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A user with 10 edits. Account created on 26 July 2026.
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26 July 2026

  • 20:2920:29, 26 July 2026 diff hist +141 N MediaWiki:Sidebar Created page with " * navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage * SEARCH * TOOLBOX * LANGUAGES" current
  • 20:2020:20, 26 July 2026 diff hist 0 Designing Skill System No edit summary current Tag: Visual edit
  • 20:1520:15, 26 July 2026 diff hist +254 N Mod Design 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" current Tag: Visual edit
  • 20:1320:13, 26 July 2026 diff hist +758 N Designing Skill System 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..." Tag: Visual edit
  • 20:1220:12, 26 July 2026 diff hist +489 N Designing Progression 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..." current Tag: Visual edit
  • 20:1120:11, 26 July 2026 diff hist +1,653 N Designing Mining 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..." current Tag: Visual edit
  • 20:1120:11, 26 July 2026 diff hist +580 N Designing Interactions 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..." current Tag: Visual edit
  • 20:0820:08, 26 July 2026 diff hist +1,435 N Designing Farming 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..." current Tag: Visual edit
  • 20:0820:08, 26 July 2026 diff hist +994 N Designing Combat 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..." current Tag: Visual edit
  • 20:0520:05, 26 July 2026 diff hist 0 m Main Page Protected "Main Page" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) current
  • 20:0420:04, 26 July 2026 diff hist −725 Main Page Replaced content with "Welcome to Community Mod Wiki!" Tags: Replaced Visual edit