<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.leras.me/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin</id>
	<title>Community Mod Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.leras.me/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin"/>
	<link rel="alternate" type="text/html" href="https://wiki.leras.me/wiki/Special:Contributions/Admin"/>
	<updated>2026-07-26T23:12:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.4</generator>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=MediaWiki:Sidebar&amp;diff=12</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=MediaWiki:Sidebar&amp;diff=12"/>
		<updated>2026-07-26T20:29:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot; * navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage * SEARCH * TOOLBOX * LANGUAGES&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Designing_Skill_System&amp;diff=11</id>
		<title>Designing Skill System</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Designing_Skill_System&amp;diff=11"/>
		<updated>2026-07-26T20:20:46Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core pillars =&lt;br /&gt;
&lt;br /&gt;
== Specialization ==&lt;br /&gt;
This whole modpack is about specialization, so rewarding it is of utmost importance. Specializing can happen inside of a profession too, for example one miner can focus on harvesting resources, while another can focus on crafting gear: this specialization should be rewarded by the skill system&lt;br /&gt;
&lt;br /&gt;
== Easy to catch up ==&lt;br /&gt;
If a new player joins some time after the server started, they shouldn&#039;t feel useless because they lack experience and can&#039;t do anything&lt;br /&gt;
&lt;br /&gt;
== Gaining experience in one profession shouldn&#039;t fully transfer to another ==&lt;br /&gt;
&lt;br /&gt;
== A player shouldn&#039;t be locked out of other professions because they already picked one ==&lt;br /&gt;
An experienced miner is the same as a new player, when it comes to learning farming/combat&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Mod_Design&amp;diff=10</id>
		<title>Mod Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Mod_Design&amp;diff=10"/>
		<updated>2026-07-26T20:15:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;This is a main page for all design documents of the mod  Designing professions:  * Designing Mining * Designing Farming * Designing Combat  Core mechanics:  * Designing Interactions * Designing Progression * Designing Skill System&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a main page for all design documents of the mod&lt;br /&gt;
&lt;br /&gt;
Designing professions:&lt;br /&gt;
&lt;br /&gt;
* [[Designing Mining]]&lt;br /&gt;
* [[Designing Farming]]&lt;br /&gt;
* [[Designing Combat]]&lt;br /&gt;
&lt;br /&gt;
Core mechanics:&lt;br /&gt;
&lt;br /&gt;
* [[Designing Interactions]]&lt;br /&gt;
* [[Designing Progression]]&lt;br /&gt;
* [[Designing Skill System]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Designing_Skill_System&amp;diff=9</id>
		<title>Designing Skill System</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Designing_Skill_System&amp;diff=9"/>
		<updated>2026-07-26T20:13:06Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;= Core pillars =  == Specialization == This whole modpack is about specialization, so rewarding it is of utmost importance. Specializing can happen inside of a profession too, for example one miner can focus on harvesting resources, while another can focus on crafting gear: this specialization should be rewarded by the skill system  == Easy to catch up == If a new player joins some time after the server started, they shouldn&amp;#039;t feel useless because they lack experience an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core pillars =&lt;br /&gt;
&lt;br /&gt;
== Specialization ==&lt;br /&gt;
This whole modpack is about specialization, so rewarding it is of utmost importance. Specializing can happen inside of a profession too, for example one miner can focus on harvesting resources, while another can focus on crafting gear: this specialization should be rewarded by the skill system&lt;br /&gt;
&lt;br /&gt;
== Easy to catch up ==&lt;br /&gt;
If a new player joins some time after the server started, they shouldn&#039;t feel useless because they lack experience and can&#039;t do anything&lt;br /&gt;
&lt;br /&gt;
== Gaining experience in one profession shouldn&#039;t fully transfer to another ==&lt;br /&gt;
&lt;br /&gt;
== An experienced miner is the same as a new player, when it comes to learning farming/combat ==&lt;br /&gt;
A player shouldn&#039;t be locked out of other professions because they already picked one&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Designing_Progression&amp;diff=8</id>
		<title>Designing Progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Designing_Progression&amp;diff=8"/>
		<updated>2026-07-26T20:12:43Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Progression has three components:  * General technology knowledge * Individual players&amp;#039; skills * Infrastructure  = Core pillars =  == 3-10 players == Minimum of 3 players is required to fill each profession, 10 players is a sane limit for a medium company  == 20-50 hours to achieve the end goal == Playtests show that iron tier is achievable in ~4-5 hours  == Progression structure similar to vanilla == This means a similar resource ladder: wood, stone, copper, iron, diamo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Progression has three components:&lt;br /&gt;
&lt;br /&gt;
* General technology knowledge&lt;br /&gt;
* Individual players&#039; skills&lt;br /&gt;
* Infrastructure&lt;br /&gt;
&lt;br /&gt;
= Core pillars =&lt;br /&gt;
&lt;br /&gt;
== 3-10 players ==&lt;br /&gt;
Minimum of 3 players is required to fill each profession, 10 players is a sane limit for a medium company&lt;br /&gt;
&lt;br /&gt;
== 20-50 hours to achieve the end goal ==&lt;br /&gt;
Playtests show that iron tier is achievable in ~4-5 hours&lt;br /&gt;
&lt;br /&gt;
== Progression structure similar to vanilla ==&lt;br /&gt;
This means a similar resource ladder: wood, stone, copper, iron, diamonds, netherite&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Designing_Mining&amp;diff=7</id>
		<title>Designing Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Designing_Mining&amp;diff=7"/>
		<updated>2026-07-26T20:11:50Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Why is mining fun?  * Excitement when discovering rare resources * Relaxation, no need to think * Micro decisions and resource management * Exploration * Long expeditions * Overall sense of progression  I think there should be two types of mining:  * Production, just breaking blocks in a sequence (similar to stripmining), yields basic resources * Exploration with constant decision making (do i have enough torches/durability, where should i go) (similar to caving), but no...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is mining fun?&lt;br /&gt;
&lt;br /&gt;
* Excitement when discovering rare resources&lt;br /&gt;
* Relaxation, no need to think&lt;br /&gt;
* Micro decisions and resource management&lt;br /&gt;
* Exploration&lt;br /&gt;
* Long expeditions&lt;br /&gt;
* Overall sense of progression&lt;br /&gt;
&lt;br /&gt;
I think there should be two types of mining:&lt;br /&gt;
&lt;br /&gt;
* Production, just breaking blocks in a sequence (similar to stripmining), yields basic resources&lt;br /&gt;
* Exploration with constant decision making (do i have enough torches/durability, where should i go) (similar to caving), but no real-time pressure, yields rare resources/gear or is needed to find big deposits for production mining&lt;br /&gt;
&lt;br /&gt;
= Core pillars =&lt;br /&gt;
&lt;br /&gt;
== No real-time pressure ==&lt;br /&gt;
Mobs in the mines are mostly annoying, there should be no mob spawns in production mining and maybe minimal mob spawns when exploring. No creepers spawning behind your back&lt;br /&gt;
&lt;br /&gt;
== Both types of mining complement each other ==&lt;br /&gt;
&lt;br /&gt;
== Exploration requires adaptation ==&lt;br /&gt;
I don&#039;t fully understand what it should mean for minecraft, but I get a sense that this is a good idea for raising the gameplay ceiling&lt;br /&gt;
&lt;br /&gt;
== Players are expected to do long mining sessions ==&lt;br /&gt;
&lt;br /&gt;
== Production mining scales with infrastructure ==&lt;br /&gt;
&lt;br /&gt;
= Interactions =&lt;br /&gt;
Miners provide a lot of construction materials and raw resources, they also find rare minerals required by other specialties. They construct underground infrastructure, terraform land.&lt;br /&gt;
&lt;br /&gt;
From farmers, miners need food for long expeditions, specialized consumables for hazardous environments. They also may need fibers or other products to craft gear.&lt;br /&gt;
&lt;br /&gt;
From combat players, miners need clearing hostile structures, assistance during dangerous missions, hunting underground monsters for valuable components.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Designing_Interactions&amp;diff=6</id>
		<title>Designing Interactions</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Designing_Interactions&amp;diff=6"/>
		<updated>2026-07-26T20:11:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;I distinguish between three types of cooperation:  == Asynchronous cooperation ==  * Shops * Request boards * Shared storages * Maps * Infrastructure  == Synchronous cooperation ==  * Cooperative expeditions  == Strategic cooperation ==  * Determining long-term tasks and priorities  = Core pillars =  == A given profession should be self-sufficient in the short-term ==  == Handoffs == Benefits from other professions shouldn&amp;#039;t be just passive bonuses, instead they should b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I distinguish between three types of cooperation:&lt;br /&gt;
&lt;br /&gt;
== Asynchronous cooperation ==&lt;br /&gt;
&lt;br /&gt;
* Shops&lt;br /&gt;
* Request boards&lt;br /&gt;
* Shared storages&lt;br /&gt;
* Maps&lt;br /&gt;
* Infrastructure&lt;br /&gt;
&lt;br /&gt;
== Synchronous cooperation ==&lt;br /&gt;
&lt;br /&gt;
* Cooperative expeditions&lt;br /&gt;
&lt;br /&gt;
== Strategic cooperation ==&lt;br /&gt;
&lt;br /&gt;
* Determining long-term tasks and priorities&lt;br /&gt;
&lt;br /&gt;
= Core pillars =&lt;br /&gt;
&lt;br /&gt;
== A given profession should be self-sufficient in the short-term ==&lt;br /&gt;
&lt;br /&gt;
== Handoffs ==&lt;br /&gt;
Benefits from other professions shouldn&#039;t be just passive bonuses, instead they should be starting points for your work&lt;br /&gt;
&lt;br /&gt;
== Most of the playtime is async, though sync cooperation is required ==&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Designing_Farming&amp;diff=5</id>
		<title>Designing Farming</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Designing_Farming&amp;diff=5"/>
		<updated>2026-07-26T20:08:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Why is farming fun?  * Relaxing, seamless gameplay * Constant sense of progression * Structured, clear tasks * No predetermined route * Creating, decorating yourself * Watching your efforts  = Core pillars =  == No external forces == Players do not expect something to break anything in their farms while they are away  == Clear goals and available actions == Maybe the exp/skill system can help with that  == Mechanics integrated with decorating == This may be hard to execu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is farming fun?&lt;br /&gt;
&lt;br /&gt;
* Relaxing, seamless gameplay&lt;br /&gt;
* Constant sense of progression&lt;br /&gt;
* Structured, clear tasks&lt;br /&gt;
* No predetermined route&lt;br /&gt;
* Creating, decorating yourself&lt;br /&gt;
* Watching your efforts&lt;br /&gt;
&lt;br /&gt;
= Core pillars =&lt;br /&gt;
&lt;br /&gt;
== No external forces ==&lt;br /&gt;
Players do not expect something to break anything in their farms while they are away&lt;br /&gt;
&lt;br /&gt;
== Clear goals and available actions ==&lt;br /&gt;
Maybe the exp/skill system can help with that&lt;br /&gt;
&lt;br /&gt;
== Mechanics integrated with decorating ==&lt;br /&gt;
This may be hard to execute right, because simply putting a number requirement on placed/crafted decorations may defeat the purpose of thoughtfully decorating your place. On the other hand, if the player finds themselves with a handful of decoration items, they may want to place them somewhere just because they already crafted them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;https://youtu.be/f21YJ5pjPog?si=r7tjYxGB1dpfyhvZ&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infrastructure reduces maintenance ==&lt;br /&gt;
As the farm grows, maintenance work should not consume the player. To manage this, infrastructure is needed to help with maintaing a large farm&lt;br /&gt;
&lt;br /&gt;
= Interactions =&lt;br /&gt;
Farmers provide ordinary food, medicine, other consumables; fibers, leather and other materials; animals for transport.&lt;br /&gt;
&lt;br /&gt;
From miners, farmers need irrigation equipment, soil processing tools, minerals that alter soil, construction materials.&lt;br /&gt;
&lt;br /&gt;
From combat players, farmers need seeds or biological samples from dangerous regions, access to newly secured regions.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Designing_Combat&amp;diff=4</id>
		<title>Designing Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Designing_Combat&amp;diff=4"/>
		<updated>2026-07-26T20:08:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Why is combat fun?  * Thinking about each action you take * Adapting to different mob behaviour * Weapon variety * Enemies that react to your actions (for example don&amp;#039;t see you if you are crouching) * Making mistakes has a tangible cost  = Core pillars =  == Rewarding exploration ==  == Variety == Different situations should facilitate different approaches, both in gear and actions you take in combat (taking wrong gear should not guarantee death, however)  == No harsh pu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is combat fun?&lt;br /&gt;
&lt;br /&gt;
* Thinking about each action you take&lt;br /&gt;
* Adapting to different mob behaviour&lt;br /&gt;
* Weapon variety&lt;br /&gt;
* Enemies that react to your actions (for example don&#039;t see you if you are crouching)&lt;br /&gt;
* Making mistakes has a tangible cost&lt;br /&gt;
&lt;br /&gt;
= Core pillars =&lt;br /&gt;
&lt;br /&gt;
== Rewarding exploration ==&lt;br /&gt;
&lt;br /&gt;
== Variety ==&lt;br /&gt;
Different situations should facilitate different approaches, both in gear and actions you take in combat (taking wrong gear should not guarantee death, however)&lt;br /&gt;
&lt;br /&gt;
== No harsh punishment for death ==&lt;br /&gt;
The main punishment for dying should be losing the progress you made while exploring and having to go back. Maybe do something to prevent dying just to return to the base?&lt;br /&gt;
&lt;br /&gt;
= Interactions =&lt;br /&gt;
Combat players provide secured territory, rare creature materials, safe travel, assistance during missions.&lt;br /&gt;
&lt;br /&gt;
From miners, combat players need powerful gear and equipment, access to buried dungeons&lt;br /&gt;
&lt;br /&gt;
From farmers, combat players need food and medicine, horses, specialized preparations against certain enemies&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Main_Page&amp;diff=3</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Main_Page&amp;diff=3"/>
		<updated>2026-07-26T20:05:06Z</updated>

		<summary type="html">&lt;p&gt;Admin: Protected &amp;quot;Main Page&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Community Mod Wiki!&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.leras.me/w/index.php?title=Main_Page&amp;diff=2</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.leras.me/w/index.php?title=Main_Page&amp;diff=2"/>
		<updated>2026-07-26T20:04:28Z</updated>

		<summary type="html">&lt;p&gt;Admin: Replaced content with &amp;quot;Welcome to Community Mod Wiki!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Community Mod Wiki!&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>