Open mensreaMC opened 11 years ago
REVISION 1 -updated formatting -add durability stuff -added more specific info
REVISION 2 -removed explosives turning coarse chunks of ore into rough chunks of ore
REVISION 3 -defined what blocks tools can be used on -redefined how fert bags/spreaders work. note this is to make it easier for players to not waste ferts by overferting like how the seedbags were already designed -defined how power tools should be refueled
REVISION 4 -defined how fast tools should be when applicable -formatted detonators
REVISION 5 -defined what tools are considered "basic" and "advanced" -PROPERLY formatted the whole article
REVISION 6 -changed tools so they can be recharged with sufficient labor tokens and/or fuel/compressed air -changed how detonators work, separated timed blasting caps from remote ones -clarified how remote detonation should work -added "prospectors tools", low tech shits for finding ore/gas -basically clarified things more and organized them better -gave damage values to explosives. yes, they do more than fatal damage. -added ideas section to the end, as per standard
REVISION 7 -added recipes and fixed some things up
REVISION 8 -added wood requirement to basic tools. its always something
INTRO
The peoples tools! constitute the ability of the player as an avatar of their civilization to harness the productive forces of a large population. They are abstract representations of work gangs, corporations, etc. and will enable the player to mine, dig, harvest and develop large amounts of resources and land. This article also covers detection tools, explosives, and some basic tools.
DETAILS
I.the peoples tools!
A.general info 1.tools are extremely powerful but have much higher costs than vanilla tools (labor tokens, stacks of metal and logs, etc) 2.instead of having recipes for individual types of metals hard and soft metals will be used categorically (consult ore processing article for the listing of hard and soft metals) 3.power tools will be gasoline and compressed air. without both a player who does not have access to a source of oil would not be able to use them 4.work tools should be abbreviated "The people's [X]" and ideally the names will be red in color 5.flavor text for basic tools should read in grey type "Harness the power of a work gang to [dig/mine/sow/till/etc] much faster." 6.flavor text for advanced tools should read in grey type "Harness the power of a work gang and [gasoline power/pneumatic power] to [dig/mine/sow/till/etc] much faster." 7.tools can be restored to full durability by combining them with labor tokens and/or fuel/compressed air in a crafting bench -basic tools require 8 labor tokens to be recharged -gasoline powered advanced tools need 1 labor token and a barrel of gasoline -air powered advanced tools need 1 labor token and 7 tanks of compressed air 8.since the tools can be recharged instead of them breaking they should just mine slower than bare hands after they lose 99.9% of their durability 9.all tools are made in the workshop 10.explosives will likely be made in the chemical reactor as combining their ingredients must be done under controlled conditions 11.work tools lose 1 durability for each block mined/dug/harvested/tilled and work tools which mine/dig/harvest/till more than one block at a time lose the full amount -example: player strikes the middle of a 1x3x1 column with the jackhammer, breaking only 3 blocks. the jackhammer loses 27 durability as that is how much it could potentially dig -axes/chainsaws should lose 1 durability for each log they break in a tree, as the player is not just chopping it down but cutting it up. if this proves troublesome programming wise we will just estimate an average tree size and make it lose that much per log block broken 12.all work tools should deal 10 damage to mobs and players -the exception is the plow, cause how do you plow someone to death? -lol
B.pick/hammer/jackhammer (breaks 1x1, 3x3 and 3x3x3) 1.pick has 10k durability, hammer 15k, gasoline powered jackhammer 20k 2.digs "hard" blocks; stone, ore, cobble, etc. does nothing to "soft" blocks -Deus Ex Machina ore blocks are dropped as "[general ore] cobble" 3."mine" 4.the jackhammer can be either gasoline powered or air powered and should be prefixed as such in the title. example: "gasoline jackhammer" or "pneumatic jackhammer" 5.tools are slightly faster than diamond grade 6.pick and hammer are basic tools, jackhammer advanced 7.made at workshop: pick costs 5 logs, 10 hard metal or 20 soft metal and 10 labor tokens. costs double for hammer and triple for the gasoline jackhammer (which also requires 20 1-5 kw ICE's) and quadruple for the pneumatic jackhammer
C.shovel/excavator/auger (digs 1x1, 3x3 and 3x3x3) 1.shovel has 15k durability, excavator 20k, auger 40k 2."dig" 3.digs "soft" blocks like dirt, sand, gravel, "[general ore] cobble", etc. does nothing to "hard" blocks 4.the auger can be either gasoline powered or air powered and should be prefixed as such in the title. example: "gasoline auger" or "pneumatic auger" 5.tools are slightly faster than diamond grade 6.shovel and excavator are basic tools, auger advanced 7.made at workshop: shovel costs 5 logs, 10 hard metal or 20 soft metal and 10 labor tokens. costs double for excavator and triple for the gasoline auger (which also requires 20 1-5 kw ICE's) and quadruple for the pneumatic auger
D.axe/chainsaw (chops down trees in one swing; breaks log/planks in 1x1 or 3x3) 1.axe has 1k durability, chainsaw 2k 2."chop" 3.breaks planks and logs faster than diamond grade. note that wooden items in general should not be broken any faster by the chainsaw. after all, people dont use chainsaws to move their furniture around 4.the chainsaw can be either gasoline powered or air powered and should be prefixed as such in the title. example: "gasoline chainsaw" or "pneumatic chainsaw" 5.tools are slightly faster than diamond grade 6.axe is a basic tool, chainsaw advanced 7.made at workshop: axe costs 5 logs, 10 hard metal or 20 soft metal and 10 labor tokens. costs double for gasoline chainsaw and (which also requires 20 1-5 kw ICE's) and triple for the pneumatic chainsaw
E.hoe/plow (tills in a 3x3 area or a 5x5 area) 1.hoe has 20k durability, plow has 40k 2."till" 3.both the hoe and plow are basic tools 4.made at workshop: hoe costs 5 logs, 10 hard metal or 20 soft metal and 10 labor tokens. costs double for plow
F.sickle/scythe (harvests in a 3x3 area or a 5x5 area) 1.sickle has 20k durability, scythe 40k 2."harvest" 3.both the sickle and scythe are basic tools 4.made at workshop: sickle costs 5 logs, 10 hard metal or 20 soft metal and 10 labor tokens. costs double for scythe
G.seedbag/planter (plants in a 1x10 area or a 1x20 area) 1.seedbag and planter aren't durable tools but rather one use items that require 4 or 8 stacks of seeds. after they are depleted they are lost. seedbag and planter durabilities correspond to the amount of seeds used to produce them (with some small rounding). seedbag has 260 durability, planter 510 2."sow" 3.both the seedbag and planter are basic tools but not considered work tools 4.made at workshop: seedbag requires 1 labor token, 4 cloth and 4 stacks of seeds. costs double for planter (which uses planks instead of cloth)
H.fertilizer bag/spreader (fertilizes in a 1x10 or 1x20 area) 1.fertilizer bag and spreader aren't durable tools but rather one use items that require 4 or 8 stacks of seeds. after they are depleted they are lost. seedbag and planter durabilities correspond to the amount of fertilizer used to produce them (with some small rounding). fertilizer bag has 260 durability, spreader 510 2."fertilize" 3.both the bag and the spreader are basic tools but not considered work tools 4.made at workshop: fertilizer bag requires 1 labor token, 4 cloth and 4 stacks of organic or inorganic fertilizer. costs double for spreader (which uses planks instead of cloth)
II.detection tools
A.detection tools are handheld items the player uses by right clicking 1.they only lose durability if they use something, which will be listed 2.they provide text which pops up on the players screen like chat would, this text should be in character
B.seismometer 1.detects active geo areas in a 100x100 chunks centered on the user 2.lists proximity to active chunk in meters 3.uses batteries
C.soil analysis kit 1.detects ore/coal/oil/limestone deposits, 2.doesnt list meters to deposits, lists % concentration, one tenth of a percent is 16 meters, so if player was 1584 blocks away it would read as .01% concentration; if they were 16 blocks away or less, .99% concentration; 3.uses "testing chemicals"
D.metal detector 1.detects iron and copper and other magnetic minerals 2.only works on the chunk the player is standing on 3.uses batteries
E.prospectors tools 1.simple things like a pan, binoculars, magnifying glass, etc 2.scans a 9 chunk area centered on the user for minerals and oil/gas deposits 3.lists various things depending on what is found to be nearby 4.oil/gas deposits return the following message -"The smell of natural gas permeates the area." -"Tarry substances simmer up through pores in the ground." 5.significant concentrations of ore return the following message -"The ground shimmers with grains of [general ore]." -"Your panning reveals significant quantities of [general ore] are likely nearby."
III.explosives
A.explosives can be formed for different purposes -examples: "Black powder quarry charge", "RDX blasting charge", "ANFO tunneling charge", etc 1.mining charge (effects an area beneath/around the explosive; reduces blocks to diggable variety; does not destroy blocks or turn them into retrievable items) 2.quarry charge (a sideway mining charge; ex: a black powder quarry charge would effect a 10x10x4 area of a wall rather than a floor) 3.blasting charge (effects an area above the explosive; destroys blocks and drops some as items; should have config option to disable as it could be used to grief) 4.tunneling charge (effects a narrow area on the side of the explosive; 4x4x20, 8x8x40, 10x10x60, 12x12x80)
B.black powder charge (effects a 10x10x4 area centred directly under the explosive; turns stone into cobble, cobble into gravel, ores into "[general ore] cobble" [basically it turns hard blocks into blocks that can be dug with shovels]; turns an area into something that's easily quarried by shovels/excavators; may need to be used multiple times on one area to loosen everything up)
1.made with sulfur + charcoal + potassium nitrate = 3 units of black powder 2.detonated with a blasting cap or fuse 3.deals 40 damage to players caught in its blast area
C.dynamite (effects a 20x20x8 area centred directly under the explosive; same effect as black powder charge) 1.made with glycerin + nitric acid + stabilizer (sawdust or clay dust) 2.detonated with a blasting cap or fuse 3.deals 40 damage to players caught in its blast area
D.ANFO (effects a 40x40x10 area centred directly under the explosive; same effect as black powder) 1.ammonium nitrate + a fuel or oil 2.detonated with a blasting cap 3.deals 40 damage to players caught in its blast area
E.TNT (effects a 40x40x10 area centred directly under the explosive; same effect as black powder) 1.toluene + 3 units of nitric acid + sulfuric acid + oleum 2.detonated with a blasting cap 3.deals 40 damage to players caught in its blast area
F.RDX (effects a 60x60x12 area centred directly under the explosive; reduces "soft" blocks to item state) 1.hexamine + nitric acid 2.detonated with a blasting cap 3.deals 60 damage to players caught in its blast area
IV.initiators
A.how players activate explosives
B.fuse 1.right clicking with the item in hand cycles through 5-10-15-20-25-30-60 seconds 2.placing it on a block turns it into a halfslab and starts its countdown. at the end of the countdown it sends out a redstone signal and then destroys itself 3.made of cloth and blackpowder
C.timed blasting cap 1.right clicking with the item in hand cycles through 5-10-15-20-25-30-60 seconds 2.placing it on a block turns it into a halfslab and starts its countdown. at the end of the countdown it sends out a redstone signal and then destroys itself 3.made of mercury fulminate, metal and acid
D.basic blasting cap 1.basic version of a blasting cap meant to be paired with a receiver 2.made of mercury fulminate and metal
E.remote blasting cap 1.right clicking with the item in hand cycles through 10 different frequencies 2.placing it on a block turns it into a halfslab which when activated by a remote detonator in range sends out a redstone signal and then destroys itself 3.made by crafting a basic blasting cap with a receiver
F.receiver 1.item that is combined with basic blasting caps to create remote detonated explosives 2.two varieties that function the same way, thus we don't need two types of receivers -analog version is made with quartz, batteries and metal -digital version uses circuitry, batteries and metal
G.remote transmitter 1.right clicking with the item in hand cycles through 10 different frequencies 2.left+right click sends out a signal which activates all remote blasting cap blocks within an 100 block range 3.two varieties that function the same way, thus we don't need two types of transmitters -analog version is made with quartz, batteries and metal -digital version uses circuitry, batteries and metal
IDEAS
-"comrades" which can do things like keep the player from losing items on death, or give access to extra personal storage space -possibly a "crowbar" tool that lets players quickly break things like furniture but loses no durability