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Cherry_Brendon last won the day on May 2 2023
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To make each world and conditions unique, you can make the generation of animals. As for me, you should not be limited to real types of animals, you can completely make your own based on real animals and their relatives or their extinct relatives and ancestors. It will make the fauna more unique and decorate, and if you add the ability to catch animals in cages, it will give an incentive to make zoos. And also the world of Vintage Story is not a real world and both extinct animals and hybrid or with another mutation can live in it. For example, with a lion with spots like a leopard, or a tiger without stripes. 1) Population - Animals with certain properties spawn in certain areal. At the intersection of these areas, hybrid populations may arise. Fur color also depends on the biome. For example, white fur is more common(+90%) in those who live in snowy places. 2) Name generation - Name of the mob/npc/animal will depend on some signs. Big cat "Panthera" example: Standart name Panthera/Lion Have mane: Lion Have tiger stripes and Mane: Tiger/Brindle lion Have Sabertooth - Saber-toothed panthera Have tiger stripes and Sabertooth - Saber-toothed tiger You don't need to add hundreds of subspecies of animals, it's better to make animal archetypes but with large number of colors and make certain colors appear more often in certain biome zones and call them "Populations" when animals with certain traits/features spawn in certain zone. In this generation, you can add different features of animals: 1) Color/coloring skin and Additional drawing/pattern and color on the skin or without it. Texture type - For some animals, you can add options with a large grain effect to give the appearance of wool and for those with short hair, the texture is smoother, and for very hairy animals add lines of wool. Patter - Different pattern and patterns on the body over the main texture. And hybrid patterns like stripes on the back and spots on the legs. 1.2) Dirty Pattern - Living in certain conditions or having habits, an animal can cover itself with mud or vegetation. Animals in the deserts can be covered with sand-dust. lso, depending on the characteristics of the animal, they are simply covered with mud (For example, a Boar that likes to cover itself with mud) Depending on the characteristics of the animal, they are simply covered with mud (For example, Boar and Rhinoceroses who love to cover themselves with mud.) Aquatic/semi-aquatic animals may be covered in mud, algae or water lilies. Or like Sloths that grow algae or are covered with them in fur. 2) Species Сharacteristics: - May change during domestication, some individuals have + - other parameters but not significantly. Damage, HP and Speed It depends on him how much HP he will have, how much damage he will inflict, and the speed slows down in some cases if he is too big, as well as how much loot you get from him. Aggressiveness/Relation to human(Like Prey, Aggression, Alertness-Aggression, Alertness, Neutrality, Shyness-Fear, Attraction tries to be close.) Group Type: Herd, Flock/Pack, Couple, Single, Lonely rival(If male he see female and male attacks the male) 3) Features - Features inherent in certain species. Additional setting: Is it specific to particular gender? Only for male/female, For all. Example: 1 - Body/Leg shape/length and animations Size and length of the body, the length of the legs on which the animations depend (For example, this subspecies uses a different running or moving animation) 2 - Size(Separate parts of the body) and Additional body part. Example Size: Crab/lobster-Clayfish claw sizes: Mini claws (Almost like some shrimp), Small, Large (When claw +2 times more arms), and When one claw is larger than the other Additional body - For example, in the lower abdomen or neck there is an effect of hanging skin or hump. Example Additional - hanging skin and hump on bull/cow Zebu(Wiki). 3 - Additional elements: (Settings depending on the type of animal) Horn's Color/Shape/Size or without it. Tusk/fang length. Tail length and tail hair Thorns on the body for Crustaceans. Other loot-related stats(Amount, Received): Milk, Meat, Caviar/Eggs/Children after birth.... Extra wool/fur/mane/hair/feathers - Example: Mane for Lion, Mane shape for Horses/donkey, Mane or comb of feathers... 4 - Taming/Domestication: You can even tame wild animal, but it will take time and feeding, after which it will not attack you, and even if you hit it with your fist, it will not immediately attack you. Several stages of taming. They may vary depending on the animal. All animals can be tamed, but not all can perform different functions. Stage 0 - Wild Animal(Not displayed) Stage 1 - Accustomed - The animal does not immediately attack you or run away. Stage 2 - Tamed - The animal does not attack you and can accompany you if it is a mount then you can ride it. Stage 3 - Trained - The animal can carry out list of your commands. Mount - If an animal is large enough it can be made into a mount but when you use an animal in this way it will require food If an animal is hungry it cannot run. Herbivores can gradually restore stamina by eating grass on ground. Add selection/hybridization: Old idea for plant's: What animals can be added: 1) 2 type Small and Big Cat's: (Felidae) 1.1) Big cat & "Pantherinae" - It inhabits everywhere except glaciers and the far north(but polar bears can be found there) as well as wastelands. Lion(Wiki) - They can be populated anywhere from desert plains to temperate climates and even cold climates. Lions were in Europe and Asia 500-3000 years ago but were exterminated by humanity. Wiki Europa And Asia Lion's: [History of lions in Europe], Asiatic lion , and †Panthera spelaea(Eurasian cave lion or Eurasian cave) and his relative †Panthera atrox(American lion). Game: First of all, this animal needs to be dangerous to travel in the southern biomes where there are no wolves and bears, because now the southern regions are quite safe except for Hyenas and they are passive if you don't get too close. Pantherinae list: Panthera: Lion, Tiger, Jaguar, Leopard, Snow leopard. Neofelis/Clouded leopard. Other: Cougar can breed with Leopard(Wiki Pumapard). Features & Customization: Hide Color(Yellow-Wheat, White, Black...) and Possibility Hide Pattern and this color(stripes like Tiger, Spots round, Annular spots...) Tail size: Short(Wiki Sabercat), Medium, and Large. Fang size: Short, Medium, and Large Mane - Options: 1: Where it is located: Around the head, On the neck and back, on the neck, or without. 2 Is it specific to particular gender? Only for male/female, For all, and Without. Width/thickness of body and limbs: Big: Tiger/Lion, Medium: Leopard/Jaguar/Cougar, Thin like Cheetah(Cheetah is not a Giant Cat/Panther, this is an example of thin build.) 1.2) Small Cat & Felinae: Cheetah - Physically, he is related to the "Big Cats" but genetically closer to the "Small Cats".Also, in the past, its subspecies lived in Europe(†Acinonyx pardinensis), Central Asia(†Acinonyx jubatus raddei, Russian wiki †Закаспийский гепард 1960-2000 no have big info) and East Asia China(Acinonyx kurteni). Cheetahs are one of the animals that were tamed by man and used as dog hounds in African and Arab states. Cougar can breed with Leopard(Wiki Pumapard). Long's leg cat's(Close relatives except LynxCaracal, African golden cat/Caracal aurata, Serval and Lynx. They have long legs in relation to the body in comparison with other cats, which is why they should make a different base of animations. 3) Odd-toed ungulate: (Equidae=Horses/Donkeys/Zebras, Tapirus, Rhino's) 3.1) Tapirus/Tapir (Wiki Tapirus) Analogue of pigs also has a number of features like pigs, for example, stripes-spots of the body, like piglets. So it's easy to implement them by taking animations from pig and modifying them a bit and adding a trunk animation. Features & Customization: Hide(Brown, White&Black, Black, White, Brown...) and Spots on the body, Stripes on the body like piglets(South American tapir, Malayan tapir) Ear Shape, Mane(On/off, Mane have South American tapir), Trunk/Nose Length It is quite possible to make 2 unrealistic but speculative subspecies that would occupy the niche of Elephants and Rhinos/Behemoths with their size and physique. Adult size opption's: 0,2-4(Pygmy Pig) 0.4-6M(Like Pig/Dog), 1M(†Tapirus augustus/Giant tapir), 1.5M(Cow/Bull/Rhino not real size) 3.2.1) Rhino's - Rhinoceros Features & Customization: Nose horn form + size: No horn(†Subhyracodon, †Metamynodon, †Aceratherium....), Single horn(Javan rhinoceros, Indian rhinoceros ...), Large single horn(†Elasmotherium), Double horn(Black rhinoceros, White rhinoceros, Sumatran rhinoceros, †Coelodonta, †Woolly rhinoceros), Double horns to the sides(†Menoceras). Skin type: Smooth(Black rhinoceros, White rhinoceros), Armored(Rhinoceros, Javan rhinoceros, Indian rhinoceros, Sumatran rhinoceros), Armored partly woolly(Sumatran rhinoceros) and Woolly(†Coelodonta, †Woolly rhinoceros, †Elasmotherium?.), Like Begemoth for water style life(†Metamynodon) Leg length: Standart long, Short(†Teleoceras, †Metamynodon) Adult size opption's: 0,5-1M(†Island), 1-1.5M(Sumatran rhinoceros), 1.5-2M(Standart), 2-3M(†Elasmotherium) "†Woolly rhinoceros" and "Sumatran rhinoceros" are hairy and are closely related. 3.2.2) Giraffe and Okapi/Horse like rhinos - Long legs, neck and narrower ribs. Like Giraffe(†Paraceratheriidae/†Paraceratherium), like Okapi/Horse((†Forstercooperia, †Juxia) Features & Customization + Customization from Rhino without horn: Neck size: Short(†Hyrachyus)Medium like horse/Okapi(†Hyracodontidae, Hyracodon, †Forstercooperia, †Juxia), Long(†Paraceratherium). Adult size opption's: 0.5-1M(†Forstercooperia, big dog size, †Hyrachyus possibly an ancestor of the tapirs or rhinos or lateral branch of the rhinos), 1-2M, 1.5-4M(†Juxia), 4-6M(†Paraceratheriidae, †Paraceratherium) 3.3) Horses/Donkeys/Zebras Features & Customization: Neck size: Short, Medium-Standart, Long(Like Okapi) Mane shape (For some species with long hair, you can change it with scissors) Tail: Short tail with long hair(Horse), Long tail with short hair (Donkeys and Zebras), Long tail with long hair(With scissors, you can cut the length of a horse's hair). Hoof length and shape - How much space they take up on the texture of the foot. Leg length: Short(Miniature horse), Medium, Long Adult size opption's: 0.5-1.2М(Miniature horse) 1.2-1.5M(Pony), 1.5-1.8M(Standart horse), 1.7-2.2M(Shire horse, record 2.2M) 4) Wolves, Dogs, Jackals-Coyotes (Small lone wolves) Jackals-Coyotes 5) Crocodilia Features & Customization: Leather color and pattern: Black, Brown, White-Albino... Head shape and mouth length: Standart(†Mekosuchinae=†Quinkana, Crocodyloidea except Mecistops), Short(Alligatoroidea), Narrow(Narrow mouth for catching fish=Gavialoidea and Mecistops) Tail size, length and shape Leg length: Short(Standart), Long(†Mekosuchinae=†Quinkana, terrestrial/semi-aquatic crocodiles) Adult size opption's: Trophy system: Hide - You can either skinning hide-shell on it(if it's large bunny) or stuffing it (but you can also skin a scarecrow and put it back on the floor). Or use a knife and remake it into a normal skin that would take up less space. Or make Cape-Helmet with hide. Other trophies: Skull, Giant Claw, Large Bone, Horn's. Horns and Skull's: Can be hung or placed on the ground or your can make helmet with Horn's or Mask, or make from skull mask. Large bone - You can make club out of it. Skull/Claw+Rope = Teeth/beak/Claw and bone necklace.
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New trader: Since some people will make the world with large number of rivers, swamps, lakes and seas. This does not allow merchants to spawn, I suggest for merchants to make Ships and Rafts, as well as buildings on stilts in the swamps. World generation setting's: Where do traders spawn? - Everyone(New Standart), Only Ground(Standart Wagon's), Only Sea(Ship's), Off Trader's(Trader's not spawn) Distance between trader's - Standart 800-2000 block's Spawn structures with multiple trader's: Yes(Choice Chance: 5/10/20/30/40/50-100%) or No. New structure's: Swamp outpost - Generates in swamps or areas where there is lot of water. Building on high piles with hanging stairs Trader ship, Fishman ship, Swamp outpost, Large trading ship(2-4 trader's, like trader camp where 2-3 trader's with wagon's)... Trader Ship example. New trader's: Fishman: - Spawn in sea/river/lake or on the shore. Sells: Fishing Rods, Fish & Fish Meat, Seaweed/Alga Buys: Rare Fishing Rods, Meat, Vegetables/Fruit/Berry, Bait, Net Diver Treasure hunter - Spawn in sea/river/lake or on the shore. Unlike the standard "Treasure hunter" sells items from underwater dungeons/structures. Traveler: Sells: Plants/sapling/seed from different biomes, items from different cultures. Buys: Food, Crate, Tools Herbalist/Witch/Alchemist^ Sells: Plant food, Plant medicine, Plants/sapling/seed from neighboring biomes Buys: Plants/sapling/seed from other biomes, Flowerpot(All type), Planter(All type), Storage vessel(All type), Tools(Hoe, Shears) New structures: 1) Shipwreck's Make options with land or shallow sunken ships but in such ships there is almost no loot and they are significantly damaged. Ships that are deep underwater have significantly more loot. 1.1)Sunken ship with number of chests, vessels and rarities. 1.2) Ancient ship/barge wreck - Located under many layers of muddy gravel/sand/gravel blocks. This ship sank to technological collapse and not only contains rare resources but technology and decor from ancient times. 3) Sunken city/village/house/churh - Village or town was located on an island that sank as result of landslide or because the island sank as result of tectonic shifts. https://fr.wikipedia.org/wiki/Liste_des_îles_englouties - List of sunken islands in French. 4) Sunken Forest - The forest has recently sunk along with its island, but you can cut wood that has more rotten appearance. 5) Underwater depository/salvatory/vault - Crafted deep underwater is under layers of gravel and sand, storage with values depending on the generation, having several compartments in which furniture is generated, storage, housing compartments, water purification station, broken hydroponic farm, research stations. What can be in it: Living Compartment - Rare clothing, furniture and luxury items are generated in it. Storage of Seeds and Food - So that if they are lost in the future they can be planted again, you can add some of the seeds that are obtained only in this way, but some of the containers are rotten and damaged. Library - Contains lot of knowledge about the past, but many of the books are damaged and damp from moisture. Here you can find for example recipes for creating Diver suit. Tool Storage - Many tools are broken and rusty, but you can try to collect something from them, remove rust (Requires special tools and materials and replace the handle) or collect scrap. Best version of the view is +- underwater bunkers from Rust but make them under layers of gravel and sand so that they just stick out little.You can also make that part of the tunnels goes under the stone. New block's & Item's: In order to somehow let people explore the sea space, you need to add diving equipment. Diver suit - Or only helmet allows you to breathe underwater it also improves visibility underwater. Maybe craft like "Night vision mask" or trader sell and in dungeon's. Diving goggles - Improves visibility under water and can also slightly increase the time spent under water. Sell trader or crafting Leather + Glass + Nail's and strips. (Old Diving goggles with one big window) Shell's block's: Shell's block have more color's like standart Shell's: Latte, Plain, Seafoam, Darkpurple, Cinnamon, Turquoise. Need add more color's Need add more color's for Shells example new color: Bunch of shell's - Bunch of shells that have physics like sand and gravel. If you will panning these seashells then you will get random shells of the given color. Coquina (Wikipedia:Coquina) Coquina rock - Unlike Limestone, it has more fragmented texture resembling gravel and have several color's repeats the color of shells. Coquina sand/gravel - Depending on the color, in you Panning sand/gravel Coquina you have chance to get "standart shell's" and maybe add shells of prehistoric mollusks. Coquina with Fossil - They are the subject of collectibles. Fossil: Fish skeleton, Aquatic lizard/dinosaur skeleton, clam, trilobite, nautilus, seaweed and others. Coral - Needed for some decorations and just bought by luxuries trader and materials trader. Grows like fruit tree but under water, to grow them you can make cement blocks on which coral will grow on top or other blocks/rock with lot of calcium. What can be made from coral: Block, Polish block, Brick. Also add Dead/Fossified Coral - Grey/white color. New transport: Make some swimming aids and oars for them. Better quality Oar: Polish Oar = Board + Fat + Resin + Saw/Axe/Knife Waxed Oar(More good Polish) = Board + Wax + Resin + Saw Reinforced Waxed/Polish Oar = Waxed/Polish Oar + Nail's and Strips Dinghy - Small boat for two, second bench can be replaced with chest or other container(I would give the opportunity to insert 2-4 player bags there). You can make options for 3-5 people, but the speed and maneuverability in the Dinghy will be lower. Dinghy can also be improved with cloth and logs by making sail on it. For create boat your need: Wood(Log/Board), Resin, Fat, Nail's and Strips, optional add "Wax" to improve the quality of the boat. Some types of wood(Pine) require less Resin to create boats from them. Sail's - Speed up the boat during certain weather. Can be made from Wool, Linen, or Plant Fibers and as well as the fabric can be improved by impregnation of certain solution. Fishing: Fishing - Implement as mini game of tug of war. Fishing rod's: - Several different levels of fishing rod: 1lvl Stick + rope/Flax twine(Can only catch small fish) = Primitive fishing rod 2lvl Board + Wax(Or Fat + Resin) + Flax twine = Fishing rod 2lvl Board + Wax + Flax twine + Nails and strips = Fishing rod 4lvl Metal rode/tube + Wax + Flax twine + Nails and strips = Spinning fishing rod Whether the fish can break loose depends on the level of the fishing rod. Hook - Reduces the chance of fish getting loose depending on the material. Hook materials from bones, scrap metal and metal on an anvil. Bait's - Some fish have their own preferences in food and also increases the characteristics of the caught fish. If you use fish as bait, it will help catch fish larger than its size. Baits: Worm, Bug(Dead Butterfly), Meat, Fruit, Vegetables, Fish/Fish meat... Artificial/Replicas Bait - Instead of bait, you can make artificial bait but it is less attractive but does not waste bait but it has Durability like hook that wears out over time.. Artificial/Replicas Bait example: Fishing lure, Plug, Jigging, Artificial fly... You can create them yourself or buy from trader. Fishing net's: Placeable New - Multi-block design and which does not allow the fish to pass through and when you get it, if the net was installed correctly, you catch all the fish that swam into the Multi-block net. It can also be placed on a boat and help you passively fish by catching some fish, especially if you are sailing over schools. Throw/Throwing/Casting/Cast net - Throwing net for catching fish in schools. Water Trap's: Fish trap/Crab trap/Lobster trap - Each trap has durability, and when all durability is consumed the trap breaks. Trap materials: Papyrus/Cattail/Reed, Vine, bone, Stick, Board, Net, Metal net Fish trap - Placed in the rivers along the path of the current so that fish of certain size swim in them. No need for bait catches passively large and medium-sized fish. Crab trap(Crab/Crayfish/Lobster...) - Cage made of wood/stick/bone or metal with bait inside for catching crab/lobster/achelata. Trap has one or more holes into which crabs/crayfish/lobsters climb and cannot climb out from there. Fish Weir trap - Make frombone, Stick, Board, or stone. Fish swim into such traps and cannot swim away. New fish, Food & Animal: Fish school - In order not to make dozens of small fish separately, make fish school with certain number of fish with different size and skin's for variety. This will help in optimizing the oceans whe bunch of fish appear. You can make full body fish/crab/lobster trophy while you get bit of meat.. 2 options: Wall or Table. Wrack system: Make new natural phenomenon "Storm" near the seas/oceans Wracks appear with different content. Storm creates waves that go to the beach by creating Wrack with different items. Wrack implement like "snow" that appears on the shores of the oceans/seas but just like the snow disappears over time.. Youtube channel "Борис Рябченков"(Boris Ryabchenkov) this two video have english subtitles "Прогулка после шторма"(Walk after the storm),"Пошел собирать на пятый день шторма!"(Went to collect on the fifth day of the storm!) This russian youtuber often makes videos of how he collects various shellfish, algae, Sea urchin, crabs, fish and other after storms. Wrack seaweed/stick/bone/dead animal/trash/seafood on the coasts of the sea often throws out various algae, fish, mollusc/clams, crabs and other. Algae needs to be washed out of sand. Update water flora: Edible: Edible seaweed: Alaria(Alga), Kelp(Laminaria, Undaria pinnatifida, Alaria esculenta, Laminaria digitata, Postelsia, Nereocystis, Saccharina latissima, Wakame) used to create Kombu, Pyropia(Pyropia tenera) used to create Nori, Caulerpa racemosa(Caulerpa lentillifera, Seagrape), Cladosiphon okamuranus, Sea lettuce, Fucales(Fucus, Fucus vesiculosus , Pelvetia, Sargassum , Hijiki), Arthrospira, Chlorella, Durvillaea antarctica, Other: Nostoc pruniforme(Mare's eggs) used to make flour Lotus(Nelumbo nucifera) - Almost any part of the Lotus is edible(Seed, Root, Stems, Petals and Leaves for tea) and can be used to cook food. Growth can be done like a pumpkin but on water. Update Coastal-Beach Flora: Edible: Coccoloba uvifera(Seagrape), Chondrus crispus, Cane and Sugarcane also used as Papyrus and Reed/Cattails. Sugarcane sugar can be used to make jam instead of honey. Fish/Animal for water: Add the ability to make trophies out of fish, Crustaceans.... Fish: In order not to make a dozen types of fish meat, make several types of meat. 1) Red fish meat - One of the best types of fish meat, even raw, restores a lot of hunger. Red fish meat can be safely eaten raw or with little salt and restore more hunger than white fish meat. Salmonidae:(Salmon) Thymallus, Trout/Forel.... Im lazy to add all type. Acipenseriformes: Sturgeon, Paddlefish. 2) Shark meat - Extremely specific dish requiring a lemon or a long preparation for eating. White fish meat's: 3) Watery white fish meat - This meat is too watery and restores very little hunger when raw, it needs to be fried longer so that the moisture decreases and the meat is better absorbed. 4) White fish meat - White fish meat is much worse absorbed by the body and significantly more watery than red fish, so white fish meat, if not cooked, restores less hunger. 5) Dense white fish meat - Like Eel. Meat is denser than watery, making it easier to eat and easier to digest, but not much more so than red fish. 6) Unsuitable white fish meat - Meat is extremely poor and cannot be eaten raw and requires cooking. Example: Bowfin - Cook fillet. Meat is tasteless like cotton wool and when frying it became tasteless porridge.(Overview of this fish in Russian) Bowfin - Bowfin were once considered to have little commercial value because of its poor-tasting meat which has been referred to as "soft, bland-tasting and of poor texture". However, it is considered quite palatable if cleaned properly and smoked, or prepared fried, blackened, used in courtbouillion, or in fishballs or fishcakes. (Wikipedia) Crustaceans: - 2 type metal: River Crustacean meat, Sea Crustacean meat Crab's: Spider-crab Inachidae : Macropodia, Japanese spider crab, Pseudo-crab's->: Anomura: Coconut crab, Hermit crab's/Coenobita(If there was shell you get shell after kill), King crabs(Red king crab,), Clayfish/Cancer & Loster's: Astacidea(Lobsters,) Сrayfish and lobsters +- the same skeleton/bone/animation's is slightly different tail and claw size and color. Shrimp: Pseudo-Shrimp->: Other: Achelata-lobsters/(Type 1 like Shrimp: Palinurus elephas, Type 2: Scyllarides latus, Type 3 like crab: Furry lobster) Long crustaceans with short claws +: Achelata(Type 2: Scyllarides latus), Mantis shrimp(Odontodactylus: Odontodactylus scyllarus), Upogebia(Upogebia deltaura) Giant isopod - [Short review in Russian]:Taste like crab shrimp or chicken. Mollusc/Clams: - After cooking/butchering/rotting, you can get their shell. Bivalvia: Oyster, Mussel.... - Implement as 2 types: NPC Animal and Object Sea snails/Snails - Make several types of land snails, river-lake and sea snails. Cephalopod: Nautiloid(Make some options: different shell like prehistoric relatives, Color Shell's), Other: Sea urchin, Starfish, Barnacle(Goose barnacle for cooking) Drying fish/crab/lobster/shrimp and seaweed: 1 Stage Drying - Salting Options: (In some cases, even without salt, you can dry it, but then the shelf life and nutritional value are significantly reduced.) Dry salting - Large fish are dried in dry way by covering with salt. Wet salting - Small fish are dried when water is mixed with salt and the fish is soaked in it. If large fish is salted in this way, it will be undersalted and slightly dried. 2 Stage Drying - Drying Options: Outdoor - Under the fly protection cloth on air under the roof(Rain protection). If there are no flies in the biome, cloth may not be needed. Cool/Warm cellar/room - In closed room where flies cannot enter. Depending on the temperatures, the color of the fish and the cooking time will depend.
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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). 2 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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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. 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)
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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. 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": 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 - Stone 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) 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. Axe, Spear, and Pick(Upper) 3) Morgenstern - Has double bludgeoning and piercing damage. 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?] Wood 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) 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 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.). Wood/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. Head - Upper or main part of the tool. Head with Connection: Socket 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. 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... 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. Polearm 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 Obsidian 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 Drilled head stone axe bronze age Stick/Bone/Metal "drill/awl/shilo" + Bow = Bow "drill/awl/shilo" Bow drill + Straw = Fire bow drill Primitive sword. Stone/Flint/Obsidian https://en.wikipedia.org/wiki/Macuahuitl Shark teeth https://en.wikipedia.org/wiki/Leiomano Wood club + 2/4 obsidian/flint or other sharp object(Example: Shark Teeth, Sharp/sharpened bone fragment, Sharp Metal Scrap) Macuahuitl Shark 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.). Khopesh sword Khopesh 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. War-scythe to Scythe(Me photoshop edit) Sledgehammer Pick(Single sided pickaxe) - More economical pick for metal but less durable. Pick-hoe - Hybrid of pickaxe and hoe, and she can also dig the ground like shovel but not effective like shovel. Pick-hammer/Geology pick(Old Prospecting Pick) - You can also use it to break geodes for nuggets like hammer. Pick-axe - Tool for cutting trees and mining. Axe-adze/hoe Axe-hammer/maul or Splitting maul - Axe + Hammer/Maul/Sledgehammers 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". 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. 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. Craft: 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: 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
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Block/Object menu: Make menu for "Block" press the "F" button and select appearance and form. Add alternative appearance for blocks. To avoid making hundreds of different crafts: form(Block, Stair, Slab), appearance and position(horizontally or vertically). This will also make it possible to remove a bunch of unnecessary crafts. This will remove the need for crafting half-blocks and steps. Make 2 types of "Rock Block" "Generated"(Only in creative) and "Placed"(This block after destoy not drop "stone" but drop "rock block") Rock after placing can be mined without breaking into stone and also gravity does not act on it. You can also make some of the blocks that can only be obtained from the creative mode available to players. . Example: Cobblestone Appearance: "Cobblestone", "Dry stone"... Form: Block, Stair, Slab, Fence(Only for brick/Cobble). For many blocks, add more than a few visual styles: Example: Brick: Block, Brick, Tile, also position horizontally or vertically or other form for brick. Cobblestone: Boulder, Big cobble(Like a "drystone") ,Cobble(Standart), Pebble(Like a Gravel), also position horizontally or vertically. Polished rock: Column(No border at the joints with other columns ), No border(like a "`RockName`-inside.png"), Not polished(Standard stone texture but after Destroy drop Polished rock)... You can also add more different designs like a "Ancient block"(survival\textures\block\stone\quartz). Other texture or Color: To avoid making hundreds of crafts, just make a bunch of variations of tones and a slightly different texture. Example: Red granite Log: All side Bark(Good for Custom Tree), No bark(debarked) god for floor or wall. Add logs block that is surrounded on all sides by bark also add for generated/growing tree. Plank/Wood board: Size width: Panel/Plywood(Almost like a tree without bark), Big board, Board, Thin boards Boad length size: Long ones(Without Borders), Long board(2 block), Medium board(1 block standart), Short Board(Half block). Board options: Diagonally(4 positions), position horizontally or vertically Overlay Textures: Add for natural block "Overlay Textures". Natural block: Gravel, Sand, Rock, and maybe road block. To make the world more beautiful and smoother Chisel interactions and block's: Add the ability to multi-block "Chisel Door" for example take mode "Fancy Doors". More new block: Suggestion to make some textures more realistic. In some cases, the textures are more juicy and beautiful. It also makes them more unique in some cases, because the stones do not differ much from each other. For all the textures that I made from below, I used a small piece from a photo with a juicy or homogeneous part, making the texture expressive. Example Quartz. White is quite normal, but if you just change it, it will be hacky, but if you add realistic textures and combine them with a regular texture, it will turn out quite nicely. Only Recolor Add realistic texture over standard ore texture Add more color for "Path block". Example mode "Rainbow Roads". Cobblestone block, Brick/Polished block from: Obsidian, Kimberlite stone, Scoria volcanic rock, Tuff volcanic rock, Halite stone, Suevite impact rock, Make obsidian ore in rock/sand. Obsidian in sandstone in real life. Sand Granite/Sandstone rock with Obsidian. Add Sand/Gravel for: Marble( Example https://en.wikipedia.org/wiki/Thasos ) Thasos marle beach More sand/gravel or other block for beach Quartz(Ametyth, and other color)/Olivine sand/gravel(Not glass) Olivine beach - https://en.wikipedia.org/wiki/Papakolea_Beach Glass sand/gravel make several options natural(Quartz, Obsidian) mostly glass obtained from volcanic activity and human(Colorful glass) player can find it or make it. Purple sand - garnet, manganese, rose quartz - https://en.wikipedia.org/wiki/Purple_sand Purple sand on the "Pfeiffer Beach" the reason for its color is Manganese garnet in it. - https://en.wikipedia.org/wiki/Pfeiffer_Beach Shell beach - https://en.wikipedia.org/wiki/Shell_Beach_(Western_Australia) More ore block: Make 5+ types of ore: Example "Lapis in chalk". Ore rock(No rock particles in texture), Big ore seam, Ore Seam, Rich ore chunks, Big ore chunks, Small Ore chunks (Like Current version), Fragments ore(Small chunks). More color for Quartz ore: Add more color Quartz: Blue quartz(Light blue), Citrine(Yellow) Add also new "quartz ore"(Pink, Amethyst, Standart-Milk, Smoth..) and so that quartz crystals of a certain color grow only on quartz of their own color. Cobblestone/Stone/Block: Cobblestone Quartz/Ametyth/Lapis/Fluorite/Olivine/Peridote/Diamond/Emerald/Cinnabar Quartz/Ametyth/Lapis/Fluorite/Olivine/Peridote/Diamond/Emerald/Cinnabar + Glue/Resin + Sanded plank/board = analogy "Quatz" block(Antique block) Block/Brick/Pillar/ from Quartz/Ametyth/Lapis/Fluorite/Olivine/Peridote/Diamond/Emerald/Cinnabar More Cobblestone from resurses: Quartz/Ametyth/Lapis/Fluorite/Olivine/Peridote/Diamond/Emerald/Cinnabar Transparent cobblestone - Craft: Clear Quartz/Olivine/Fluorite/Ametyth + Glue/Resin Clear transparent cobblestone glass - Craft: transparent cobblestone(Quartz/Olivine/Fluorite/Ametyth) → Bloomery Ametyth texture not good. "Metal" Nugget block - Craft: 40-80 Nugget's + Hammer + Glue/Resin "Metal" Nugget cobble stone - Craft: 40-80 Nugget's + Clay Melted "Metal" Nugget block - Craft: Nugget block + Firepit Polished "Metal" Nugget block - Craft: Melted "Metal" Nugget block + Sanded plank/board New Rock: Add new block "Sandstone Rock"/"Porous Rock" for all block "Rock". Physically like Rock but more fragile(breaks faster) and has a different texture with more grain. How can the texture be different? For example has more layer effects like "sandstone" or like in Minecraft where the texture has lot of cracks Formation rock - Looks like layered stone on top of each other More color for Sandstone: Orange, Red, Yellow-pink, Pink, Yellow-white More Clay/Clay Rock: Add more clay rock Colored/Painted clay, Brick, Block, Clay stone. Add more colored clay also make several colors for "fire clay". New color for natural clay: White, Gray(In game), Dark gray/Black, Brown(Only brick), Red(Only brick), Orange, Yellow(In game), Pink... Example new color Orange/Red clay "Ceramic brick" - https://ru.wikipedia.org/wiki/Керамический_кирпич Quarry Red-Orange Clay Other brick form/size/appearance: Tile brick=Plínthos - https://ru.wikipedia.org/wiki/Плинфа Big like Stone Brick. Clay from Claystone: Claystone stone→Pulverizer=Claystone dust Claystone dust+water=Clay Add "Painted clay/brick" "Painted clay" craft: clay+dust dye+water, clay+water dye. "Painted brick" craft: Add White/Gray/red/yellow/orange/transparent Halite rock Serpentinite(Green like Periodit) - https://en.wikipedia.org/wiki/Serpentinite Hematite, iron formation: Jasperoid, Jaspillite(hematite and quartz), Taconite, Jasper(Quaertz). These stones have a red tint due to the content of iron (Hematite). Big chance found iron. Example Hematite rock texture: Jadeite, Nephrite, Cuprite(Red) - Have big chance to Malachite/Copper. https://en.wikipedia.org/wiki/Nephrite https://en.wikipedia.org/wiki/Jadeite Copper ore/rock Turquoise/Green(In game) - https://en.wikipedia.org/wiki/Malachite Red - https://en.wikipedia.org/wiki/Cuprite Blue - https://en.wikipedia.org/wiki/Azurite Blue-Green/Turquoise(Azurite+Malachite) - https://en.wikipedia.org/wiki/Azurmalachite Brown/Gray - https://en.wikipedia.org/wiki/Bornite Black-Purple - https://en.wikipedia.org/wiki/Covellite Light blue - https://en.wikipedia.org/wiki/Chrysocolla Gold-yellow - https://en.wikipedia.org/wiki/Chalcopyrite Gray - https://en.wikipedia.org/wiki/Chalcocite Add more Granite color - https://en.wikipedia.org/wiki/Granite Coral(Pink, Red, Black), Blue(Blue-black), Pink(Pink, Gray, Yellow), Red, Dark-red(Black, Dark-red), Black, Godlen Example: Rock, Brick, Cobble, Polish Diorite - https://en.wikipedia.org/wiki/Diorite White/Yellow-Black Rock. In places of cut, it becomes lighter or white, so when creating bricks from it, it makes them contrast Color: Black(More Black), White(More white), Yellow(More yellow), Darkyellow(More black) Example: Rock, Brick, Cobble, Polish Quartzite Rock - https://en.wikipedia.org/wiki/Quartzite Quartzite like a Quartz have soo much color's. Break Quartzite you have chance to get Quartz with Stone and big chance to found quartz deposits in rock formation Quartzite can be processed in "Firepit " by making it smoother (Melting quartz particles). 2 "Quartzite sand" melted into glass at Bloomery. Quartzite blocks(Brick, Cobblestone, Rock) will expand the palette of blocks for builders. Example: Rock, Brick, Cobble, Polish Stripped/Debarked log - Make a craft log without bark(And also getting bark for crafting) - Oak bark can also be used for tanning leather, and the resulting log can be cut into firewood or boards. Non bark texture in game "survival\textures\block\wood\debarked" Aged "Name Tree" plank/board/log - Make all variations of old planks and logs. Change "Aged" color from green to dull gray-brown and rename all "Aged" to "Aged Oak". Craft: Make a temporal mechanism that allows you to age objects. Rot plank/board/log - Rotten boards have a dark green color compared to the original. Craft in Barrel: 0.1-1 portion of water for 4 boards or 1 plank/1 log Rotten plank/board/log - This board has an extremely rotten look if you step on it or fall, then the block will be destroyed and you can avoid the destruction of the block by holding "Slow walk"(Shift). Used in ruin/dungeons as a trap. Craft in Barrel: 0.2 portion of water for 4 rot boards or 1 rot plank/1 log. Waxed plank/board/log - They have a saturated color than normal color plank/board/log. Also, these boards should be used for certain crafting(For example wooden beehives). - Craft: Bee Wax + 2 plank/8 board/2 log(Also Aged) Dry/Smoked wood - The color becomes dull and similar to aged but more gray. Craft: Plank/board/log is hung over the fire and becomes dry. This wood can be found in desert: dead trees & ruins. Firing plank/board/log - Fire treated wood the color becomes darker or black. - Craft: plank/board/log(Also Aged) in firepit. This wood can be found in "Wildfire" biomes and unlike "Burnt" has foliage and can be found in "Burnt ruins". Burnt plank/board/log - The wood will look like coals - Craft: Firing plank/board/log(Also Aged) in firepit. This wood can be found in "Wildfire" biomes and can be found in "Burnt ruins". Sanded plank/board, Sanded Stripped log - Lightens the wood texture. - "Firing Wood"(Black wood)+Sanded="Sanded Firing wood"(Grey wood), Burnt wood+Sanded=Firing wood - For Sanded need "Emery paper/cloth" or "Sandpaper" - https://en.wikipedia.org/wiki/Emery_(rock) https://en.wikipedia.org/wiki/Sandpaper Example birtch plank's: New biomes and block for him: Dead marsh/swamps: Is half-decayed/rotten forest in the swamps due to the presence of certain bacteria in the water, which once in a certain season start insane reproduction, which is why large trees cannot grow in this biome. Mire, peatland, Peat-bog, or quagmire - https://en.wikipedia.org/wiki/Mire https://en.wikipedia.org/wiki/Peat https://en.wikipedia.org/wiki/Bog New block: Soft peat soil - You drown in it half a block. Can found on any peat biomes also often found in swamps next to "quicksand" as a warning. Peat quicksand(https://ru.wikipedia.org/wiki/Плывун) Dense peat Very dense peat Peat-bog water - Special type of liquid in peat bogs. Three main biomes: 1 Peatland - Peat plains are not particularly distinguished only by grass and earth underfoot, but maybe by the fact that there are few trees and for the most part shrubs. 2 Peat-bog - 3 Peat forest - 4 Peat-bog forest - https://en.wikipedia.org/wiki/Peat_swamp_forest ( https://en.wikipedia.org/wiki/Borneo_peat_swamp_forests ) Peat tanning - One of the slowest ways to process tanning skins is to use peat bogs. Youtube: Hide Tanning- Traditional Scottish Methods & Peat Bog Survival Uses. Salt biomes Solonchak&Solonetz - https://en.wikipedia.org/wiki/Solonchak https://en.wikipedia.org/wiki/Solonetz Soil with high salt content. Salt Desert - https://en.wikipedia.org/wiki/Salt_pan_(geology) Sabkha - https://en.wikipedia.org/wiki/Sabkha Coastal zone consisting of salt, earth and sand. Volcano&Ashland and Ash storm&Sandstorm: 5+ block's/item: Ash(Block + Item) - Worse than humus, but still easier to get. (Block + Item) Volcanic ash(Block + Item) - When used as fertilizer, it is more effective than regular ash. Volcanic/Ash cement - Ancient Romans used volcanic ash instead of sand for cement. Ancient Romans Repice: Salt water(Sea/Ocean)+Volcanic Ash+Lime+Sand(Basalt or other volcanic rocks sand) Ash/Volcanic Plaster(Used ash instead of sand) Burnt log/bush - By breaking them you will get some charcoal or ash, found in burnt biomes. New weather Wildfire/Volcanic Ash storm and Sandstorm - This weather covers everything with ash/sand and then disappears after a while but you can also collect the ash/sand before it's gone. Wildfire/Volcanic Ash storm - This weather fertilizes the fields, fills the location like snow but ash. Sandstorm - Covers everything with sand and reduce visibility. Sand, on the contrary, reduces fertilizer and moisture in fields and there is a chance to kill the planted plant. To protect the plant and location from sand, there should be walls around them. Ash storm example(Retexture snow to Ash) Volcano - 4+ biomes and more sub-biomes. In volcano biomes, you can find large deposits of sulfur, and once in a certain time, the volcano can generate sulfur piles. Dormant volcano - Active volcano Geysers - Hot springs - Ash biomes: Burnt forest/plains - Great place to get charcoal and ashes. It is a burnt forest in multiple burnt tree trunks in certain places there are burnt or burnt bushes or recently sprouted bushes. Some trees are partially burned and have a couple of healthy branches. Ash land(Sub-biomes: Mountains/forest/plains)
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System/table of groups, privates and cities/clan Implement a table of privates and groups for easy interaction with privates. Implement all these tables in the "Character" menu and redesign it significantly. 1) Private table Shows the number of privates and privates where you are a co-owner. Why is this needed? Simplifies working with privates and reduces the knowledge of many commands and faster edit(Maybe in your add Grifer in your private and you faster remove him.). For private, as for me, I need to create a menu to which would help speed up the process and count the number of blocks that can be private. 2) Group table Table of groups and their Setting up their members. Ability to invite players to groups or kick, leave the group, change the leader or make the co-owner of the group or remove co-owner, delete group. You can also invite people to the group there or accept the invitation to it yourself. (Look like "Private table" upper) 3) Organizations Name of the type organization depends on the settings: Guild, Settlement(Village, City/Town), Clan, Tribe and other type. What does the Organization provide? 1: Displaying organization members on the map and highlighting them. 2: Displaying your organization's icon in chat 3: Ability to do things with your organization's heraldry & color. To create an organization 3 options 1) Talk to the clothing merchants and give him rusty ones for creating heraldry. 2) Get permission from the administration to create an organization. 3) Anyone can create an organization at any time. Organization Customization: Organization icon - Setting for server: 32x32, 64x64, 128x128, 256x256... If the organization icon is larger than 32/64 pixels, then you will have to make it a thumbnail for the chat and interface. Organization Icon/Crest - Used for Guild interface. Mini Organization Icon - Displayed next to the nickname in the chat and when viewing players. Also used for create item's with heraldry organization: Tabard, Banner, flag and other. For clothes and items +4 additional color customizations for armor/tabard: 1: Primary background color behind heraldry 2: Secondary background pattern & color behind heraldry Pattern examples: Gradient, Checkers-Chess(squares), rhombus, line, lines 3: Border patter & color Pattern examples: Line, Dot-dash, Dot, Dash's, 4: For Clothes/Armor Armor/Metal: Painting of armor and its frame/Border Cloth color: Cloth color, Thread's/Border color. Leather: Color Diplomacy system: Ability to make a organizations an ally. If the alliance is mutual, then you get the opportunity to see allies on the map as well as reduce damage to allies. You can also make a certain organization an enemy and highlight their nicknames in red. Your organization members' nicknames are displayed in green. Allies' nicknames are displayed in blue. The player's nickname is highlighted in red if he is an enemy. Colors of allies and enemies can be customized in the player settings. Organizations can make an alliance among themselves. Alliance/Horde/Empire/Kingdom/Union/League/Coalition/Federation/Confederation/Republic and other type. Diplomacy system will be like a family tree.(More like an incest family tree.) 4) Party Panel/Table Feature that allows you to invite people to a group so that you can follow them in real time on the map and display their HP and hunger. You can also make it so that it would be impossible to cause damage to each other. Left panel's with Name and HP/Hunger bar. Ugh! Casual! - If people use voice chat, screenshot or video call, they can always say or show it. If you click on a portrait of a friend in a group with the map open, you will be shown his location. Setting's for Party panel: 0) On/off 1) Size 2) Portrait - Off/on 3) Position: Left, Right Other me Ideas: May 26, 2020(26.05.2020) - Big Packideas from Cherry_Brendon. November 23, 2020(23.11.2020) - Selective breeding for Plant/Bush/Tree/Flower/Mushrooms. November 23, 2020(23.11.2020) - Quartz & New Block & Rock. November 24, 2021(24.11.2021) - Character create / New Race / Class / Battle System / Techno-Magic.
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Suggestion: Arrange with mod developers to add their mods to the game itself or implement similar things, thereby speeding up the development of the game. 1: It speed up game development. 2: More heads, more ideas and more free hands. Thus, you can do more complex things in terms of the engine and world generation. 3: More content for players. 4: More building blocks for builders. List of mods that can be added: 1] More Crops - Potato, Yam, Cauliflower, Corn, Beet, Eggplant, Jalapeño. 2] Wildcraft - New Plants(40+), new poultices and better poison mechanics. 3] Ancient Tools & Debarked Logs - Good ideas for new instrument Adze for debarked log(Maybe add craft board use Adze), Debarked log - For building or collect Bark for tanning. For example, you get 2 item's: bark for tanning(Bark needs more compared than logs: 2 bark log VS 1 log) and debarked log for coal. 4] More Animals - 3 wild bird: 2 Pheasants, Capercaillies. 5] Honey Press & Wood Fruit Presses. 6] Expanded Liquid Containers - Add more liquid containers. 7] Fix Roads.Removes protruding textures under the road 8] Acorns - Food from Acorn. 9] More Variants - More block options needed. 10] Rainbow Roads - More building blocks. More road color good for decoration. 11] Flint and Steel - Firestarter→Torch→Flint and Steel Add more fast fire create: Flint and Steel/Pyrite and Flint→Ferrocerium and Steel 12] Single Player Handbook Pause - It is extremely useful for beginners, you can also add a button that would turn off this pause. 13] ZEEkea - Add cupboards and cabinets an alternative to chests. 14] YABBA Glass Chapter - Chisel Glass. Also add No border Glass. 15] Multiblock Crates. 16] Sortable Storage. 17] Lumberjacks. 18] Surface Translocators. 19] VS Launcher - Make it possible to disable groups of mods at once, 20] Paints - Block painting. More building blocks. 21] Ruin Variants - Ruins will take materials from the environment. Thus, there will be only granite dungeons. 22] Plaster Variants. - More building blocks. 23] CarryCapacity - Ability to drag block. Add 10-80% speed debuff on the character, depending on the weight of the object being carried. Aslo add to Carry "Body". 23] Stone Quarry - With the current mining of blocks of stone, I lose +50% of the stone turning it into cobblestone, but with this mining, about 5-10% is lost and requires more tools. 24] Trade-o-mat - It gives you the opportunity to sell your items offline, which encourages the creation of villages, cities and markets. 25] More Survival Categories. 26] Cave Paintings. 27] Fancy Doors - Add "Door/Trapdoor frame" for create Chisel and custom door's.Also make horizontal doors to make bridges. For Chisel Door/trapdoor should have several types of opening them: Standard "Swing Door", Folding, Sliding(Right/Left and Up/Down). Add the ability to move the doorway and, for example, instead of the edge, make it in the center of the block (I would make 4/8 positions on the block where the door can be located) 28] Workbench expansion. - Copying chisel blocks and Scaffolding. 29] Medieval expansion - Portcullis, Drawbridges, Gates, Lampposts, Firebrazier(Add an ever-burning brazier for the fire as a counterpart to the torch holder.). Waterwheel in this mod it is worse than a windmill and needs to be constantly repaired. I would slightly reduce the cost of repairs and improve its efficiency. 30] From Golden Combs - Make it an analogue of beekeeping in the Forestry mod for Minecraft, but it can complicate it a bit and also make it extremely variable. 31] VS Village: Idea for this mode of you add this to game: You can try to make like a Minecraft mod "Millenaire". 1) Types Village's: I would make 3 types of settlements: 1: Generated Settlement- These settlements do not expand in breadth without the participation of the player, with the exception that buildings have several levels and can change within the boundaries of their generation. In the event of the death of all the villager from player, the settlement loses private. The player can get this settlement and begin to expand it himself after receiving a certain level of trust of the villagers(Trade, Gift's, Quest). Bandit Camp - Generation of settlements, camps and groups of bandits. These settlements create events and generate bandits and people hostile to the player. You can also take over a bandit settlement and make it a normal settlement, or continue to terrorize other settlements. Bandist settlements bring more expensive resources such as: Rusted Gears, Gems and Precious Metals. But the inhabitants of bandit settlements bring less profit and produce fewer resources than other settlements, and those in turn sell them for more and more, often become the target of attacks by normal settlements. 2: Settlement made by player - This settlement cannot expand in any way without the participation of the player who built it or the one who took control of them. 3: Abandoned Settlement - These settlements do not have a population or it is wild people. You can try to restore it which will attract new villagers and they can restore it and make "Settlement & in the open world". 2) Systems related to villagers: 0: Villagers 1 Villagers demand constant leadership/guidance - Villagers without the constant guidance of the player lose efficiency and begin to work only for themselves. Thus, they will produce food and that encourages players to be constantly online and manage the settlement. Each villager can have several small skills and one large one, and depending on the development of the settlement and the random generation of the character, he may have more of their skills. If a villager performs inappropriate work, then he receives quite large penalties to its speed and resources. 1: Caravans - The first time you have to establish a route between your settlement and the final point of the caravan. The first caravan that you send will follow you and calculate how long it will take you to get to the final point and then back. Having calculated the travel time of the caravan, it will already go there without you. In the future, you can always optimize the path of the caravan by making roads or simply come to that point by a different route. If your path contains several points and stops, you can send a caravan to them. Caravan requires: At least one villager, A certain amount of food to travel (Excludes less than 12 hours on foot or for example the villager has foraging or hunting skills), Target required (For example: Trade/Exchange, Exploration, Animal Hunt, and Bandit Hunt) 2: Working villagers Extraction of Resources - Resource extraction is divided into several types.1 with block destruction but get 100% resources or no block destruction but only get a few resources for a long time without destroying the location. Automation with Villagers - With the help of villagers, you can automate processes, for example: Forging Metals(Instead of an automatic hammer or together with it), animal husbandry, Fishing, Cooking, Harvest and remove weeds, Extraction of trees and stones, Clear Area. Trade - They can sell your resources 3: Villagers can create tasks/quest for players. Example tasks:Kill angry predators(Wolf, Bear, Hyena) within a radius of 2000-4000blocks, Kill Drifter within a radius of 100-300blocks, Bring item, Bring package to another settlement, Talk to another NPC in another settlement, Scout the area, Kill Bandit or Destroy Bandit Camp in area(Coordinates). Awards: Treasure coordinates(They cannot be found without cheats or bugs) 3) - How the settlement is generated and built and also changes: 1: Settlement type: Town, Fort/Castle, Village, Trading post(Current trader's), Camp(2 type:Tents or Wagon). 2: Type faction, Name + Heraldry: Bandit: Slaver(Sell Villager and other People), Smugglers(Sell rare item's), Thieves, Robbers(Standart bandit). Village: 0 Settlement; 1 Farm subtype: Food, Textile(Cotton, Linen, Wool); 2 Animal husbandry(Specializes in one type of animal and several additional ones.); 3: Culture of the settlement and the style of buildings and people. 4: Building materials. What would be made from materials in the nearest biomes. Preferred materials depend on the culture. For example, some will use clay instead of stone. It is also possible to program the color palette of the materials they would prefer to use(To avoid ugly settlements.). 5: Settlement development level - Tribe(Tent, wood shacks/hut, Clay, Hay, Bamboo), (Cobblestone, Wood/Log house, Dugouts) 6: Settlement wealth level - Different decorations and so on depend on his level. 7: Abandonment/dilapidation level - The higher it is, the more lichens, mosses and other things in the settlement. Also, buildings may have holes or there will be boards instead of windows. 8: Position of building sites + size private protection - Depending on the development of the settlement, buildings can be rebuilt or changed. For example: Settlement was originally "tribal", but the player developed it to the "city" and after that the buildings(tent or other primitive house) on the sites were replaced with those suitable for his level of development. Some types of settlements do not change in any way. For example, a Fortress or Castle only changes the NPC in it. 9: And only at the end, after the generation of the settlement, NPCs will appear in it or after the player visits this settlement, thereby not loading the server. 4) A-life: In the S.T.A.L.K.E.R. there is NPC life outside of the player's render, and it happens through simple calculations. She did pretty well in S.T.A.L.K.E.R.: Clear Sky, namely in the Faction War, when offline events took place at another location, namely: Moving units between points on a location or moving to another location, Protection from Mutants/NPC, attacks on camps NPC/lairs Mutants. It is also shown well in the modifications for the global mod S.T.A.L.K.E.R.: Call of Chernobyl Take the approximate concept of these actions to perform the tasks of the NPC so as not to load the player's PC and limit the places where the players have recently been. For example: When sending caravan, he will go offline to his destination and he can be attacked by bandits or he will hunt or do something else. After the end of the caravan, he will simply be teleported to his place. 5) Menu for groups & privates. Also system for Guilds/Clans/Kingdoms. Make 2 types of privates: Private and Public. Public - Other player can't break blocks (Excluding grass, sticks, stone, generated rock and ores. Breaking Rocks and Ores is so that you can dig mines or protect a few blocks from the surface), you can't place blocks, you can use chests and fires and pick berries/fruit from the bushes/tree, and other small activities. Private - The current type of private where most of the actions can be done by the owner of the private. Make a price system for privates, for example, you can make a giant "Public" or medium/small "Private" or make a large "Public" and make several small "Private" privates in it. Make a system of Parent and Child privates. - Make a system of guilds/clans/kingdoms for players. Also add a heraldry system and the ability to create flags and tabards with this heraldry. Other me Ideas: May 26, 2020(26.05.2020) - Big Packideas from Cherry_Brendon. November 23, 2020(23.11.2020) - Selective breeding for Plant/Bush/Tree/Flower/Mushrooms. November 23, 2020(23.11.2020) - Quartz & New Block & Rock. November 24, 2021(24.11.2021) - Character create / New Race / Class / Battle System / Techno-Magic.
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Character create / New Race / Class Character create: When you create a character, you cannot be killed and you are not hungry. Redesign character menu: Add icon for "Hairstyle", "Beard","Face".... "Skin & Voice" rename to "Character". New setting: Race: Seraph(+ Subrace), Human(+More Subrace), and Other. Body: Color skin, "Pose" like a Starbound "Personality", Size Hand/Body/Hand(Standart, Fat, Thin). Pose/Personality - Animation for hand position, Run, Walk. The ability to choose animations for each type of movement and "idle/stand" animation's. Face/Eye and Mount. Preset setting - Save you setting or use other. Voice: Harp(Like a Female), Guitar/Lute(2 options heavy for male and light for female), Bone xylophone, Flute(Like a female), Bone flute, Ocarina, Fiddle/Violin Flute: BUFALO BONE FLUTE, Primitive bushcraft flute, Bone xylophone: Teardrop on sheep bone xylophone, Add select race: Seraph and Human. For future maybe add other race or for mod's. For some races add subraces. Subrace grants small a bonus or debuff. Acclimatization - Depending on being in certain climatic zones for a long time, you can also receive bonuses and protection from temperature and moisture/dryness. Thus, if you choose the wrong race or subrace, then you will eventually adapt to the environment. But you also get a debuff to the opposite conditions. Wikipedia: Acclimatization is the process in which an individual organism adjusts to a change in its environment (such as a change in altitude, temperature, humidity, photoperiod, or pH), allowing it to maintain fitness across a range of environmental conditions. Human race: - Bonus idea @maibock. Unlike the Seraphim, they do not have temporal stability but are subject to "Rot" and diseases. You are also more sensitive to temperature changes. But also you adapt to them faster than others. Subrace to Human: Caravaner/Traveler/Trader - You quickly adapt to new conditions. But you have less bonus from good climate and more from bad one. Caveman - Cave people, unlike ordinary people, love to be underground and the deeper the better. The lore mentions the inhabitants of the underground who sent people and scouts to the surface for supplies. Northern/North/Nordic/Nord - Like cold temperature, min temperature for freezing -10℃ Southern/South - Like hot temperature +10℃, but not like cold. Tropical/Islander - Like hot temperature +15℃ and wet weather, but not like cold and dry weather . Desertman/Bedouin/Hermit - Like hot temperature +15℃ and dry weather, but not like cold and wet weather . What races can be added: Automatons - Colossus in the lore and it is quite possible to make ordinary androids that work on temporal energy. Name for "race": Men of Iron/Stone/Gold(WH40K Reference), Iron/Stone/Gold human, Temporal/Steam-Automaton, Golem, Tempobot/Steambot. In different cultures surviving humans and seraphs, "Automatons" can be called differently. For primitive it "Men of Iron/Stone/Gold", for Medieval and Antique cultures are Golems. 9. Schematic-С: A mobile colossus for scaffold and hoisting. May they inspire our tired workmen”. When they first started moving, the crowds almost panicked and fled. But eventually a cheer went up. Finally we had made something greater than ourselves. Gameplay Automaton's: Gameplay look like "Don't Starve" character "WX-78" Food/Hunger - You can eat Rot Food and it restores the same amount of hunger as fresh. Your also can eat fuel coal or other fuels. You can heal use standart "medkit"(Bandage, Beff) for heal you need: repair kit(Metal Ingot/Metal plate+Hammer), Gear(Temporal/Rusty), you can use a Hammer/Wrench to heal yourself but slow. Bonus/Debuff's: Less Movement speed, Springs in the legs(Holding jump button, you can increase your jump to 2-3 block and increased the height of taking damage from fall), reget HP soo low, You have Basic Armor. Sub-race/Model/Mark: Battle model - More HP but need more Food/Fuel, More DMG for Weapon(Axe/Sword). Scout model - More Speed, Less HP Industrial model - Good destroy block. Dummy/Manikin/Mannequin - Look like standart Human/Seraph but not have mimic. Color/Material body: Clay/Ceramic, Porcelain, Customization: Metal type(Color): Copper, Malachite, Iron, Rust-Iron, Steel, Chromite, Silver, Gold and Other. Additional color details: Moss, frame/gear in a different color. Color of the glowing parts: Turquoise(Standart. Like a Console Block), Red, Green, Blue, Pink. Many different body shapes: Module head, Head details, Module hand, Module torso, Module leg's. New Class & Talent branch system: World setting - Class system: New with Classes/New without Classes/Old/Off New "Talent branch with Classes" - At the beginning of the game, you choose a certain class, gaining certain skills / recipes / buffs at once with a certain number of debuffs. You can fully develop all branches or a limited number. New "Talent branch without Classes" - At the beginning of the game, you get a certain number of skill-experience points (or without them), thereby you can distribute them to the branches you need. Old "Only Class" - The current class system where you can't progress beyond your chosen class and can only change your class once at a certain time. Off "No class/Talent" - If classes are disabled, all recipes will be available to everyone. Useful for single player mode. New Talent branch: Reworking Classes - Make sure that classes give certain skills in the talent tree and some passives outside the talent tree. By playing on the server(Survival time + satiety), finding tapestries, reading books and texts, mining ore, break or place blocks, you get experience that you can spend on new talents. For example "XLib and XSkills" has a number of disadvantages and makes it possible to make unbalanced talent builds. Take as a basis the approximate branch of talents from the "World of Warcraft"(Vanilla/Classic, BC, WotLK) where to get the final talents you need to introduce many talents into one branch and at the same time the restriction on the legendary "talents" that can be in the amount of 1-2 for the character. As a result, you can become 2+ classes, depending on the server/world settings. How do I see options for obtaining talents/skills/recipes? Talent branches example: Mining/Digging/Excavations - Mining, Digging, Panning, Foraging/Harvesting - Harvest(Harvesting, Berry and Fruit Extraction, Food Search), Woodworking/Woodcutting, Farming. Crafting - Metallurgy, Mechanisms, Tool making, Tailoring(Need Foraging) and other create. Battle - Shot(Bow, CrossBow, Gun), Cutting blows(Sword,Axe, Polearm), Stabbing blows(Sword/Spear/Rapier), Power blows(Hammer/Club) Other setting's: 1: How do I see options for obtaining talents/skills/recipes? 1) For each certain amount of experience you get "Talent Points" (Each time more experience is required) depending on the strength of the skill/talent/recipe, less or more "Talent Points" are required to unlock it. But depending on the profession you choose, the amount of experience to get a "Talent Point" will be less, for example, choosing "Miner" will make it cheaper for you to get skills in the "Mining/Digging/Excavations" branch. 2) Each skill/talent/recipe costs a certain amount of experience, each time the price increases, but depending on the class you choose, you get a bonus to the experience gained in a certain branch or for certain actions. 2: Depending on the actions, do you gain experience in a certain branch? 1) Yes - By breaking a rock you gain experience in the Mining/Digging/Excavations branch and can only spend it in this branch. 2) No - General experience for all branches. 3: New class: Builder/Mason/Stonemason - Reduced waste of clay and mortar for create block, Increased block placement range, Increase the speed of breaking blocks placed by players or the speed of breaking building/created human block(Brick, Cobblestone, planking, Stair's, Quartz block/pillars). Like a mode "Stone Quarry" as in this mod, the Stonemason can make a quarry and extract a large amount of stone, because now about 60% of the stone is lost when the Stonemason is mined, a maximum of 5% is lost, and then if he did not correctly dig the stone that he wants to extract. To get a stone block, it must be hewn from two sides, for example, from the top and from the side, and if the stone comes into contact with a smaller number of stones, then it is mined faster. Demoman/Bomber - You take less damage from explosives. You are less likely to lose ore when detonated with a bomb crystal ore is no longer destroyed. Your explosives destroy more blocks. New Craft: Dynamite/Boomstick [Linen + 3-4 Flax fibers + 4 Blasting powder= 16 Dynamite] You can put 16 dynamite in one block, block dynamite explosion of 16 sticks of dynamite will be larger in area than an explosion of 4 bombs + due to the character class it will be slightly larger. Dynamite can be thrown and ignited by holding a torch/lantern/oil lamp in your left hand. Miner - Faster destroy Rock. Hight chaste found-drop crystal ore. Blacksmith - Your recover Panning Classes: Archaeologist - High chance of finding item created human when panning, if you panning "ground with bones" you have chance to find a whole skeleton. You can: Collect Rotten tapestries(Also your can repair this.), Shift+RCM to collect the skeleton/bones block. Add spawn generated in Chalk/limestone or other fossil blocks with with bones and fossils. Prospector - When panning, you are more likely to find nuggets or gem's and do it 10-25% faster. You also get the opportunity to make a tool with a higher panning speed and they can also take 2-3 portions of sand or earth . Panning frame - 4/8 Boards + Linen, "Metal" panning frame - Metal frame(2 Ingot on Anvil) + Linen. These tools have durability and break from wear. Cook, Farm, Harvest Class: Cook - You can see in advance what you are cooking. Craft: You can wax food to make it decorative. Buff's: Faster Cook, Helf life of cooked food +30% and +20-30% more calories/more portion, "Big belly" increased hunger bar +50-100%(1500→2250-3000). Debuff's: hunger requires more food +10-20% "Alchemist" - After add Wineries/Breweries will make potions from alcohol and some other drinks. Craft: Poisons, Potions Buff's: Drinking alcohol/potion does less harm. Debuffs: Weak(Less HP and damage) Farmer/Gardener - When harvesting, you get more seeds and more crops, cut crops faster with the scythe, Plants grow faster when you plant them and also require less minerals, You can also plant mushrooms. Craft "gardening scissors" allowing you to harvest blocks of foliage/leaves or other plants that cannot be collected by players without a profession(Worms mushrooms). Lumberjack/Forester/Woodward - Faster cut trees(Big bonus) and when a tree is cut down, the axe loses 10-30% less durability. Craft: Axe with a double-edged blade(Faster Cut trees and more durability). Buff's: Deals more damage especially with axe, Trees and bushes you planted grow faster, Breaking foliage you have a high chance of getting sapling. Update Old class: Clockmaker class: Add mechanisms craft's. Redirect station/Static translocator redirector - Is the teleport in the wrong place or deep underground? No problem, create a redirect station where you want it. Can redirect teleport to itself range 100-200 blocks from static station without wires, and your can make more Redirect station or make better Craft: 2 temporal Gear, 5-10 metal plates, wire's Add similar mechanisms from Minecraft. Gear - Minecraft had "gears" for a long time before the addition of Redstone.Craft gears and the ability to use them in mechanisms. Gear transmit a signal-movement like Redstone from Minecraft, but can be installed in any direction and rotation. Wire - Transmitting energy through wires can also be used to transmit signals like a Redstone. Piston - It was very infuriating in Minecraft that there were no different piston lengths. The piston consists of two elements: 1 this is a piston frame without a piston, it does not work and is crafted separately. 2 Piston, in craft add different lengths of pistons from 1 block to 9. You can "Disassemble" Bronze Locust, Corrupt Locust and other automatons to wires, geares, scrap and other. Hunter class: To make the hunter interesting, he needs to be strengthened. Add some cooking recipes: Pemmican(Berry+Fat/Meat), Pastirma(Meat+Salt->Backpack/Chest like a Oiled hide after "N% TIME", curres into Pastirma), Borts(Meat+Knife→Drying need dry climate) Rework Battle System: Rework Throwing weapon system. In the current version, few people use it but only spears in battle. Alchemy and Magic: "Any sufficiently advanced technology is indistinguishable from magic." ©Arthur C. Clarke Example "Heroes of Might and Magic" where the staves turn out to be devices of the "ancient race" and say "spells"(words of the language of the ancient race) to activate this device and use its functionality. The magic process and some things are worth make likeness of "Thaumcraft". Prima materia - Like a "aspects" from Thaumcraft. Prima materia need for Ritual's, Alchemy and Craft. 10. Schematic-D: “With the prima materia, all is possible". I'll never know how he found it, but that discovery changed everything. We became sorcerers. Miracle workers. An essence, long theorized, that opened up the possibility of heaven on earth. Rot/Rotten/Corruption - With prolonged use of temporal technology or magic, you charge the area, which can become a problem. Make this like a "Taint" from "Thaumcraft". Rot beast - If animals are in the area of influence of rot, then they are distorted and become dangerous. 11. Rot beast: I’d heard rumors of these creatures, back then. When the sickness reached the brain, it sometimes led to extended bouts of madness; a patient in the lazar house might suddenly rage against those around them. In the case of beasts, it led to these wandering monstrosities: Skin sloughing off, full of rage and fear, they mindlessly attacked anything around them. Naturally, any survivors of such an onslaught were likely to contract the Rot as well. 5. Rot: It left nothing behind. Not harvest, not livestock, not arbor nor stream. Not child nor mother. When it came, you could only run and pray you did not see it again. To start using magic you must do: 1) Take Class "Mage"/"Alchemy" or other mage classs, or read "Magic book for dummies" in Ruine/Dungeon or buy from "Magic trader"(Wizard, Witch, Shaman, Alchemist..). 2) Buy/Found "Magic Device": Staff/Rode/Wand - Metal staff with or without buttons, when activated, listens to the owner, waiting for the right words or proposal. Because of what, in order to master it, you need to learn the "ancient language" so that the computer in the staff understands you. If someone often uses a certain spell near you, you can, with some chance, learn it while having magical abilities. In view of the fact that players can learn magic from other players, it will make sense to make magic academies. Magic glove - Mechanical glove that requires a little more complex control than a staff but is somewhere between the "Runestone" and "Staff". Having this glove, even knowing one spell, you can combine it in different ways. Example "Fire": Flame stream, Fireball, Lighter(Creates a small fire source that can be used as a torch.). Alchemist stone - Device "helping" to transform certain objects into others. Bismuth & Lead to Gold, Silver to Gold... Rune Board/Rune stone "Rune" - Metal Board or other form with glow symbols(Similar to Tablet Phone or Soundpad). Unlike a staff, you just need to press the symbols on this panel in turn or one at a time. But unlike a staff, it has an extremely limited number of symbols and combinations because of what it is needed only for mastering basic magic. You can also save combinations so that you do not repeat them and do not remember everything(Because this is just a game, and you better remember something important in your life and not a combination of spells. But to keep the spell you need to repeat it several times.). Amount energy: Staff>Rune>Glove>Wand/Rode Charging speed: Wand/Rode>Staff>Rune>Glove Efficiency: Staff>Rune>Glove>Wand/Rode Possibilities and number of spells: Glove>Staff/Wand/Rode>Rune Primal Abilities: Rune>Glove>Staff/Wand/Rode 3) You must charge your device. What can be used for charging: Altar in the Phenomenon, TempoGear, Battery(It is desirable to name it differently.) Mechanisms: Temporal stabilizer - Mechanism that enhances temporal stability. Temporal tesla - Trap that attacks with temporal lightning. Phenomena - Special places where you can create magic, or vice versa, it is impossible. Temporal rift - Zone with big spawn rate of drifters and temporal distortion. This area is used to create rituals or create mechanism who can close it or absorb its energy. (Posted a few days before demonstration "Temporal distortions".) Spatial Rift - Work like a "Static translocator" but after teleportation you get temporal distortion. Dead zone - Place where magic devices and electrical devices do not work, only ordinary mechanisms. You can also make the same mechanism if you don't want someone to use magic. Description from design documents S.T.A.L.K.E.R.[RU]: In the "Dead Zone" no electronics and complex equipment (machines) work, only mechanics. An area of incredibly high radiation, rumored to be mixed with something else. Moreover, when approaching the "spots" all sorts of counters there are always silent, not reacting in any way to the trap freely spread out in their arms. And after falling into this joy, a person died in 98% of cases - either instantly or after 2-3 days. End Game & Achievements: Achievements will help beginners understand what needs to be done like a guide and serious players will be encouraged to make certain achievements. Types of achievements: Progress - Achievements in progress in the game. Crafting stone tools, Make Campfire, Smelting metals, creating mechanisms... Explore/Travels - Exploring biomes, finding Dungeons, viewing tapestries, viewing books and scrolls. Challenges - Actions that are difficult to perform or their combination. And if you make a level system, then completing challenges gives a significant amount of experience. Example Challenges Achievement:- Some challenges may have several levels and for each you get experience. Metal molder - After make Steel by completing all the previous steps/achievement for creating other metals "Copper→Bronze→Iron→Steel", not that you got an ingot of steel. Blacksmith master - Make all tools/anvil's from all material type "Copper, Bronze, Iron, Steel", make all mechanism, all tools/tools head, all Anvil's Master weaponsmith[1/10] - Make 10/20/50/80/100/150/200/300/400/500 tool's on anvil Farmer master - Plant and harvest all types of crops. Master Lumberjack Bosses: 11. Rot beast: I’d heard rumors of these creatures, back then. When the sickness reached the brain, it sometimes led to extended bouts of madness; a patient in the lazar house might suddenly rage against those around them. In the case of beasts, it led to these wandering monstrosities: Skin sloughing off, full of rage and fear, they mindlessly attacked anything around them. Naturally, any survivors of such an onslaught were likely to contract the Rot as well. 9. Schematic-С: A mobile colossus for scaffold and hoisting. May they inspire our tired workmen”. When they first started moving, the crowds almost panicked and fled. But eventually a cheer went up. Finally we had made something greater than ourselves.
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vs 1.15.0-rc.2 VSHUD 2.0.10 (Formerly WaypointUtils)
Cherry_Brendon replied to Novocain's topic in Mod Releases
Add minimal(Winter) and max(Summer) temperature zone. -
Add minimal(Winter) and maximal(summer) temperute in biome/zone.
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Selective breeding for Plant/Bush/Tree/Flower/Mushrooms
Cherry_Brendon posted a topic in Suggestions
Selective breeding: You can selective breeding only close genera, as well as get it by mutation. So the same should add plant breeding like in minecraft mod's: "Forestry" & "Indastrial Craft". Add several hybrids for each plant. Example: "Brassica oleracea": Cabbage, Red Cabbage, Cauliflower, Broccoli, Brussels sprout https://en.wikipedia.org/wiki/Brassica_oleracea Pluot https://en.wikipedia.org/wiki/Pluot , Jostaberry https://en.wikipedia.org/wiki/Jostaberry , Triticale https://en.wikipedia.org/wiki/Triticale You also need to make non-real plant hybrids to give players the opportunity to RP actions and just variety. For example, you can create an "orange/black cabbage" that will become the symbol of your settlement. Result of Selective breeding, trees can be made from bushes or using wooden stilts to raise the plant and using scissors to shape. Add the ability to get seeds with random genetics from Fruit/Vegetables/Grain and other Harvest. Add the ability to create hybrids for: Flower, Fruit, Vegetable, Cereals, Tree/Bush.... Flower - Color bouton, Color grass/Leaves, Height 1-3 block. Fruit/Vegetable/Berry - Amoun harvest, Calories & Size(Visual), Color Fruit/Vegetable, Color bouton, Color grass/Leaves Cereals - Amoun grain/Size Grain ears, Height 1-3 block(More drop hay), Color grass. Tree/Bush - Max Size, Log/Brunch size(You can make trees from bushes, or vice versa, make small bushes from trees), Color Leaves, Log Color Mushrooms - Amoun Mushrooms, Calories & Size(Visual), Color. - Mushrooms can also hybridize, but not like animals and plants. Grafting - https://en.wikipedia.org/wiki/Grafting You can also use grafting to increase the yield. For example, you received 2-3 fruits, and after grafting you get 3-4 fruits Grafting: Tomacco(tomatoes + tobacco), Pomato(potato+tomato), Acacia + Pea/Soya(Unreal), Grafting between closely related species: Cherry+Plum, Pear+Apple List for good harvest plant's: Flower: Orchidaceae - https://en.wikipedia.org/wiki/Orchidaceae Aster - https://en.wikipedia.org/wiki/Aster_(genus) Bergenia - https://en.wikipedia.org/wiki/Bergenia Rural crop: Cotton - Flax analog for hot climates https://en.wikipedia.org/wiki/Cotton Amaranth(Grain + Flower) - Seeds can be used to make flour, hay to feed animal. - https://en.wikipedia.org/wiki/Amaranth More Fruit cactus: Opuntia https://en.wikipedia.org/wiki/Opuntia Schlumbergera https://en.wikipedia.org/wiki/Schlumbergera Agave - https://en.wikipedia.org/wiki/Agave Solanaceae: Tomato, Physalis, Potato, Eggplant - https://en.wikipedia.org/wiki/Solanaceae Corn: Zea, Maize - https://en.wikipedia.org/wiki/Maize https://en.wikipedia.org/wiki/Zea_(plant) Sorghum - https://en.wikipedia.org/wiki/Sorghum Watermelon - https://en.wikipedia.org/wiki/Watermelon Melon - https://en.wikipedia.org/wiki/Melon https://en.wikipedia.org/wiki/Muskmelon https://en.wikipedia.org/wiki/Cantaloupe Lagenaria/Calabash - https://en.wikipedia.org/wiki/Lagenaria https://en.wikipedia.org/wiki/Calabash Marrow - https://en.wikipedia.org/wiki/Marrow_(vegetable) Pattypan squash - https://en.wikipedia.org/wiki/Pattypan_squash Sicana odorifera - https://en.wikipedia.org/wiki/Sicana_odorifera Cucumis metuliferus - https://en.wikipedia.org/wiki/Cucumis_metuliferus Galium - Spice for Wine/coffee/tea, coffee substitute, red dye, use for making cheese - https://en.wikipedia.org/wiki/Galium_odoratum https://en.wikipedia.org/wiki/Galium Solanum muricatum - https://en.wikipedia.org/wiki/Solanum_muricatum Cyperus esculentus - https://en.wikipedia.org/wiki/Cyperus_esculentus Pea - Unlike other legumes, it is eaten raw. - https://en.wikipedia.org/wiki/Pea Peanut - https://en.wikipedia.org/wiki/Peanut Bush&Small Tree: Rubus/Raspberry - Rubus(Black), Pink-red(Raspberry), Orange-pink small(Rubus chamaemorus), Red small(Rubus saxatilis), Red-pink verybig(Rubus odoratus,Rubus rosifolius), Pink(Rubus niveus), - https://en.wikipedia.org/wiki/Rubus - Good hybrid: Rubus odoratus/rosifolius + Other tasty Rubus. Mammea americana - https://en.wikipedia.org/wiki/Mammea_americana Lycium barbarum - https://en.wikipedia.org/wiki/Lycium_barbarum Morinda citrifolia - https://en.wikipedia.org/wiki/Morinda_citrifolia Coffea - https://en.wikipedia.org/wiki/Coffea Synsepalum dulcificum - - https://en.wikipedia.org/wiki/Synsepalum_dulcificum Acca sellowiana - https://en.wikipedia.org/wiki/Acca_sellowiana Elaeagnus multiflora - https://en.wikipedia.org/wiki/Elaeagnus_multiflora Hippophae - Bitter berry but makes a great jam.(Jam+Water=My favorite drink) - https://en.wikipedia.org/wiki/Hippophae Fruit/Berry trees: Apple: White(Papirovka: Not too sweet), Green(Granny Smith: Sour), Gold(Golden: Sweet), Red(Sweet and juicy), Green-red(Non-varietal: Not too: sweet & sour), White Rose https://en.wikipedia.org/wiki/Apple Pear - https://en.wikipedia.org/wiki/Pear Sorbaronia mitschurinii - https://en.wikipedia.org/wiki/×_Sorbaronia_mitschurinii https://en.wikipedia.org/wiki/Aronia_melanocarpa Crataegus aestivalis/Crataegus - https://en.wikipedia.org/wiki/Crataegus https://en.wikipedia.org/wiki/Crataegus_aestivalis Cherry plum + Prunus spinosa = Europer Plum https://en.wikipedia.org/wiki/Prunus_domestica https://en.wikipedia.org/wiki/Cherry_plum https://en.wikipedia.org/wiki/Prunus_spinosa Peach - https://en.wikipedia.org/wiki/Peach Couroupita guianensis(Edible fruits but not tasty, used to feed animals.) - https://en.wikipedia.org/wiki/Couroupita_guianensis Theobroma cacao & Theobroma grandiflorum - https://en.wikipedia.org/wiki/Theobroma_cacao https://en.wikipedia.org/wiki/Theobroma_grandiflorum Syzygium jambos - https://en.wikipedia.org/wiki/Syzygium_jambos Avocado tree - https://en.wikipedia.org/wiki/Avocado Papaya & Babaco - https://en.wikipedia.org/wiki/Papaya https://en.wikipedia.org/wiki/Babaco Сarambola - https://en.wikipedia.org/wiki/Averrhoa_carambola Cherimoya - https://en.wikipedia.org/wiki/Cherimoya Sclerocarya birrea - https://en.wikipedia.org/wiki/Sclerocarya_birrea Platonia - https://en.wikipedia.org/wiki/Platonia Mangosteen - https://en.wikipedia.org/wiki/Mangosteen Sandoricum koetjape - https://en.wikipedia.org/wiki/Sandoricum_koetjape Jabuticaba - One of the interesting trees because the fruits grow on the trunk of the tree. - https://en.wikipedia.org/wiki/Jabuticaba Chrysophyllum cainito - https://en.wikipedia.org/wiki/Chrysophyllum_cainito Kiwi(Actinidia deliciosa) - https://en.wikipedia.org/wiki/Actinidia_deliciosa Actinidia kolomikta - https://en.wikipedia.org/wiki/Actinidia_kolomikta - The article in Russian is more complete https://ru.wikipedia.org/wiki/Актинидия_коломикта Pouteria caimito, Pouteria campechiana, Pouteria lucuma, Pouteria sapota - https://en.wikipedia.org/wiki/Pouteria_caimito https://en.wikipedia.org/wiki/Pouteria_campechiana https://en.wikipedia.org/wiki/Pouteria_lucuma https://en.wikipedia.org/wiki/Pouteria_sapota Lansium parasiticum - https://en.wikipedia.org/wiki/Lansium_parasiticum Longan, Korlan, Lychee, Rambutan, Pulasan - https://en.wikipedia.org/wiki/Longan https://en.wikipedia.org/wiki/Nephelium_hypoleucum https://en.wikipedia.org/wiki/Lychee https://en.wikipedia.org/wiki/Rambutan https://en.wikipedia.org/wiki/Pulasan Blighia sapida - https://en.wikipedia.org/wiki/Blighia_sapida Aronia/Chokeberry - https://en.wikipedia.org/wiki/Aronia_melanocarpa https://en.wikipedia.org/wiki/Aronia_arbutifolia Sorbus - https://en.wikipedia.org/wiki/Sorbus_aucuparia https://en.wikipedia.org/wiki/Sorbus_americana https://en.wikipedia.org/wiki/Sorbus_domestica Other Trees: Hevea - https://en.wikipedia.org/wiki/Hevea - For create caoutchouc. Ficus elastica - https://en.wikipedia.org/wiki/Ficus_elastica - For create caoutchouc. Caoutchouc + Sulfur = Ebonite - https://en.wikipedia.org/wiki/Ebonite Rhododendron - https://en.wikipedia.org/wiki/Rhododendron - Decor tree(White, Pink, Red, Violet/Purple, Yellow..) Eucalyptus, Eucalyptus deglupta - https://en.wikipedia.org/wiki/Eucalyptus https://en.wikipedia.org/wiki/Eucalyptus_deglupta Nuts/seed Tree: Pine nut - https://en.wikipedia.org/wiki/Pine_nut Ginkgo - https://en.wikipedia.org/wiki/Ginkgo_biloba https://en.wikipedia.org/wiki/Ginkgo Beech - https://en.wikipedia.org/wiki/Beech Xanthoceras - https://en.wikipedia.org/wiki/Xanthoceras Juglans mandshurica, Juglans regia, Juglans cinerea, Juglans rupestris, Juglans nigra - https://en.wikipedia.org/wiki/Juglans_mandshurica https://en.wikipedia.org/wiki/Juglans_regia https://en.wikipedia.org/wiki/Juglans_cinerea https://en.wikipedia.org/wiki/Juglans_microcarpa https://en.wikipedia.org/wiki/Juglans_nigra Carya/Hickory - https://en.wikipedia.org/wiki/Hickory Corylus avellana - https://en.wikipedia.org/wiki/Corylus_avellana Hazel - https://en.wikipedia.org/wiki/Hazel https://en.wikipedia.org/wiki/Corylus_maxima Water Plant: Nelumbo nucifera - https://en.wikipedia.org/wiki/Nelumbo_nucifera Completely Edible: Seed, Root, Flower Eleocharis dulcis/water chestnut - https://en.wikipedia.org/wiki/Eleocharis_dulcis Edible Mushrooms/Fungus: Cantharellus, Cantharellus cibarius(Yellow-orange), Cantharellus cinereus(Grey), Cantharellus cinnabarinus(Red-Orange) - https://en.wikipedia.org/wiki/Cantharellus https://en.wikipedia.org/wiki/Cantharellus_cibarius https://en.wikipedia.org/wiki/Cantharellus_cinereus https://en.wikipedia.org/wiki/Cantharellus_cinnabarinus Craterellus cornucopioides - https://en.wikipedia.org/wiki/Craterellus_cornucopioides Xerocomus subtomentosus - https://en.wikipedia.org/wiki/Xerocomus_subtomentosus Xerocomellus chrysenteron - https://en.wikipedia.org/wiki/Xerocomellus_chrysenteron Suillus grevillei - https://en.wikipedia.org/wiki/Suillus_grevillei Macrolepiota - https://en.wikipedia.org/wiki/Macrolepiota Kuehneromyces mutabilis - https://en.wikipedia.org/wiki/Kuehneromyces_mutabilis Enokitake - https://en.wikipedia.org/wiki/Enokitake Shiitake - https://en.wikipedia.org/wiki/Shiitake Auricularia auricula-judae - https://en.wikipedia.org/wiki/Auricularia_auricula-judae Phallus indusiatus - https://en.wikipedia.org/wiki/Phallus_indusiatus Laccaria amethystina(Purple), Laccaria laccata(Yellow-Orange) - https://en.wikipedia.org/wiki/Laccaria_amethystina https://en.wikipedia.org/wiki/Laccaria_laccata Calvatia gigantea - A mushroom the size of a small watermelon. - https://en.wikipedia.org/wiki/Calvatia_gigantea Hericium coralloides - https://en.wikipedia.org/wiki/Hericium_coralloides Cerioporus squamosus - https://en.wikipedia.org/wiki/Cerioporus_squamosus Fistulina hepatica - https://en.wikipedia.org/wiki/Fistulina_hepatica Polyporus umbellatus - https://en.wikipedia.org/wiki/Polyporus_umbellatus Strobilomyces strobilaceus - https://en.wikipedia.org/wiki/Strobilomyces_strobilaceus Volvariella volvacea - https://en.wikipedia.org/wiki/Volvariella_volvacea Tremella mesenterica - https://en.wikipedia.org/wiki/Tremella_mesenterica Gomphidius glutinosus - https://en.wikipedia.org/wiki/Gomphidius_glutinosus Sarcosoma globosum - https://en.wikipedia.org/wiki/Sarcosoma_globosum Hypomyces lactifluorum - https://en.wikipedia.org/wiki/Hypomyces_lactifluorum Lactarius indigo - https://en.wikipedia.org/wiki/Lactarius_indigo Laetiporus sulphureus/Chicken mushroom - Tastes like chicken. - https://en.wikipedia.org/wiki/Laetiporus_sulphureus Hydnellum peckii - They are edible but extremely bitter and can be used to make dye. - https://en.wikipedia.org/wiki/Hydnellum_peckii Lycoperdon perlatum - https://en.wikipedia.org/wiki/Lycoperdon_perlatum Lycoperdon pyriforme(Apioperdon) - https://en.wikipedia.org/wiki/Apioperdon Phallus impudicus - https://en.wikipedia.org/wiki/Phallus_impudicus Tuber - https://en.wikipedia.org/wiki/Tuber_(fungus) -
Пиши на английском свои идеи. А так-же по нормальному формулируй.