ResearchCraft
ResearchCraft
The ability to place or break blocks and crafting must be researched (purchased) before a player can do it. The idea behind this is to make it too expensive for a player to be able to produce everything they need in survival while not outright prevent it and encourage specialization, particularly for roleplaying servers.
Downloads
ResearchCraft.jar - None yet
Souce
Details
The intended features are:
- Ability to set costs for any "technology"
- Prevent groups or players from purchasing a technology.
- Ability to include default "technologies" on a global and group basis
- Set a cost per use of a technology (e.g. cost on each TNT craft or placement)
- Set prerequisite technologies before a technology becomes available for purchase
Technologies will fall into 9 categories:
- Crafting (enchanting, potion making, and general crafting)
- Equipping (Putting a diamond sword in the quickbar or equipping armor)
- Using (Placing seeds, using flint and steel, or furnaces)
- Collecting (Breaking wheat blocks or mining ores)
- Smelt (Place items in the smelting slot)
- Fuel (Use as fuel in a furnace)
- Alchemy (Haven't totally decided/figured out how this will be done)
- Enchant (Limits the type of items you can enchant)
- Permissions, so that other plugins can be incorporated into the purchase system.
Some features that might be included at a later date are:
- Generation of an image, html page, or TeX document to show the tech tree
The main goals I will keep are in order
- Understandable configuration
- Ability to configure
- Functionality
Feel free to comment if you have ideas, suggestions, or tips.
Updates
1/16/12 - Pushed to a github if anyone's interested. The code is a horrible mess and I plan on cleaning it up, so please don't come crying to me if you can't read it.
1/15/12 - I have not gotten as much time as I would have liked to work on this. I have a version that at least turns on. It's missing too many features for me to release a jar, but rest assured I will get something up. The tech tree and economy portions are done but it's missing a lot of the commands and event handling is far from done.
1/5/12 - This is just an update to let everyone know I'm still working on this. I'll have a working version in a few days probably. Many of the features won't be working but the infrastructure would be there.
I'm all for adding another layer of realism. It's ridiculous to suggest that any one person can know how to brew potions, operate a furnace, work metal into tools and armour, blow glass, breed animals, tend a farm, carve wood into doors, build railways and effectively use a sword and bow in combat. This plugin would be fantastic to have in a small server with around 10 close friends as it encourages true teamwork and social interaction. Please see this project through to completion!
Hay, just sent you a PM, we are using MagicSpells, too and split the spells in 3 classes and a skill tree for each of them.. then we added different jobs like smith and miner, so that f.e. a fighter/warrior/knight can use a diamond sword, but only a good smith can craft that -> so the players can't play alone and have to trade etc. Like written in the PM, it would be nice to have skill-points as currency which can be given through a command =) I hope you don't need too much time to get the plugin finished, it's a very cool thing :)
@Flenix1
I think this is a good idea, but I don't like the idea of having different prices in xp and currency. I actually brought this up with the people on my server and we ended up agreeing on using a mod to convert xp into currency for a couple of reasons:
1. xp can be lost whereas currency is persistent after death all the time. 2. Simplicity of the tech tree.
This isn't to say I won't support this in the future, but for now it'll just be currency.
Can we get XP as an option for currency?
Or even better, using either XP or money at the players choice - That way warriors and entrepreneurs alike can work their way up :D
I really like that idea. I've been using the MagicSpells plugin, and purchasing permissions as a technology would make a great spell system. Thanks for the idea. I updated the description to include this.
This is a great Idea! I have tried to do this with crafting restrictions but it is not very flexible.
I am not a programmer, but could you give the ability to add permissions to other plugins in the tech tree. So people can expand the tree with content from other mods.
I.E. There is a Drill plugin that lets you give access to two levels of a drill machine. It would be nice to say once you have researched pistons and iron ore(or picks or how ever) they could research the iron drill (granting them access to the permissions). Then later on when you get access to diamond level you could get the diamond/obsidian drill.
Wow thats a great idea! :D Hope to see a stable version soon :D Wish you all the best of luck in coding this.
Looks nice :)