Tuesday, August 25, 2015

Intended mod mechanics for 0.0.1 (current release)

Below are the intended mod mechanics and feature list for 0.0.1, which is the current release being tested.  Thanks for your bug tickets so far on the previous post!  Please, from now on, post your tickets and bug reports underneath this post.  From now on, I will be posting a feature list alongside a new push/release; this will allow the intended feature list to head up the bug reports and will allow everything to stay neat and tidy.

Again: this post is to aid the testing process, in comparing intended functionality for the current/live release and the actual functionality (which hopefully you testers will discover!).

MoodyMod 
MoodyMod introduces the concept of mood.  Mood is a whole number between 0 (worst mood) and 100 (best mood).  As you may expect, mood is meant to represent your avatar's mental and emotional well-being.

What does mood affect?
Currently mood is meant to affect crafting durability.  As it stands, it only affects the durability of tools: it is meant to adjust the durability of any tool crafted by <current-mood>%.

Example: if your mood is 50 and you craft a stone pick, that stone pick should start with 50% durability.

What actions decrease my mood?
Breaking a block consumes 1 mood. Currently nothing else should consume mood.

How do I restore my mood?
Only one action should restore your mood: sleeping in a bed. Sleeping should restore mood to 100.

How do I check my mood?
To check your mood, punch at the air with an empty hand.

LugMod
LugMod adds basic encumbrance mechanics.  Once a certain weight max is hit, the player will simply not be able to pick up any more items.  Different items have different weights.

How is encumbrance calculated? What happens when I'm encumbered?
There is a basic lookup table where every item is assigned a weight. When a player attempts to pick something up, the current weight of their pack is calculated; if this is above a maximum threshold, the pickup event is canceled and the item remains where it began.


BreakMod
BreakMod adds in multi-break mechanics to blocks.  Blocks that require multiple breaks are either construction grade or ores.  Construction grade materials break many times and only yield their drops on the final break.  Ores, on the other hand, yield their drops on every break.  Some blocks are normal (e.g. dirt) and require no additional breaks to destroy.


Each multi-break block has a minimum and maximum number of breaks that it may take; however many it actually takes is based on a bit of chance (calculated at every server-up).  If a block is not completely destroyed before server reboot, that block is reset; it will have to be broken from scratch. 

Why regenerate blocks on server reset?

  1. It makes attacking and griefing harder. If one could sneakily break into a place by chipping in gradually, it would incentivize annoying and not-fun behavior such as checking one's entire property every day.  This way in order to break in, one needs to be dedicated and able to follow through in a reasonable amount of time.
  2. Ores cannot be placed. This means when they are destroyed, that ore cannot be regenerated in the world again (the world becomes a bit poorer overall).  Since they regenerate day to day and there's a bit of uncertainty as to how many breaks before they are totally gone, this gives towns something to regulate (behavior with respect to ore such as to not totally wipe it out).  Towns and settlements that are able to preserve their ore deposits day to day can continue to exploit them, and stay set up above them.  This encourages city building in a natural way.

Mods rely on data tables that need to be published 
The actual weightings I have not included in this document. Once I find an easy and concise way to publish this sort of information, I will start including it in these release/feature posts so it can be checked against.  For now I trust people to be able to discover the counts as they go.

Happy hunting for bugs folks, and have fun! Thanks for helping with the testing. If there's anything I can do to improve the server experience, please let me know.  Also: in addition to bug reports, post lag reports here.

NOTE ON VERSIONING:
x.y.z denotes <map_reset_number, major_mod_revision_number, minor_mod_tweak_number> 
 

6 comments:

  1. All dyes turn into ink sacs if craft individually, however a stack of dyes will produce the correct dye as well as an ink sac. Also, dying armour effects it's durability; if dying with 0 mood, then the outcome is armour with 0 durability.

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    Replies
    1. Also, all banners crafted turn into black banners.

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    2. Anarchist banner bug. Nice.

      Ink sack bug also reported by Nate ... on the list of things to fix as it's been replicated. I imagine this has to do with MoodyMod's durability adjustments -- the same phenomenon seems to occur with wood types.

      Can you do me a favor? Next time see if there's any (inverse?)correlation between the # of ink sacks and # of proper dyes you receive to your present mood stat.

      Delete
  2. If multiple pieces of armour are crafted at the same time, only one of the pieces has the appropriate durability while the others come out at 100%.

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    Replies
    1. Oof! Figures. On the list to fix for next version, thanks Bobandy.

      Delete
  3. Weight issues; Doesn't seem to be subtracting weight correctly. Carrying cobble pick, cobble sword, 2 wood, 1 wool. Pick up one more wood. To remove ecumbered have to put down all wood, and the wool.

    ReplyDelete