Hi! I'm Higgs Bonbon. My favorite things include large piles of rocks, breaking ornamental boulders, and expressing how much I hate Full House.
I'm making this thread as both a medium of announcement and to keep the discussion of my project to one place, as one expects a forum to be used. The project in question revolves primarily around ruining everything you've come to know about mining and building in Minecraft, with that big scary word; realism.
While I admire and commend Bioxx and Dunk's work on TerraFirmaCraft, I can't help but feel a sense of dissatisfaction at their complacency for "believable", as though realism can't also be fun. I intend to change that, by making mining and masonry difficult, immersive and rewarding, first by turning the way blocks work upside down.
Essentially, there's three main concepts around this; stone breaks into pieces, stone is heavy, and stone is very complex.
The first idea may turn you off; breaking stone into fragments with a pickaxe. Each stone block has 16 subunits of stone to itself, you can break it into managable pieces by smacking it with your pickaxe. Time-consuming? Inefficient? Yes, but this is an experimental mod, the fun has to come later. The block can be split into any fraction of 16, and the remaining block and smaller entity pieces all carry those values.
Stones are really heavy. Even a small rock can be uncomfortable to carry. How is everyone carrying 64 cubic meters of what I must assume is pretty heavy stone? In lieu of Iguana Tweaks, you can only carry so much, and you'll want to rely on Minecarts, wagons, wheelbarrows or other methods of transportation to move lots of rocks. Splitting it up helps, but building with fist-sized pebbles isn't really feasible... That's why, instead of mining rock, you can carve and cut it out into smooth bricks, tiles or just the whole block at once, and explained in the next section you'll see where this all starts to show the versatility of the system I'm proposing.
Rocks come in all colors, densities and forms; there's so many different qualities to stone that it boggles the mind. The mineral content, method of formation and histories of stones all affect how it looks, how much it weighs, and how much money it might be worth. I intend to emulate as damn near much of this I can, by storing mineral data in stone-types, starting with two to a stone. A huge, solid formation of granite, for example, is interspersed with a plethora of minerals, whether it be different, more pure forms of silicates like quartzite and mica, or by veins formed by eons of hydrothermal activity, rich with iron, gold, titanium, or a rainbow of precious stones. As I mentioned earlier, each stone is divisible into 16 units. The mineral content will subtracts from this, and reflect in both the appearance and weight of the stone. How you approach getting all that juicy ore is up to you. Breaking it into pebbles and sorting it by hand, pulverizing it and sorting it with magnets, chemicals or gravity, or maybe it's just so good-looking you want to build your house out of it. Go ahead! You can carve and smooth any stone type, and it'll keep its appearance, this includes ores or gems. For gameplay reasons, I think I will make it so that these cannot be processed, so someone has less incentive to break your bungalow made from malachite bricks.
I know this is long-winded, and I've got nothing to show quite yet, but I'm working on it! All progress will be posted by yours truly, and this post will change as needed. I hope I've outlined my concept clearly, and that you're looking forward to seeing more!
Yes! More realism, more difficulty make it happen. Having used severe Iguana Tweaks and difficulty mods which limit both stack sizes with major encumbrance settings, I can't stress enough how necessary carts/wagons/carriages are to such a setting. Simply Horses' execution of this was perfect, unfortunately completely abandoned.
If I'm not mistaken, MC+ has a module with wagons. Part of me would like to just maintain some level of compatibility with mods that have features I'm looking for, but on the other side of that I'd like to learn to do all those things on my own, that way I can make it all work as smoothly as possible. I find that while modpacks are nice and often themed well, there lacks a certain level of polish and consistency that would make everything better. Clashing art styles and game mechanics all mushed together with the odd bridging mod. Not really on-topic, but I digress.
I'm learning how to work NBTs!
Rollback Post to RevisionRollBack
This isn't just your everyday shitposting, this is... advanced shitposting.
Thanks! I've been doing some geology studioes on my own time in between mapping out how the mod will work and learning other mod-related things, so pardon the silence. If there was anything worth showing I'd have posted it, heh.
Rollback Post to RevisionRollBack
This isn't just your everyday shitposting, this is... advanced shitposting.
Hi! I'm Higgs Bonbon. My favorite things include large piles of rocks, breaking ornamental boulders, and expressing how much I hate Full House.
I'm making this thread as both a medium of announcement and to keep the discussion of my project to one place, as one expects a forum to be used. The project in question revolves primarily around ruining everything you've come to know about mining and building in Minecraft, with that big scary word; realism.
While I admire and commend Bioxx and Dunk's work on TerraFirmaCraft, I can't help but feel a sense of dissatisfaction at their complacency for "believable", as though realism can't also be fun. I intend to change that, by making mining and masonry difficult, immersive and rewarding, first by turning the way blocks work upside down.
Essentially, there's three main concepts around this; stone breaks into pieces, stone is heavy, and stone is very complex.
The first idea may turn you off; breaking stone into fragments with a pickaxe. Each stone block has 16 subunits of stone to itself, you can break it into managable pieces by smacking it with your pickaxe. Time-consuming? Inefficient? Yes, but this is an experimental mod, the fun has to come later. The block can be split into any fraction of 16, and the remaining block and smaller entity pieces all carry those values.
Stones are really heavy. Even a small rock can be uncomfortable to carry. How is everyone carrying 64 cubic meters of what I must assume is pretty heavy stone? In lieu of Iguana Tweaks, you can only carry so much, and you'll want to rely on Minecarts, wagons, wheelbarrows or other methods of transportation to move lots of rocks. Splitting it up helps, but building with fist-sized pebbles isn't really feasible... That's why, instead of mining rock, you can carve and cut it out into smooth bricks, tiles or just the whole block at once, and explained in the next section you'll see where this all starts to show the versatility of the system I'm proposing.
Rocks come in all colors, densities and forms; there's so many different qualities to stone that it boggles the mind. The mineral content, method of formation and histories of stones all affect how it looks, how much it weighs, and how much money it might be worth. I intend to emulate as damn near much of this I can, by storing mineral data in stone-types, starting with two to a stone. A huge, solid formation of granite, for example, is interspersed with a plethora of minerals, whether it be different, more pure forms of silicates like quartzite and mica, or by veins formed by eons of hydrothermal activity, rich with iron, gold, titanium, or a rainbow of precious stones. As I mentioned earlier, each stone is divisible into 16 units. The mineral content will subtracts from this, and reflect in both the appearance and weight of the stone. How you approach getting all that juicy ore is up to you. Breaking it into pebbles and sorting it by hand, pulverizing it and sorting it with magnets, chemicals or gravity, or maybe it's just so good-looking you want to build your house out of it. Go ahead! You can carve and smooth any stone type, and it'll keep its appearance, this includes ores or gems. For gameplay reasons, I think I will make it so that these cannot be processed, so someone has less incentive to break your bungalow made from malachite bricks.
I know this is long-winded, and I've got nothing to show quite yet, but I'm working on it! All progress will be posted by yours truly, and this post will change as needed. I hope I've outlined my concept clearly, and that you're looking forward to seeing more!
This isn't just your everyday shitposting, this is... advanced shitposting.
*reserved*
This isn't just your everyday shitposting, this is... advanced shitposting.
Yes! More realism, more difficulty make it happen. Having used severe Iguana Tweaks and difficulty mods which limit both stack sizes with major encumbrance settings, I can't stress enough how necessary carts/wagons/carriages are to such a setting. Simply Horses' execution of this was perfect, unfortunately completely abandoned.
If I'm not mistaken, MC+ has a module with wagons. Part of me would like to just maintain some level of compatibility with mods that have features I'm looking for, but on the other side of that I'd like to learn to do all those things on my own, that way I can make it all work as smoothly as possible. I find that while modpacks are nice and often themed well, there lacks a certain level of polish and consistency that would make everything better. Clashing art styles and game mechanics all mushed together with the odd bridging mod. Not really on-topic, but I digress.
I'm learning how to work NBTs!
This isn't just your everyday shitposting, this is... advanced shitposting.
yay!!! I cant wait to see what becomes of this!!!
Thanks! I've been doing some geology studioes on my own time in between mapping out how the mod will work and learning other mod-related things, so pardon the silence. If there was anything worth showing I'd have posted it, heh.
This isn't just your everyday shitposting, this is... advanced shitposting.