fabric-community / the-hallow

Fabric Community mod for Hacktoberfest!
MIT License
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The Doom Tree #143

Closed grondag closed 4 years ago

grondag commented 4 years ago

This issue explains the Doom Tree feature and is the collection point for feedback and ideas about this feature.

Rogue: Hmmm, that strange tree up ahead wasn't there before. Sage: ... That's no tree. Run!

SPOILER ALERT

If you want to experience the Doom Tree first-hand before you read about it, it's easy to do. Even if you don't care about spoilers, the rest of this issue will make more sense if you see it first. Here's how:

    • Unzip the files and change to the directory where they are located.
    • Run ./gradlew runClient
    • Start a new world in creative mode.
    • Find a somewhat open area, preferably one with trees and water around.
    • Use REI cheat mode or the creative menu to obtain a Doom Sapling
    • Plant the sapling on some dirt
    • Use bonemeal on it until something happens.

Wait about 15 to 20 minutes or until you have the idea. Try doing some things with the stuff that happens in both creative and survival mode. (Peaceful mode strongly recommended for testing purposes.)

Lore

Scholarly records of the doom tree are few. Most attempts to study it end quickly in tragedy.

Most accounts suggest it has an other-worldly origin. Also consistent is the notion that it has access to the infernal dimension, but most scholars doubt it originated there.

All known appearances have resulted in terrible destruction. If left undisturbed, they eventually disappear after several centuries. Documented attempts to remove a doom tree by force have been uniformly unsuccessful.

An unconfirmed account mentions an alchemist named Lerm the Odiferous who found a way to overcome the tree after much experimentation with its various components, afterwards bragging in the local tavern that the manuscript documenting his method was a masterwork of alchemical craft. He was then promptly eaten by a "grue." Lerm's manuscript, if ever there was one, has never surfaced in the historical record.

Mechanics

The Doom Tree contributes to gameplay in multiple ways:

Doom and Warding

The tree feeds on the "positive energy" of Overworld matter. What little it leaves behind is called "doomed residue", obtained by breaking blocks affected by the tree. This material is toxic to the tree but encapsulated using alien magics.

If the material is removed from the area of the tree and purified with obscure alchemical methods it eventually becomes "warding essence," and can be used to craft armor, tools and potions that help to defend against some of the effects of the tree.

Alchemical Basin (Work in Progress)

The basin is "primed" using a bucket of water (for purification) or ditchwater (for infusing). It cannot be re-primed without emptying - either by using the contents or by breaking the basin.

Purifying

Warded Equipment

Implemented Features

Planned or Potential Features (Not all will be completed)

grondag commented 4 years ago

Looking for input on two questions:

1) How should the tree come to exist in the world?

Some options considered are: rare chest loot, wandering trader, or some sort of ritual. Could also spawn randomly as a result of some appropriate trigger (witch or player dying nearby, for example).

Ideally the first tree could be started in early to mid game so that it has time to grow. Late game players may not be patient enough for it be less useful/interesting.

Would also be good if the player has some way to control or predict tree placement, given that it can wreck a base and would also be good if the method prevents trolling other players in multi-player.

2) Heart of Doom - what does it do?

Taking down a doom tree will be no small feat and deserves an epic reward. The heart drop should be at least on the level of a conduit, totem of undying or nether star. I have a few notions, but would appreciate theme-appropriate ideas.

Nathan22211 commented 4 years ago

when I looked at it I'm thinking maybe it could be done like a dumbed down version of terraria's corruption or crimson, In that it's spread is limited. basically they'd end up spawning as a somewhat natural thing but the 3 tree limit just dampened my idea.

grondag commented 4 years ago

Three is a somewhat arbitrary limit for server protection, but probably not practical to have widespread spawning.

grondag commented 4 years ago

Development moved to https://github.com/grondag/doomtree