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It's no secret that a few of us are trying to get mods ported over from the Civcraft genre of minecraft servers. Next item on our list (hopefully), is something that recreates only the basic functionality of the mod which I've posted a demonstration video of below. The purpose of this is to enable players to trade with one-another without having to coordinate play-times, and enable trade in a multiplayer environment independent of the NPC traders. By no means will this decrease the significance or utility of the NPC traders, as there are still many items which cannot be crafted in survival as of yet. On the contrary, this will provide greater opportunity for more homebodied players, or those more adept at building and farming that caving and mining, to acquire gears and other valuable goods by supplying more adventurous types with basic commodities that they might not feel inclined to farm. The benefits of inter-player commerce are myriad. (Also, I figure this is one less feature for me to nag Tyron about, and most certainly one that can find use in other multiplayer settings (Hi, Tony) until such time as player-owned shops are a vanilla feature.) The idea of the mod is as follows: A player creates a shop chest (more on that below), which acts as a sort of simple vending machine. The shop outputs an item (or multiples of a single type of item) for a predetermined input cost. A customer approaches the shop with the input selected in their hotbar (right hand), and double-clicks on the chest, at which point the input items in their right hand are exchanged for the output item(s). In order to set up a shop chest I want to deviate from the example below and add a material cost other than the chest and reinforcement: the Temporal Gear (everyone's favorite). The steps as I envision it are as follows: 1.) Shopkeeper places a chest or labeled chest (remember to lock and reinforce). 2.) Shopkeeper places desired output in the first slot of the chest. 3.) Shopkeeper places input requirement in second slot of chest. 4.) Shopkeeper shift+right-clicks on the intended shop chest with a Temporal Gear, instantly consuming the gear and permanently defining the shop's exchange condition. 5.) Shopkeeper may remove the input material, stock up on output material and reap the benefits of trade and division of labour. Now, I don't expect anyone in the community to do this for us (though that would be nice), but I figured I'd do a bit of preliminary research while Light is temporarily unavailable to see if it's possible with the current API functionality or if we'll have to beg Tyron for some additions. (Thank-you for your time and attention)
I've seen many proposals for skill systems, character systems, learning systems, etc. So there is a want by some of the community to have some sort of system to play around with. I also have experienced several different systems from many different games ranging throughout gaming history. This gives me a wide and deep pool of knowledge to pull from, however, I'm not as big of a gamer as I use to be. My knowledge of current skills systems and what is popular is limited. Knowing that let's move forward with the suggestion. First, a brief overview. Players gain perks by performing game actions or reading manuals. Players are allowed to equip a limited amount of perks. The perks offer benefits to the player if the perk activation requirements are met. Now for the longer more detailed explanation. A perk consists of 4 parts: unlock requirements, equip cost, activation conditions, effects. Unlock requirements is the requirements needed to get acquire the perk. On the easiest side of the spectrum, this might be nothing which might be the case for perks found in ruins. On the most difficult you may need to have certain perks equipped which then gives you a 2% chance to unlock the perk when killing locusts with a copper sword. Once unlocked, the perk goes into a list from which the player can select perks to equip. An unlocked perk cannot be unlocked again. When attempting to equip a perk it checks if that player has enough perk slots open to meet the perks slot cost(may cost more than one), has any required perks already equipped, and doesn't have any incompatible perks equipped. These costs could be zero slots and no required equipped perks. If the player meets the requirements then the perk starts to equip. This is represented as a timer that only runs down while the player is logged into the server. When the timer runs out the perk will then be equipped. If the player doesn't have enough perk slots open then may select one or more perks to swap out for the perk they want. This then unequips the selected perks when the timer runs out, however, the player will not benefit from any equipped perks being swapped out and the timer will be equal to longest equip time of the skills chosen. Timers may be canceled at any time. A perk that is a requirement for the perk being equipped, or for a perk already equipped, cannot be swapped out. Some perks auto-equip and some perks won't be revealed to the player until they equipped. Once equipped a perk will not function unless it's activation conditions are met. The perk may have no conditions, meaning it's always active or may have very specific requirements such as having fewer than 5 health and is in water. Finally once equipped and the activation requirements are met the player will gain an effect. This could be anything. The ability to swim, ability to craft a specific item, break stone faster with pickaxes, grant a temporary bonus before becoming locked again, etc. Only coding knowledge and imagination limit what the effects can be. Each player starts the game with a limited number of perk slots. The number of slots can be increased by equipped perks. Some perks may have unequip requirements. This provides a very flexible system that can work well with a JSON layout so that once the requirements and effects are programmed, even those not good with coding can craft can use those to mod their own perks. The perks can also be added to the handbook just like items and blocks.