is safety in numbers (they prefer large prey, like deer, sheep, and moose).

      • Speaking of wolves and other predators, they are actually fairly chill so long as they’re not hungry and you aren’t invading their immediate territory.  A predator with a full belly isn’t going to waste its energy chasing after something it doesn’t need; it has to save that energy for the next hunt.

      • It’s the herbivores that are the real danger, because it’s more beneficial for them to have hair-trigger tempers; a paranoid deer that attacks everything that moves is more adapted than a chill deer that fails to attack something which turns out dangerous.

    • Locusts do seem to have eyes.  

Edited by Casual
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2 hours ago, Casual said:

Idea: Dangerous Magic; or, the Void Gazes Back

I agree with adding a magic system. I know many people think magic shouldn't have a place in the game.. but teleportation. If we're going for realism it simply does not fit. Nor do the unusual aspects of the game world

The teleporter is shown to be mostly mechanical, with perhaps a tiny battery-like structure hooked to it. Look at modern tech, and we cannot produce the power required to teleport. 
Temporal storms, temporal gears? These reek of enchantment, it is surely not mechanical or technological for a blue gear to effect the world this way. 
-The gravitational forces needed to disrupt time and space would destroy matter at a subatomic level. 
-The only reasonable explanation would have to be some sort of magic system. 

Edited by Sengorn_Leopard
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Ye, good idea. Just put "Add the world" on your to-do list, Tyron. Who would have thought of that?

I sure hope he will gradually add some more flavour in various ways, but please don't expect the world.

Edited by AlteOgre
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On 5/5/2020 at 11:42 PM, AlteOgre said:

Ye, good idea. Just put "Add the world" on your to-do list, Tyron. Who would have thought of that?

I sure hope he will gradually add some more flavour in various ways, but please don't expect the world.

It's not meant to be a list of demands, just a list of ideas that devs or modders can pick and choose from if they like it.  Perhaps I should have clarified that in the op.

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Admittedly, the list is quite big and should probably be split up into separate more fleshed out suggestion topics, but things like the list for flora and fauna seem to be a good place for the devs to draw inspiration from imo. I'd suggest to reorganize this thread to be a more organized list of those, maybe with a little more info about each one, highlighting the interesting or very common ones. The other suggestions should then go into individual threads once more fleshed out. This would make the whole thing a lot more readable and prevent single suggestions from being overlooked as well as allowing for better, more focused discussions about the suggestions.

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14 hours ago, Erik said:

Admittedly, the list is quite big and should probably be split up into separate more fleshed out suggestion topics, but things like the list for flora and fauna seem to be a good place for the devs to draw inspiration from imo. I'd suggest to reorganize this thread to be a more organized list of those, maybe with a little more info about each one, highlighting the interesting or very common ones. The other suggestions should then go into individual threads once more fleshed out. This would make the whole thing a lot more readable and prevent single suggestions from being overlooked as well as allowing for better, more focused discussions about the suggestions.

That's a good idea, though I'm not sure how I should tackle it (I get overwhelmed with big things sometimes).  Maybe I'll use this thread as an index?

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Here my impressions

Trees

Rather than have a huge variety of plants I'd like to have a realistic grow and spread mechanichs for trees. I mean, instead go straight from saplings to a full grown tree it would be nice to see sapling > small tree (trunk) > medium size tree > huge/ancient tree. Saplings should naturally spawn near trees and eventually grow up or die depending by climate conditions and/or a random factor. 

More specifically, after a sapling is planted it should turn in a 2-blocks tall trunk after some time. A trunk could be harvested to make particular crafting (bow after curing and carving, club, spear, shaft) or splitted with axe to obtain 2 firewood. After some time the trunk would turn in 2 logs, which would develop more leaves, brancy leaves and trunks.

Brewing 

While I think that magic or alchemy is not necessary, it would be wonderful to have the chance to make potions or do simple chemical reaction to obtain new materials or items, some bonus and cure certain afflictions, in case the developers decide to improve the health system. 

 

 

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