Hey,
Lately I had far more fun playing around with the TechTree-Chart, rather than playing the Mod. Guess I'm still afraid of the early game. Specifically of the frustration that comes with dying and my lack of understanding how to transition to "the mid game".
So I just updated the Links in my Post here. So, here's the latest Version:
Just some minor changes and improvements.
- Trade Section is up to date with the Wiki (I have no ability to confirm the information myself atm)
- Added "exploration Section" featuring the generated structures that play important roles in the mod
- Added many more explanation bubbles
- Eddited Bookshelfs to reflect how they can be obtained
Doing the above I realized that the whole chart is getting somehow messy, and I would like to clean it all up. Also, seeing my obsession with adding explanation bubbles, I thought it might fit well to elevate the project by making it more of a guide.
So my thoughts are to break the tree up in subsections (As some of them already present themselves within the current version), each with its own little focus. Those subsections might themselves be organized as a tree like structure, but might also have a sense of progression within them. This also would allow to neatly fit in sections that explain parts of the mod not jet well represented. I imagine adding a kind of "Bestiary" listing every mob in the Mod and explaining it. In similar fashion I would like to add a "Biom Overview"
along the lines of what I did way back.
Then this should align quite well with the idea of "The Ages Of Progression" that is still present on the wiki, though marked as outdated. In an attempt to revive it, I thought of separating different "stages" the player is in by the "goals" they are pursuing at that stage. And also having the possibility to have multiple "fields" the player is progressing in at once.
So the different fields I had in mind are:
- Food
- Shelter/Building
- Tools/Weapons
- Automation or Mechanical Power
- Magic (Brewing and Enchanting)
- Exploration
- Trading
Then taking food as an example the different stages therein could be:
- Hunter/Nomad <- get some Club or a Stone Axe
- Shepard/Domesticator <- have some chicks/sheep/cows you domesticate for eggs/wool/milk
- Farmer <- grow wheat/carrots/potatoes
- Animal Breeder <- breed animals for their flesh
Goals in other fields could be: make a workbench, construct a windmill, ...
Those are just suggestions, and I'm still unhappy with what I can come up with in many areas.
And here is the part where I appreciate any other ideas that get thrown at me, so I can pick them up :D