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Interdependence in Minecraft: a Mod

Different blocks have different walking/running speeds, which encourages the development of roads. Also, leather and especially metal armor slows your speed of movement and can cause hunger gain.



Crafting recipes would stay mostly the same, maybe with a few nods to sanity, such as making seeds and wheat the same thing , and needing an oven to bake bread. But there are two major changes: having to buy the majority of crafting recipes using XP, and a quality metric for the items you craft.



You'll be able to immediately access low-level crafting recipes, such as simple food items and wooden tools. All other crafting recipes require XP the first time they're used. This cost of XP is higher for fancier recipes.



This basic crafting results in low-quality products. They perform less well than the standard ones: tools take longer to break blocks, weapons deal less damage, food decreases hunger less. They also generate less XP. (Learn more below.)



You can upgrade your skill at a specific recipe for a higher XP cost. This allows you to create standard-quality items. These are like the current items in Minecraft.



Specialization



For a substantial amount of XP you can choose a specialty that allows you to create high-quality items of a certain type or has other benefits. Only one specialization can be in use at any time. This is so that players can specialize in specific tasks in multiplayer. Trade is possible from this specialization. Wikimedia This leads to more complicated social structures. So instead of doing everything by yourself you could choose to be a specialist in smithing and trade with a nearby player who is specialized in farming.



Some possible specializations:



- Miner: Speed of mining increased. Woodworker: Creating recipes for wooden items gives extra output. Warrior: Damage increases, less speed decrease from armor. Scout: Increased speed, falling damage speed, faster movement. - Farmer: Harvesting plants provides more food. Bonemeal more effective. Cooking: Food that is crafted reduces hunger and provides more XP. Fisherman: Fishing rods are faster and produce better results. - Smith can create top-quality armour and tools. Butchering - Killing animals can be used to create additional items. - Enchanter: Enchanting items reduces the cost of XP. - Wizard: Can duplicate magic books. - Trader gets better deals by trading with villagers. (See also my post about better villagers and lower cost of trading.



etc.



This is likely to be the most significant change, and it's my hobby horse. This is how you get XP. Instead of killing and mining things to gain XP, you can do completely different things to earn it.



Try a new kind of food, especially premium foods. - Kill a new type of enemy. You can see a new type of item, block, or mob. - Use a new tool or wear a brand new item of clothing, especially quality items.



This is why a lot of new content has been added to the site There are more animals and flowers as well as food crops. Additionally, there's some new kinds of items that are solely used for decoration and XP gain. In particular fossils and cloth-based clothing would be cool.



You'll need lots of XP to unlock crafting skills to improve your crafting skills, and then finally, select a specialization. You can earn this by getting these new experiences. These experiences have a trade value, which is fantastic news! Food items have a higher XP value than generic food. As a scout, you can make your living by gathering unique plants and objects and charging admission fees to view your most recent collections. This could be a specialization curators are able to place items in picture frames to increase XP gain.



Intent



All of these proposed changes are part of the same goal creating mechanisms that support the creation of societies that are multiplayer. Interdependent societies that have road networks, trade, maybe even guilds banking, contracts and so on.


My Website: https://wikimedia.org.ph/
     
 
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