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- ~The WhiteLeaf Mod~ - by Mykrominer
- This is a mod that's currently in development, which aims to add lots of features to the game, but at the same time bring Minecraft back to the Survival game it was always meant to be (in my opinion).
- Core concepts that minecraft used to have like careful resource management and constant danger have been diluted over time (again, in my opinion), and this mod will try to bring some of that back and enchance them.
- And so, I would like to take some time to fully flesh things out that I didn't really have enough space for in the main mod thread.
- This is a more in-depth list of features so people who want to follow this mod closely can get a feel for what I'm aiming for.
- Here's how v0.1.- is going to be developed:
- v0.1.1: Dual-Wielding + Status Bars
- v0.1.2: Melee Part 1
- v0.1.3: Archery Part 1
- v0.1.4: Magic Part 1
- v0.1.5: New Enchanting System
- v0.1.6: Melee Part 2
- v0.1.7: Archery Part 2
- v0.1.8: Magic Part 2
- v0.1.9: Double-check for full SMP Compatibility, Improve v0.1 sprites, and finalise Enchanting System
- ~
- Here's a version of my notes (for everything in v0.1). Not everything that's in here will be added upfront, because some of them may rely on future updates.
- DUAL-WIELDING
- Blue Inventory Square = Main Hand
- Orange Inventory Square = Off Hand
- Hold CTRL to switch to Off-Hand
- "Tenth" hotbar slot = The Glove Slot.
- Only gloves can be placed in this square, no other items
- Can be used to have nothing wielded even if you're hotbar is full
- Switch to the glove slot by pressing '0'
- Two shoulder slots
- Can only hold things like backpacks, quivers, etc.
- Backpacks cannot be placed in the inventory, they can only be placed in either of the
- two shoulder slots
- This is to prevent people from being able to have tons of inventory space by having
- lots of backpacks
- STATUS BARS
- All Bars are counted in eights or sixteenths, instead of halves
- Mana
- Blue/Purple stars
- Low initial capacity, more capacity when wearing better mage gear
- You will always see the same amount of stars, but better capacity uses
- less stars per spell.
- Better magic "draw" speed when using better magic weapons
- When charging a spell, some mana is drained to power the spell,
- and some is drained over time.
- This means that better staffs are more efficient, because you won't be
- wasting as much mana.
- Energy
- Yellow outline over mana stars
- Used for dynamic moving, maybe? Grabbing, Boost Sprinting?
- Health
- Red: Normal
- Green: Poisoned
- Black: Withered
- Yellow: Radiation(?)
- Orange: Overheating
- Cyan: Freezing
- Grey: Suffocating
- Shield/Armour
- Metal outline over health hearts
- Coloured outline if gem-enchanted & charged.
- When wearing armor enchanted by a gem, you will be able to have a
- special ability that will last for a very short amount of time,
- and will take a while to recharge.
- When activated, your armor will begin to glow, and the set effect
- will take place.
- Enchanted Armor Set Effects: (Full set lasts for ~8 seconds, recharges in ~8 mins)
- Sapphire: Magic/Effect Immunity
- Emerald: Extreme Agility
- Ruby: ?
- Diamond: Blast/Projectile Invulnerability
- Dragonstone Ore Vision
- Onyx: Invisibility
- Temperature
- Red/Blue disc outlines
- Left disc is x100% red, Right disc is x100% blue, Middle disc is x50%/x50%
- Line between red+blue will slowly move depending on the outside temperature
- Air
- Air bubbles, outside discs
- Depletes in water
- Depletes in suffocation
- Hunger
- Meat piece
- Amount of health you will regenerate will be severely nerfed.
- Cold Temperature = Faster hunger degen
- Thirst
- Water column
- Fresh water should be used only
- Salt water = salt water "poisoning", similar to rotten flesh
- When drinking salt water, your regular thirst bar will start to fill up with
- a whiter thirst bar each time you drink salt water.
- Although it does help your thirst a bit, this "salt" bar takes a long time
- to go away. If your "salt" bar exceeds your thirst bar, you will
- start to take damage.
- High Temperature = Faster thirst degen
- MELEE EXTENSION
- ING SPD DMG RNG KBK BLK
- Weapons
- SingleHanded:
- Dagger 1 5 1 1 1 1
- Spear 1 4 1 5 1 3
- Rapier 2 4 2 2 1 2
- Mace 3 3 2 2 4 3
- Scimitar 3 4 2 2 2 1
- LongSword 4 3 3 3 2 2
- BattleAxe* 6 2 4 2 3 2 *Hatchet
- TwoHanded:
- Scythe* 3 4 2 3 1 2 *Hoe
- Warhammer* 2 1 5 4 1 2
- Halberd 4 1 4 5 3 4
- TwoHandedSword 6 1 5 3 4 2
- Loot-Only Weapons and/or the recipes for them can only be obtained in dungeons and
- strongholds (in chests)
- When you obtain a recipe, you must place a certain amount of ingots and the recipe
- (looks like a piece of paper) in a crafting table.
- The recipe and the ingots are then consumed to make the weapon.
- SingleHanded + LootOnly:
- HandBlade 6 4 3 1 1 1
- WarPick 4 3 3 3 1 3 *Pickaxe
- Flail 4 3 4 1 2 2
- TwoHanded + LootOnly:
- BattleSpear* 4 3 4 4 1 3 *Shovel
- DoubleBlade 8 2 5 2 3 1
- Armor
- Helmet
- Body
- Legs
- Boots
- Shield (counts as weapon, not armor)
- Potion Buffing
- You will be able to make a certain kind of potion (like you can with splash potions)
- that is called a "buffing" potion.
- You can use this buffing potion with a weapon in a crafting square or table to buff
- your weapon in a certain way, depending on the potion effect.
- For example, if you buff a weapon with a potion of poison, your weapon will
- have a chance of poisoning the target.
- You can only buff a weapon once, buffing it with another will remove the old buff.
- Weapon+Armor Tiers
- Metals = Ingots
- 2x Ingot = 1x Plate (Plate)
- 4x Ingot = 1x Block (Compressed Ingot)
- Materials
- Other: Wood/Stone
- Metal: Gold/Bronze/Iron/Steel/Adamantite/Meteorite
- Specl.: Elemental
- ARCHERY EXTENSION
- Weapons:
- ShortBow Weak but fast
- LongBow Stronger but slower
- CompositeBow Longbow + Higher Power
- SniperBow Longbow + More Accurate
- Elemental Bow Longbow + Elemental Ability
- Crossbow Average all round
- CompositeXBow More power
- HunterXBow Faster reload, no metals required, quiet shot
- RapidFireXBow Loads multiple shots (max 4), longer reload
- ElementalXBow Same as Crossbow + Elemental Ability
- Ammunition: 1 arrowhead + 1 stick + 1 feather = 1 arrow.
- Feathers have increased drop rate to compensate.
- To craft an arrowhead, you must place three desired materials (like iron ingots)
- in a crafting square, leaving one space empty
- If you want to create modified arrowheads, you can place coal, slimeballs, gunpowder,
- a potion, etc. to give them bonus effects. See "Modified Heads" below.
- Bow Ammo:
- Flint Arrow Low Damage
- Obsidian Arrow Better damage than Flint, but poor armor penetration.
- Efficient for hunting, because animals don't have armor.
- Metal Arrow Made with ingots; Enchantable
- Elemental Powder Can be used only with corresponding elemental bow or xbow,
- enhances ability greatly.
- Crossbow Ammo:
- Metal Bolt Made with two ingots; Enchantable
- Special Shots: (Max stack = 16).
- Instead of using arrowheads, these are made with other materials.
- Tend to be low base damage, but provide much better effects than modified ammo.
- Incendiary (Coal) Small explosion of fire, setting fire to multiple blocks.
- Must be lit.
- DoubleShot Two arrows + rubber. Shoots two, at different arcs.
- Works with flint,obsid,metal
- BounceShot (Slimeballl) Bounces off many surfaces.
- Explosive (SmallCharge) Heavy. Must be lit.
- PotionArrow (Potion) Delivers full potion effect. Heavy.
- Modified Heads: To create a modified head, you must place the modifier in the empty
- square when making arrowheads.
- Incendiary Coal Better chance of creating fire. Must be lit.
- Bouncy Slime Bounces off surface.
- Explosive GunPwd Explosive Shots.
- PotionEffect Potion Provides small potion effect.
- Note on: "Must be lit."
- To "light" arrows with fire, you must have a flint+steel or other fire source
- in one hand, and the arrows in the other.
- Then shift-rightclick with whatever hand has the flint+steel, to light the item
- in the other hand on fire.
- Then, before the arrow burns out, switch the flint+steel to your bow,
- and shoot.
- Might be difficult at first, but hey, fire arrows!
- Unless you're using coal arrows or coal modified arrows, it will have only a
- small chance of setting the target on fire.
- Armor Tiers:
- Animals > Leather
- 4x Leather = 2x Hard Leather
- 2x Hard Leather + 2x Ingots = 2x Studded Leather
- String
- Hemp > String
- Flax > Bowstring
- Cooked Meat > Sinew
- Tier 1 Bow: Sticks+String
- Tier 2 Bow: Planks+Bowstring
- Tier 3 Bow: Blocks+Sinew
- Although I may add lots of trees, I will seperate them all into 5 categories when creating bows.
- Quiver Holds 4 stacks of arrows, speeds bow drawing when worn in shoulder slot
- BoltPack Holds 4 stacks of bolts, speeds crossbow loading when worn in shoulder slot
- Another feature I plan to implement is using your mousewheel while the bow is being drawn to
- allow you to choose the draw power.
- MAGIC
- Weapons:
- Wooden Wand
- Wooden Staff
- Wooden [Element] Staff
- Metal Wand
- Metal Staff
- Metal [Element] Staff
- Elemental Wand
- Elemental Staff
- Armor:
- Hood
- Robe Top
- Robe Bottom
- Boots
- Elements:
- There will be 10 Elemental Realms (Nether, "End", and 8 new ones)
- that each require a different portal.
- These are (Air/Storm, Water, Earth, Fire(Nether), Ice, Nature, Light,
- Dark, Arcane("End"), and Ancient.
- In each realm, there are designated strongholds, which are home to the elemental mobs.
- Killing these will drop elemental items (Blaze Rods for the Fire Realm).
- Each of these can be crafted into 4 elemental powder, or 4 of them can be
- crafted into 1 better elemental item.
- For example, one blaze rod can be crafted into 4 blaze powder.
- 4 blaze rods can be crafted into 1 blaze core.
- Books:
- Books are used to cast weapons, and must be held in one hand in order to cast them.
- In order to enchant a book with a particular element, you must surround a book
- with 8 elemental powder (ex. blaze powder).
- It will then become an Elemental Book I, which will give you access to the first four spells.
- To improve it one level, you must surround an Elemental Book I with
- 8 elemental items (ex. blaze rods).
- This will give you access to the next four spells, totalling eight.
- The last level is obtained by surround an Elemental Book II with 8 better
- elemental items (ex. blaze cores).
- This will give the last two spells.
- When you have a book in one hand, and bare fists or a wand/staff in the other,
- and you hold right-click, then you will begin drawing power, similar to how you draw a bow.
- This will drain mana, and some of this mana will power up the spell, and some
- will be wasted depending on how good your wand/staff is. (better staff = less mana wasted)
- Then simply release the right-click, and the spell will be casted.
- To switch spells, right-click whichever hand the book is in, and the book will open.
- As a shortcut, simply press a number between 1-9, which correspond to the number of the spell.
- '0' is the tenth spell, if you have it unlocked.
- Armor Tiers:
- Hemp > Cloth
- 4x Cloth = 2x Hardened Cloth
- 2x Hardened Cloth + 2x Ingots = 2x Chained Cloth
- I will attempt to add two spellbooks at first. The rest will be added when I add their respective elemental realms.
- ENCHANTING
- Vanilla Enchanting Tables will be *REMOVED*.
- They will be replaced with new enchanting tables, but the whole enchanting system will be different.
- Instead of enchanting with levels, you enchant with gems.
- Each gem affects tools, weapons and armor in different ways.
- You will also be able to enchant stuff with elemental powder, which will affect things in other ways.
- Only ingots, leather, and cloth are enchantable.
- Gems are listed in order of rarity:
- Sapphire Is magic based. Tools will be given Silk Touch.
- Weapons deal bonus magic damage. Armor is resistant to magic.
- Emerald Is agility based. Tools will be more efficient.
- Weapons are given bonus reach and knockback. Armor is lighter.
- Ruby Is strength based.
- Diamond Is durability based. Tools will be sharper (can mine tougher ores) and more durable.
- Weapons will be sharper (armor penetration) and more durable.
- Armor absorbs more damage and is more durable.
- Amethyst Is loot based. Tools will provide more resources.
- Weapons will provide better drops. Armor protects items on death,
- depending on how many armor pieces you're wearing.
- However, Amethyst Armor does not protect itself,
- you will still lose the armor on death.
- Onyx Is stealth based. Tools will ???. Weapons will ???.
- Armor decreases the noise you make, makes you less visible.
- Will also remove your nametag completely when wearing the full set.
- Solarite Is space based. Only comes from meteors.
- This is a direct reference to another game I'm very fond of :).
- Hint: it's related to my profile pic.
- Solarite won't be implemented until after v1.0.0. I can say that the armor will
- provide protection against vacuums or extreme pressures.
- ~
- Extras:
- I) Origin of the Name
- Originally this was going to called the "Vanilla 2" mod, but I quicly realised that it would be a bit confusing when trying to search for it. I decided to keep the two vanilla petals as a sort of metaphor to the old name, though, which is why the logo is the way it is and thus where the name comes from. Doesn't really matter that much, but just thought I'd point it out.
- II) Stand-alone vs Forge/Modloader Compatibility
- I'd like to address the reason why this is a standalone mod, because I know I'm going to be asked this a lot. It's not because I'm against forge or modloader in any way; I would agree that mod-compatibility is probably a better choice for certain kinds of mods.
- Here are the main reasons:
- 1) Making sure that my mod is compatible with other mods makes it quite difficult to completely overhaul certain features in the game. It also makes it more of a hassle to change things already in the game.
- 2) I would have to spend a lot of time making sure that my mod is compatible, even though I myself don't want other mods to be used with mine. I have plans to add an item that functions as a minimap, and so even minimap mods would create an upset.
- 3) I prefer being in control of my mod, and don't want it to be completely dependent on another platform. If there's a bug or issue with my mod, I want to be the one who can/has to fix it. This might be more of a personal preference, but I still find it valid.
- Just as an example: When making metal plates for weapons/armor with better armor penetration/protection, I wanted to use the crafting recipe that was occupied by pressure plates. Rather than have to go about changing it in a round-about way, I simply had to change a "##" to a "###" and change the number of pressure plates received from the recipe from '1' to '2'. Being able to shape the mod this quickly gives me time to spend making textures and writing the important code. It also lets me optimise code whenever I come across something I can improve.
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