Dreams-Pack of the Future?

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Tokoshoran

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Jul 29, 2019
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I am mostly just explaining a dream; I have no expectations of this being made real, but would be pleasantly surprised if it did. My real intention is just to get other people's ideas and statements on the dream, and maybe the idea of this being a pack.

I just woke up from a rather peculiar dream, one involving Minecraft and mods. The modpack supposedly took place in the future, but didn't actually have a whole lost of science-fictiony stuff in it. The world had been destroyed, akin to the storyline behind Agrarian Skies, only, rather than having tidbits preserved, it was just flat out gone. Instead, the players would start on a small Endstone "planet" which acted as a hub of sorts. This hub might have actually just been some map block of sorts, I dunno.

The hub allowed the player to go straight to already made settlements, though at the start there would only be one, created by the game itself. The settlement would offer basic shops, though the player would be incapable of buying anything at the start, instead either spawning with a certain item or getting it through a quest (if the pack were run through a questing mode akin to Millenaire, only with a progress branch needed for them like Agrarian Skies). The item would be a Digging kit, which would let the player create a hole to dig into the ground. Based on the player's experience in digging, they could start up different types of holes, though of course at the beginning they would only have access to the very first form. This first level of digging would create a "Secret" hole, guarenteed, so that only the player (and possibly teammates?) could access it in order to preserve the likelihood of them getting stuff to sell.

Digging at the getgo would involve punch soil, get minerals (as opposed to punch tree get wood). Whether these minerals are sold or crafted wasn't so explained in my dream, so that'll be open to interpretation to anybody who reads this. Creating dirt would be difficult and rare, meaning whatever the soil is should be something more akin to gravel, but not quite. Maybe breaking it would be more akin to Sieving dust in AS, but sieves weren't something I saw. Patches of "Endstone" would be unbreakable, similar to bedrock--this would preserve the settlements and hub and any boundaries to the digging area.

Once the player has a good bit of experience digging, they can change the hole type to different levels-Aside from the most basic newbie level, they would all start as very public and require a good bit of experience to try and hide, at which point it's really only a chance of being hidden rather than guarenteed. Things hidden at a "Secret" level would of course be accessible only to the person who made it and anybody they want in. Could be something visual akin to the Magic Crayon of openblocks, but rather than colors, it's the player's username that hides it and anybody with sufficient experience or who's on the creator's party list can see it.

Eventually, the player could settle a new "planet", which is effectively a larger sized astroid in the End, only in the Overworld. Based on the tier of their settlement, it would show up in the hub with a certain icon/block to represent it, which would look akin to a house all the way to a bustling skyscraper city (The original settlement looked sort of like a small village). Player settlements were vulnerable to attacks, meaning having it at a higher tier would be risky (This is also a key point: The settlements themselves are supposed to be open to grief, outside the first one), but a player who could supply the neccessary parts to build and rebuild things (this would be akin to helping Millenaire villagers build new houses, only the "Mayor" or founder of a city would choose what to build; also why the first settlement won't change, it's not owned by a player) would certainly benefit from having a higher grade city. Settlements per player could perhaps be limited for server sake, but on Singleplayer it should be unlimited--Cities could also attack one another even when made by the same player, but different city layouts might also offer different benefits.

In order for the player to build their own, personal homestead, rather than creating a new settlement, they'd by a Homestead Kit, similar to the Digger Kit, creating a hidden "warp" dependant on the player's skill and luck, though in this case making it pure "Secret" is impossible outside of Creative mode. This means that if another player looks hard enough, they can locate anybody's secret homesteads, unless it is hidden inside a secret hole (Sinnoh underground, people?). Hiding inside a hole, of course, isn't the best of ideas, since if the hole type or location is changed, the homestead is deleted, too. Contrary to settlements, a player home could be claimed as grief-free if the admin so chooses.

Aside from Digger and Homestead kits, there could be a variety of others, such as one that brings the player to a petrified forest, where the skins(bark) of trees is turned to stone but the inside still survives, allowing the player to carefully get trees and plants (might be played like Jurassic Park where they can only fetch bits of DNA out of these petrified things and can either use a full strand of DNA to make something, or partial strands to create a protein pool to actually use the full strands to make something, both would be needed together in this case), or whatever else anybody could come up with.
 
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Tokoshoran

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Jul 29, 2019
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Did some thinking on this over the day, and something that I came up with was the possibility of using data values to hide "portals" inside of blocks. Each player would have their own corresponding data value and can somehow see when the value correlates to them? I dunno how that would work with visuals, but Thaumcraft seems to be good at showing nodes in different colors and shapes dependent on their 'contents', so maybe it's possible. Otherwise, just a warning to the player that they're about to step on their portal, with a time delay between messages so as not to spam them.

I'd also thought up terraforming--The sky would change a bit based on how terraformed the homestead is (Settlements probably keep the Ender "purple bedrock" sky appearance, and digging areas would be underground, akin to the nether). To prevent serverload, might become necessary to have a config option to keep the player's personal worlds on their computer, though that could be abused to all get out. ...Maybe something that zips up into the player's own files though.

Gee, when I first posted this thread I was thinking "There's no way this will be made real" but now I'm kinda hoping it does. No expectations still, but one can hope the unexpected xD
 

Vegoraptor

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Jul 29, 2019
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A fairly interesting concept indeed.
I would propose to introduce different castes/races/professions or whatnot as traits for the villages, so you can have for example one village specialized on metalworks and weapons, another one on floristics and a third for high tech. Every player can only have one of each and has to fulfill a certain amount of quests to unlock the next one, but can go on working for prior ones and helping them to develop further. Another idea would be to replace the villages with single houses near your homestead, so you have all this in a more compact form.
I, for once, would totally support the idea, but sadly, can't do anything to help really.
 

Tokoshoran

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Jul 29, 2019
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A fairly interesting concept indeed.
I would propose to introduce different castes/races/professions or whatnot as traits for the villages, so you can have for example one village specialized on metalworks and weapons, another one on floristics and a third for high tech. Every player can only have one of each and has to fulfill a certain amount of quests to unlock the next one, but can go on working for prior ones and helping them to develop further. Another idea would be to replace the villages with single houses near your homestead, so you have all this in a more compact form.
I, for once, would totally support the idea, but sadly, can't do anything to help really.
Different races could be a thing... Throw in some fantasy to your sci-fi. Would be further interesting to throw the different races into different settlement types, get different results; Like if you threw metalworking people into a lumberyard settlement, they would probably come up with some unique things compared to the simple things the lumber-workers would make.
If a player being limited in what they can make is a thing that gets put into it, then it should be a config option, and be off by default for the client so that they can make all their cities on singleplayer.

Don't worry about not being able to script, art, or model, just giving ideas can probably be of help if anybody actually takes up the idea.
 

damagingbill

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Jul 29, 2019
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I think the races thing could be like stick war if you add the ability to command an empire, like in mount and blade,
Perhaps even just recycle the vanilla mobs? Have endermen be assassins? Skeletons for the archers (Of fucking course)? And etc.?
 

Tokoshoran

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Jul 29, 2019
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I think the races thing could be like stick war if you add the ability to command an empire, like in mount and blade,
Perhaps even just recycle the vanilla mobs? Have endermen be assassins? Skeletons for the archers (Of fucking course)? And etc.?
On those lines:
  • Zombies: Siege (High numbers, they'll slowly get the job done)
  • Skeletons: Archers (Harder to destroy due to their range)
  • Creepers: Demolition (They just blow stuff up)
  • Endermen: Assassins (Teleportation, yo)
  • Pigmen: Warriors (Focused on actually attacking the residents of the target location)
  • Ghast*: Tank (Very low count but they're absurdly hard to kill)
(Spiders and passives excluded due to shapes)
 

Tokoshoran

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Jul 29, 2019
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On those lines:
  • Zombies: Siege (High numbers, they'll slowly get the job done)
  • Skeletons: Archers (Harder to destroy due to their range)
  • Creepers: Demolition (They just blow stuff up)
  • Endermen: Assassins (Teleportation, yo)
  • Pigmen: Warriors (Focused on actually attacking the residents of the target location)
  • Ghast*: Tank (Very low count but they're absurdly hard to kill)
(Spiders and passives excluded due to shapes)
Okay every time I think about this I just think how stupid it seems. The whole idea was to have villages which performed differently within themselves. We might be able to set up armies along these lines, but what about the professions the cities take on? Should we render some humanoid form of the passives (Deviants rejoice ಠ_ಠ), the humanoid hostiles, or just various villager models?