Dumb Stuff

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Dumb Stuff

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An expansion of many under-used mechanics + Early game QoL! Includes automatic bundles.

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This is the result of me avoiding a decent sleep schedule by adding random ideas into a mod. May or may not be inspired by Stardew Valley.

This mod falls inbetween being a QoL and content mod. I don't want to completely change any vanilla features, but instead improve what already exists by adding additional features.

A few things I'm trying to improve:

Early-game food gathering + Making alternative food sources viable (e.g. Fishing)

Early on, things like fishing don't provide much upfront, and usually either cost you time (campfire), or your limited amount of coal (furnaces).

By the time you can get enchantments to improve output, you likely already have a way to make tonnes of gold carrots, and fishing becomes far less useful.

Current items: Fishing Bait, Farming Resource Bundle.

Minecraft's "Inventory Problem", and lack of inventory automation

Every update, I feel like the addition of new items makes inventory management harder and harder keep doing, or increases the amount of travelling you have to do to get enough of certain items.

Even bundles, which are supposed to ease this issue early-game, fall short of doing so. A bundle doesn't let you store backups of tools, or multiple stacks of similar items.

Current items: Resource Bundles.

Currently has:

Resource Bundles

(currently implemented as Farming and Stone Bundles)

These are Bundles which automatically fill themselves with dropped items of the same category as the bundle. (Farming, Stones, Wood, Fish, and probably more to come!)

For some reason, I haven't really seen anything attempt this? This can reduce a lot of clutter that builds up when exploring the world.

These bundles can store a stack of each item type it accepts. This makes transporting basic resources (various seeds and various stones) a lot easier to do.

Instead of needing a shulker box to store stacks of different stones for a build, one bundle might give enough storage for previously difficult builds to be feasible early-game.

Crafting Recipe

seeds

seedsbundle.png?ref_type=heads stone_bundle.png?ref_type=heads

stone

Fishing Bait

Crafted out of one Bread, this gives an early game way of greatly increasing fishing drops. Fishing Bait is consumed when a fish is caught, and can give up to +3 extra fish.

This gives a good early-game fish farming method that still encourages traditional farming. Could also work well with 'diet' mods.

Crafting Recipe fishingbait.png?ref_type=heads

Letters/Mailbox

it's currently a bit... primitive, but adds pretty letters which are sent to players through the Mailbox. The letter's recipient is determined based off the first online username detected in the first page.

Small warning, I plan on not teleporting mail to the recipient once I update the mail system. Instead, mail will just get stored privately inside a mailbox(/to be accessed at any mailbox). I also hope to add item attachments later.

Crafting Recipe letter.png?ref_type=heads

Planned Features

I'll add these whenever I end up procrastinating on something again.

  • Furniture that provides some functionality/benefit. I have ideas for customizable furniture which grant bonuses based on their level of quality/decoration.
  • potentially some additions to cooking mechanics
  • Marriage as a cursed way to share an XP bar (of which levelling is still not linear!) and pet ownership. Not sure if it belongs here.
  • Mail system overhaul
  • possibly other fishing changes (Nets?)

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