Open cryum opened 4 years ago
Hmm this sounds a lot like the concept Workshop had: https://github.com/CottonMC/Workshop
Yeah. I was helping out with that one, but the direction it's taking with overall tool composition is more complex while enchantment is simpler.
Description
Tool rework system, like Tinker (#3) and Tetra (#18).
Emphasis is on minimal/no additional oregen, secondary features rather than stat specialization, varied combat styles, and better enchantments period. The ideas won't necessarily be original, but will hopefully integrate with each other.
Tool Composition: Tools are composed of 4 components: Handle, Head, Binder, and Bauble. Only the first 3 are required when making a tool. If a component's max durability drops to 0, it is destroyed.
-Handle:
-Head:
-Binder:
-Bauble:
Engraving and Inlaying: Replaces Enchanting for applying magical effects. By inscribing a learned Rune into each component, the assembled tools can be granted various enchantments. Inlaying the runes with redstone, lapis, and other materials will increase the final enchantment level, and certain Rune combinations can apply additional effects. High enchantibility grants bonuses to these Rune combinations. Tentatively only one Rune per component, but similar runes do not stack.
Ex: Rune of Reinforcement(I, II, III, IV, V)
Ex: Durandal(Reinforcement and Unbreaking)
Tool Types: Examples of various possible weapons.
Modifiers: Modifiers are more specific tweaks, adjusting stats directly or adding secondary functions and passives to the tool. Some modifiers are inherent to different material types, but can be artificially added with the right ingredients. Each added Modifier reduces max durability by fixed values, scaling up as more are added to the same component.
Ex: Knapped Edge: Stone, Flint, Ceramics
Ex: Polished: Glowstone, luminecent materials
Ex: Honed: No innate materials
Ex: Sol Brand/Luna Core
Details