Interdependence in Minecraft Modification Of Minecraft

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Different blocks have different walking/running speed, which facilitates the creation of roads. Also, leather and especially metal armor slows your speed of movement and can cause hunger gain.



Crafting recipes will remain largely the same, perhaps with a few hints to sanity like making seeds and wheat the same thing , and needing an oven to bake bread. There are two major changes to crafting recipes: Crafting items require XP and must have an accurate metric.



You'll be able to immediately access low-level crafting recipes like simple food items and wooden tools. All other crafting recipes require XP the first time they're used. The cost for XP is more for fancier recipes.



This basic crafting produces low-quality products. They perform worse than standardtools: they take longer to break blocks, weapons do less damage, food reduces hunger, but it is not as effective. They also produce less XP. (Learn more below.)



You can improve your skills with a specific recipe, which will result in more XP. This allows you to create standard-quality items. These are similar to the current items in Minecraft. Tlauncher



Specialization



For a significant amount of XP you can select a specialization that allows you to create high quality items of certain types or offers other advantages. There is only one specialty that can be active at any point. The idea behind this is that, in multiplayer, players are able to specialize in specific tasks. From this specialization, trade arises and, subsequently more complex social structures. Instead of trying to do everything you can concentrate on smithing, or trade with a neighboring player who is skilled in farming.



Possible specializations include:



Miner: Speed of mining increased. - Woodworker: Crafting recipes for wooden items gives extra output. - Warrior: Additional damage, less speed decrease from armor. Scout: Faster movement speed, decreased falling damage. Farmer - Harvesting plants provides more food. Bonemeal more effective. - Cook: Crafted food reduces hunger and provides more XP. - Fisherman: Fishing rods work quicker and have better results. - Smith can create high-quality tools, armour, and other equipment. Butchering - The killing of animals can yield additional items. Enchanter - Enchanting objects lowers the cost of XP. - Wizard: Can duplicate magic books. - Trader: Gets better deals from trading with villager. (See my previous post on better villagers and trade costs.)



etc.



This is likely to be the most significant change, and it's an interest to me as a hobby horse. This is how you get XP. Instead of earning XP through killing stuff and mining the game, you earn it through doing different things:



Try a different kind of food, preferably high-quality food. Kill a new type of enemy. You can see a new type of item, block, or mob. - Use a brand new tool or wear a new piece of clothing, especially in the event that it is of top-quality.



To aid in this, a lot of new but straightforward content has been added: more animals, flowers, food crops, etc. There are also new kinds of stuff that can be used to decorate and gain XP. Particularly fossils and clothing made of cloth would be cool.



You'll need plenty of XP in order to unlock crafting abilities, improve crafting, and finally choose a specialization. This can be obtained by gaining these new experiences. And guess what - this means these experiences now have a trade value too! As a cook the most significant benefit of your food over generic food is that it can bring an increase in XP. You can earn a living as a scout by collecting unusual plants and other items, and charging admission to view your most recent collections. This could be a specialty: a curator can place objects in frames to increase XP gain.



Intent



The proposed changes have the similar purpose of encouraging the creation and maintenance of multi-societies. Interdependent societies can be constructed with roads networks trading, trade, or even guilds and contracts.