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Interdependence in Minecraft Modification Of Minecraft

Different blocks come with different walking and running speeds, encouraging the creation of roads. Leather and metal armor, especially slow your movement speed and can increase the appetite.



The majority of crafting recipes would remain the same, with some minor adjustments such as making wheat and seeds exactly the same, and the requirement of an oven for bread baking. But there are two major changes: the requirement to purchase most crafting recipes that require XP, and having a quality metric for the items you craft.



Crafting recipes that are low-end, such as wooden tools and simple foods are immediately available. Other crafting recipes require XP costs the first time they are used. Fancier recipes have a higher XP cost.



This simple crafting produces poor quality products. They perform less well than standardtools: they take longer to break blocks, weapons deal less damage, and food curbs hunger less. They also earn less XP. (Learn more about this below.)



You can increase your skill with a specific recipe for more XP that allows you to create standard quality items. These are similar to the current items in Minecraft.



Specialization



For a larger chunk of XP, you can choose one of the specializations that allow you to create high-quality items of a specific type and/or advantages in other ways. A single specialization is active at any point. This is to ensure that players can specialize in certain tasks in multiplayer. Trade is possible through this particularization. This leads to more complicated social structures. Instead of trying to be all things to all people you can concentrate on smithing, or trade with a neighboring player who is skilled in farming.



There are several possible specializations



Miner: Increased speed of mining. Woodworker: Extra output can be obtained by crafting woodworking recipes. Warrior: Additional damage but less speed loss due to armour. Scout: Increased speed and falling damage, faster movement. Farmer: Harvesting plants yields more food. Bonemeal more effective. - Cook: Crafted food reduces hunger and gives you more XP. - Fisherman: Fishing rods perform faster and produce better outcomes. - Smith: Able to create high-quality tools and armour. Butcher: Killing animals yield extra items. Enchanter: Enchanting items has reduced XP cost. - Wizard: Can duplicate magic books. - Trader: Gets better deals from trading with villager. (See my previous post about better villagers and lower cost of trading.



etc.



This is probably the major change, and something of an interest to me as a hobby horse. The way you gain XP is completely replaced. Instead of mining and killing things to earn XP you can do completely different things to get it.



- Eat a new kind of food, especially high-quality items. - Kill a new type of enemy. - See a new kind of item, block, or mob. Make use of a brand new tool or wear a new item of clothing, especially quality items.



To assist with this, a large number of new but straightforward content has been added: of animals, flowers, food crops, etc. There are also different kinds of items that can be used to decorate your home and gain XP. Particularly fossils and clothing made from cloth are cool.



So to be able to unlock crafting abilities, improve your craft, and eventually choose a specialization, you need a lot of XP. This is achieved by gaining these new experiences. These experiences have a trading value, which is fantastic news! Food has a higher XP value than generic food. As Scouts, you can earn a living by collecting unusual plants and items and charging admission to see your latest collections. This can be a niche: a curator can place items in picture frames to increase XP gain.



Intent



The proposed changes have the same purpose: to encourage the creation and development of multi-societies. Interdependent societies using road networks, trade, maybe even guilds, contracts, banking, and so on.

Design
Read More: https://log-design.com/
     
 
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