So the basic idea is coming from a want to expand on some mod packs im working on centered around technological advancement
specifically right now I'm focused on the industrial revolution & mods like ProjectRed, Immersive Engineering, Electrical Age, RotaryCraft, & others like Acient Warfare 2, millenaire, etc, its been a quickly expanding list.
one of the mods schematica allows you to input schematic files & have a semi realistic process for building the template in game so im using the feature to give the player the ability to gather resources & build 1800's era towns via templates for (
post offices / telagraph (eletrical age reskin)
palaces / castles / Victorian mansions
& fill them with automate-able ancient warfare NPC's effectively taking the game out of the spawn setting of rural Europe.
now with all the machines that i've had put into the modpack, especially with the beautiful multiblock machines & conveyor belts of immersive engineering I'd like to make building factories a big part of the experience.
Im already mapping out using naturally spawning custom npc's to build market places & adding recipes to convert emeralds to gold and gold to denier (millenaires currency) & vice versa.
& to add realism as well as increasing the difficulty & making machine blocks a late game item,
breaking stone is much more difficult at any tier pickaxe, players also have a limited inventory space & stack size
this is to incentivize trading & railcarts or boats & to help push the player into automation & more of a game play experience centered around building a business and depending on trade for gathering other types of resources
with all this in mind I went looking for a mod that overhauls trading in minecraft, specifically for 1.7.10 as rotary craft, among other things, has me pinned there, and that is actually the case for 3 out of the 4 era based modpacks im working on right now, looking around the internet I couldn't find much of anything for 1.7 or 1.12
Realistically what I'm aiming for is a trading post block or merchant npc
pre configurable in a config file to be able to buy and sell any item & keep a Block/NPC specific inventory of whats available to buy based off of the history of whats been brought to it (for singleplayer I would suggest some sort of slowly randomly generated accumulating inventory for the shop based off the value of whats been brought into it, some obvious problems in implementing literally that I know but you get the concept, maybe some tech tree related options in a config file could help mod integration with that),
the goal would be to have a process similar to Equivalent Exchange's Condenser for gathering items except currency based and far less over powered
wrapping all this up in what brought me to this really being an interesting idea is with this modpack im working on I have enough technology mods to be able to automatically build structures or mass produce items, having mods like davinci's vessels, I could build a factory for mass producing working boats, airships, completed multi block machines or a whole host of aesthetic structures, ex: statues or street lamps,
& then the goal would be to use a sort of buildcraft quarry landmark system to capture the structure & print it to a paper scroll on some kind of Masons working table,
Ex: if the structure matches a schematic file the mod has stored in a folder, when the player places a paper scroll on the table the structure is then removed from the landmarked area(excluding naturally placed blocks) & the paper scroll is named with the schematic name
---basically just for easy transport and sale, tried to think of a way of transporting it with conveyors or ProjectReds motor & frames but it seems far fetched, open to ideas on that.---
after that you would be able to take your paper scroll down to the appropriate trading post, merchant or villager & sell it for a price determined in the config file
or, vice versa
you could go down to the merchant/trading post or find a villager with a paper scroll your looking for buy the plans of, get it, & then go back to your workers table place the scroll on it and auto rebuild the structure
I could see this having huge implications for servers especially, but also a huge way to leverage all these mods that add extra technology, even just having overhauled trading posts so you could have a factory auto assembling rifles, clothes or food & then take bulk loads of these items down to the market & sell them for gold & then go out in to the world & use that to buy what you need instead of constant resource gathering or super OP machines that turn anything into anything else or eat up half your world
along side millenaires system of cultures it sits very well too, using the fruits of your business to explore the world and buy items like silk or unique foods that only certain cultures have
anyway, ive been doing a tonne of historical research putting these mod packs together, from the bronze age, to the modern day, & a voltz / futurecraft expansion for good measure this is starting to snowball into a pretty worth while project & although I don't have much to offer I'm not rich I would certainly try to make it worth the while of any programmer that wanted to help,
as my programming experience is essentially nil, aside from some basic java computer programming classes way back in highschool, I do not have anywhere near the technical capability to pull this off
& since i'll never find a mod that implements the real engine of history (religion & war, mass civilization & theology in self competition) I'm becoming very invested in getting as many historically accurate technological growth factors put into the game as possible,
also if anyone hears this and is as inspired by the idea as I am, I'm also looking to for a sugar cane production mod that just adds a few items, blocks & recipies (-sugarcane in various processed forms, a mill/grindstone/TFC esc Quern, bucket of sugarcane pulp to be cooked in furnace, giving bucket of molasses which would be skimmed in a craft table with a shovel to give chunk of molasses for distilling into rum and sugar brandy, & would leave a bucket of cane syrup which could be further cooked to produce raw sugar which would be extremely expensive (both to sell as well as the total quantity of sugar cane to make & time to cook(this stuff used to drive the economy the way oil does now))
along side this I was looking to implement food rot / preservation, with salt ore gen, & powdered salt refining
& naturally spawning collectible spices which would give food extra hunger replenishment, which would again be used to trade for high value (as who wants to finish their steak when it takes like rot & not spices)
anyway just throwing all this out there, also I will probably need to be in contact with a coder durning the final stages of these modpacks as there are already some cross compatibility issues, especially in my world gen that I can figure out the sort of shape of but don't hold the programming skills required to circum-navigate
I definitely couldn't pay you a wage but again, I'll do what I can to make it worth your while.
let me know if any of this sounds as interesting to you as it does to me I've been getting increasingly excited to see the gameplay potential the more I iron out the features, any feed back & suggestions for the mod pack are very welcome