{"batchcomplete":"","continue":{"lecontinue":"20260726194531|1","continue":"-||"},"query":{"logevents":[{"logid":11,"ns":8,"title":"MediaWiki:Sidebar","pageid":9,"logpage":9,"revid":12,"params":{},"type":"create","action":"create","user":"Admin","timestamp":"2026-07-26T20:29:47Z","comment":"Created page with \" * navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage * SEARCH * TOOLBOX * LANGUAGES\""},{"logid":10,"ns":0,"title":"Mod Design","pageid":8,"logpage":8,"revid":10,"params":{},"type":"create","action":"create","user":"Admin","timestamp":"2026-07-26T20:15:15Z","comment":"Created page with \"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]]\""},{"logid":9,"ns":0,"title":"Designing Skill System","pageid":7,"logpage":7,"revid":9,"params":{},"type":"create","action":"create","user":"Admin","timestamp":"2026-07-26T20:13:06Z","comment":"Created page with \"= 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't feel useless because they lack experience an...\""},{"logid":8,"ns":0,"title":"Designing Progression","pageid":6,"logpage":6,"revid":8,"params":{},"type":"create","action":"create","user":"Admin","timestamp":"2026-07-26T20:12:43Z","comment":"Created page with \"Progression has three components:  * General technology knowledge * Individual players' 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...\""},{"logid":7,"ns":0,"title":"Designing Mining","pageid":5,"logpage":5,"revid":7,"params":{},"type":"create","action":"create","user":"Admin","timestamp":"2026-07-26T20:11:50Z","comment":"Created page with \"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...\""},{"logid":6,"ns":0,"title":"Designing Interactions","pageid":4,"logpage":4,"revid":6,"params":{},"type":"create","action":"create","user":"Admin","timestamp":"2026-07-26T20:11:02Z","comment":"Created page with \"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't be just passive bonuses, instead they should b...\""},{"logid":5,"ns":0,"title":"Designing Farming","pageid":3,"logpage":3,"revid":5,"params":{},"type":"create","action":"create","user":"Admin","timestamp":"2026-07-26T20:08:47Z","comment":"Created page with \"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...\""},{"logid":4,"ns":0,"title":"Designing Combat","pageid":2,"logpage":2,"revid":4,"params":{},"type":"create","action":"create","user":"Admin","timestamp":"2026-07-26T20:08:25Z","comment":"Created page with \"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'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...\""},{"logid":3,"ns":0,"title":"Main Page","pageid":1,"logpage":1,"revid":3,"params":{"description":"\u200e[edit=sysop] (indefinite)\u200e[move=sysop] (indefinite)","details":[{"type":"edit","level":"sysop","expiry":"infinite"},{"type":"move","level":"sysop","expiry":"infinite"}]},"type":"protect","action":"protect","user":"Admin","timestamp":"2026-07-26T20:05:06Z","comment":""},{"logid":2,"ns":0,"title":"Main Page","pageid":1,"logpage":1,"params":{"curid":1,"previd":0},"type":"patrol","action":"patrol","user":"Admin","timestamp":"2026-07-26T20:03:51Z","comment":""}]}}