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Migrate What's New and Roadmap, and create Removed Features
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Finally cleaned up Whats New to not be a mix of new stuff, removed stuff, and roadmap, all content is properly on one of those three pages.
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KnightMiner committed Nov 27, 2024
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6 changes: 3 additions & 3 deletions docs/design/index.md
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---
layout: page
title: Design Docs
title: Design Documents
---
<div class="hatnote" markdown=1>
This page is about documentation on mostly implemented features. For features that are not implemented in the mod, see [Future Plans](../future).
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* [**Tools**](https://docs.google.com/spreadsheets/d/1SLqUg2Rg3HxTaJD97gXw3fipkz-jTY78k8JrunJhFic/edit#gid=0): Contains information on tools, tool parts, armor, and projectile added by the mod.
* [**Tool upgrades**](https://docs.google.com/drawings/d/1OjAT9ySZ3pXVbgXZY5RpfNkpVWJ5ectsqEbYELlU7OQ/edit): Visual chart connecting related tools and their upgrades.
* **Modifiers and Traits** ([1.16](https://docs.google.com/spreadsheets/d/18duuzGfy3-AF9zUTsl_wg-osdjykvkZzpJT2EiR5UuM/edit), [1.18](https://docs.google.com/spreadsheets/d/17qwV8UOR0DBsUqbxyernG4e4LtjAZ55DMAqnJWc2kLw/edit), [1.19](https://docs.google.com/spreadsheets/d/19Nbi-jTrhZg4zMZ8DreELWHv6SZDik5wxiz13Iqhnbw/edit?usp=sharing)): Detailed trait descriptions for each material, along with detailed modifier descriptions.
* **Material tiers** ([1.16](https://docs.google.com/spreadsheets/d/1fx9SF4K_6Eg9LBCuaV43bdyuh5KgNZsAIY6fkYAFbYQ/edit), [1.18](https://docs.google.com/spreadsheets/d/10nTUAQ5iPhzyf8BTlX9Wy9spJLbYrziYeCwZWcD5xJ0/edit), [1.19](https://docs.google.com/spreadsheets/d/1c8SOET2_i82slCiay_Cn0NNmoGBYn-IhmIl9PePwqEY/edit?usp=sharing)): Classification of materials into tiers and stat types, along with a listing of tool stats.
* <b id="modifiers">Modifiers and Traits</b> ([1.16](https://docs.google.com/spreadsheets/d/18duuzGfy3-AF9zUTsl_wg-osdjykvkZzpJT2EiR5UuM/edit), [1.18](https://docs.google.com/spreadsheets/d/17qwV8UOR0DBsUqbxyernG4e4LtjAZ55DMAqnJWc2kLw/edit), [1.19](https://docs.google.com/spreadsheets/d/19Nbi-jTrhZg4zMZ8DreELWHv6SZDik5wxiz13Iqhnbw/edit?usp=sharing)): Detailed trait descriptions for each material, along with detailed modifier descriptions.
* <b id="materials">Material tiers</b> ([1.16](https://docs.google.com/spreadsheets/d/1fx9SF4K_6Eg9LBCuaV43bdyuh5KgNZsAIY6fkYAFbYQ/edit), [1.18](https://docs.google.com/spreadsheets/d/10nTUAQ5iPhzyf8BTlX9Wy9spJLbYrziYeCwZWcD5xJ0/edit), [1.19](https://docs.google.com/spreadsheets/d/1c8SOET2_i82slCiay_Cn0NNmoGBYn-IhmIl9PePwqEY/edit?usp=sharing)): Classification of materials into tiers and stat types, along with a listing of tool stats.
* [**Modifiers vs. Enchantments**](enchantments): Discussion on what makes modifiers different from enchantments, and how they are balanced. Useful for considering how to adapt an enchantment into a modifier or vice versa.

## Smeltery
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4 changes: 3 additions & 1 deletion docs/index.md
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* [**Design Docs**](design): Developer docs used to organize, balance, and plan out content in the mod.
* [**Online Books**](books): Links to online versions of many books from SlimeKnights mods.
* [**What's New?**](whats-new): Covers all major changes made to Tinkers' Construct 3 compared to Tinkers' Construct 2.
* [**Roadmap**](roadmap): Discusses various future plans for our mods, along with current work.
* [**Removed Features**](removed): Covers features from older versions of Tinkers' Construct that were removed in the latest versions, along with some reasoning or alternatives.

## Commands
* [**Mantle Commands**](commands/mantle): Documentation for all commands added by Mantle.
Expand Down Expand Up @@ -70,5 +73,4 @@ The following pages cover data pack concepts specific to in Tinkers' Construct:

* [**Mantle GitHub Wiki**](https://github.com/SlimeKnights/Mantle/wiki): Documentation specific to Mantle, the library mod used by SlimeKnights' mods. Will eventually be migrated to this website.
* [**Tinkers' Construct GitHub Wiki**](https://github.com/SlimeKnights/TinkersConstruct/wiki): Documentation for Tinkers' Construct content, along with general FAQs. Will eventually be migrated to this website.
* [**Missing Features**](https://docs.google.com/spreadsheets/d/1CuGKWMtrX-RM26U2xEdrpt5HCYLywQcr_qWhvzyYOGc/edit?usp=sharing): Features from TiC 1 or TiC 2 that are not currently present in TiC 3. Also lists some addons that were not ported and alternatives to their features.
* [**Unofficial Alternatives**](https://docs.google.com/spreadsheets/d/1gOxPm37wu8Y9vVewNYv8JAxfkPQmkUfvnSjsk_sMiBo/edit?usp=sharing): Mods similar to Tinkers' Construct on various Minecraft platforms.
72 changes: 72 additions & 0 deletions docs/removed.md
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---
layout: page
title: Removed Features
---
<div class="hatnote" markdown=1>
See also the [missing features spreadsheet](https://docs.google.com/spreadsheets/d/1CuGKWMtrX-RM26U2xEdrpt5HCYLywQcr_qWhvzyYOGc/edit?usp=sharing) summarizing many removed features.
</div>

This page covers various features that were removed in Tinkers' Construct 3, along with the reasoning for their removal.

{% include toc.html %}

## Tools

* **Longswords**: Was not distinct enough from broadswords to justify another melee weapon. Leap ability has been turned into a modifier that can be added to swords or other tools.
* **Rapier**: Original design was completely OP in PvP and rather niche in PvE. Was replaced by the dagger (for high speed weapon) and the vein hammer/piercing modifier (for high piercing weapon in a more balanced way).
* **Slime Boots**: Replaced with the bouncy modifier, which starts on the slime suit Slimeboots. Yeah, its the same name, but its significantly changed mechanically.
* **Slime Slings**: Replaced with a set of modifiers that can be applied to any tool. Recommended to use a slime staff as the base.

### Moved to Tinkers' Things

The following tools were moved to the official addon [Tinkers' Things](/projects/#tinkers-things). This is typically due to the fact the tool was not distinct enough from other tools in the mod, so were left out to reduce decision overload and bloat. However, they also made excellent examples of how to add a tool for the official addon.

* **Shovels**: Just a weaker form of a mattock.
* **Shortbows**: Not very distinct from longbows, and crossbows made a more unique early game bow.

### Projectiles

<div class="hatnote" markdown=1>
See also: [Potential future plan](../future#projectiles) reimplementing projectiles in a new way.
</div>

In general, projectile in Tinkers' 1 and 2 had several flaws, leading to the following reasons for their removal:

* Durability as ammo was incredibly awkward. Either it led to confusing behavior or just unlimited ammo. Ammo should use stack sizes.
* The way modifiers function is large material costs for permanent boosts, while ammo is meant to be cheap and disposable.
* When bows were involved, was unclear to players whether a modifier belonged on the arrow or the bow.
* Vanilla arrows got much more interesting, and mods have a ton of flexibility to add cool arrow types.

Projectiles removed as a result:

* **Arrows**: Alternatives include vanilla arrows, mods such as [archer's paradox](https://www.curseforge.com/minecraft/mc-mods/archers-paradox), many new bow modifiers
* **Bolts**: Was functionally just arrows with an arbitrary restriction and neat crafting which led to a lot of bugs. Replaced with standard arrows.
* **Shurikens**: Way too easy to make a spammable unlimited weapon that outshined most melee and ranged alternatives. Currently replaced by flint and quartz shurikens for a cheap disaposable ammo, though future plans may bring new alternatives.

## Tinker Tanks

* Original purpose was to prevent alloying in mass fluid storage.
* Smelteries now have the option to disable alloying by removing the fuel.
* Foundries also don't alloy, and have a high capacity.

## Slimes

### Blood

* Blood was a slime alternative, but we add so many ways to obtain slime that was not useful enough.
* In addition, it was obtained from melting not just farm animals, but also players and mobs, so it was difficult to give it a good use.
* Mob melting now produces meat soup, a fluid you can drink while feeling less weird.
* Player melting and the default melting fluid is now liquid soul, which is also obtained from soul sand and has some future plans.

### Pink Slime

* Was originally the fallback for when mixing multiple types of slime.
* In most recipes, opted to have no fallback and make each slime variant unique.
* When a fallback is needed, opted to use green "earthslime" since that form is less used in the mod.

## Miscellaneous

* **Wooden Hoppers**: I (KnightMiner) never much cared for wooden hoppers, plus many better wooden hoppers exist elsewhere.
* **Drying Racks**: Too functionally similar to vanilla's new campfires. Additionally, was majorly underutilized in the base mod, just producing decorative blocks and a copy of all vanilla meats.
* **Stone Ladders** and **Stone Torches**: Just felt out of place in a tool mod.
* **Brownstone**: Too functionally similar to vanilla's soulspeed mechanic.
188 changes: 188 additions & 0 deletions docs/roadmap/index.md
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---
layout: page
title: Roadmap
---
<div class="hatnote" markdown=1>
See also: [Design Documents](../design) - may contain details on future plans that fall under an existing feature.
</div>

This page covers information on future plans for Tinkers' Construct 3. Note that just because a feature is on this list does not mean its guaranteed to be included; roadmap features tend to get many design iterations before getting added to the mod.

{% include toc.html %}

## Next Actions

> See also [#5064](https://github.com/SlimeKnights/TinkersConstruct/issues/5064)
1.19.2 is currently considered stable. It is undecided on how many future features will target 1.19.2 as opposed to a future version. 1.20.1 is our next version target, though as always there is no timeline.

1.18.2 will continue to receive support for now, though baring any significant issues being reported another release is unlikely.

## Multiblock

### Slimemetal Casting

Slimesteel and King's Slime will be usable to make late game fluid mechanics.

**King's Slime:**

* New tier 3 material alloyed from gold, ichor, and scorched stone.
* Trait boosts damage/velocity/protection provided the tool has its overslime bar non-empty.
* Requires ichor being added as a fluid, now that plans for it are more settled.

#### Inverted Channels

* Slimesteel and King's Slime can make channels and faucets.
* They work identically to seared/scorched channels/faucet except for one small difference: downwards pouring is replaced with upwards pouring.

#### Casting Tank

* Crafted from slimesteel.
* This tank has a slot that accepts an item via automation such as hoppers.
* Tank will immediately fill/empty the item if possible, or wait to empty if the tank is full/unable to accept the fluid.
* After interacting with the item, its moved to the "output slot" so it won't interact again. Automation can then extract it and insert a new item.
* Useful to automatically fill or empty buckets/copper cans.

#### Tinker Tank

* Crafted from King's Slime.
* Tank has a single slot that can hold an item with a fluid handler.
* Any interactions to the tank will interact with the item's fluid handler, essentially proxying it.
* Useful to automatically fill or empty variable sized tanks or tools.

### Smeltery interface

* Allows accessing the UI fluid tank
* Comparator signal for tank level
* On pulse, switches fluid order (bottom to top? Top to bottom?)

### Sublimery

The sublimery is currently targeted for an early 1.20 build, likely before the first stable 1.20 release.

* Upside-down smeltery unlocked at the beginning of the end.
* Created using slimestone (slime on end stone) and slimesteel/king's slime/queen's slime (undecided).
* Third variant of the multiblock melting structure, after the smeltery and foundry.
* Will support melting entities into gaseous experience instead of transitional entity melting.
* Will likely not support alloying (smeltery exclusive) or byproducts (foundry exclusive).
* Will likely have the same ore output rate as smelteries, though it will be configurable in case a modpack wishes it to be higher.

### Soul Forge

The soul forge is a planned multiblock for late game tool, modifier, and material crafting. The soul forge at earliest will come in 1.20, though 1.21 or later is more likely. For more information, see [Soul Forge](soul-forge).

## Tools

### Tool Part Tweaks

* Round Plate becomes an Adze Head
* Add new tool part: plate binding, meant for large tools to have a binding.
* Idea still under consideration.

### Ranged

We wish to add at least 1 or 2 more variants of ranged weapons. Below are a few potential ideas:

* **Sling**: Can fire throwable objects such as snowballs or potions. Potentially can fire metal nuggets as well.
* **Flail**: Fires a projectile that must be reeled in to fire again, sorta like a weaponized fishing rod. Will damage both on throwing and returning.
* **Spear**: Tinker tool implementing trident like behavior. Works both as a melee weapon and a ranged weapon when thrown.
* **Boomerangs**: Replacement for shurikens, essentially just a spear that has returning.

### Ancient Tools

Ancient tools are being considered for 1.20, but may be held off until longer.

* Ancient tools are unique tools that appear as loot and cannot be crafted.
* Each type of tool will have a unique method of obtaining.
* Each tool features a randomized head material which determines stats and repair material. They can additionally be modified, and may start with some random modifiers.
* Each tool combines two functions in a way not previously seen in craftable tools.
* New tools potentially include:
* War Pick: a cross between a pickaxe and a bow, can be discovered in illager outposts or raids
* Knight's Shovel: the shovel wielded by one of the greatest warriors of the past, found in dungeons or in the hands of zombies
* Battle Sign: The Zisteaonian combat shield of legend, found in nether fortresses and pigmen hands
* Ancient Trident: a throwable high range weapon, found in deep sea chests and wielded by drowned. May or may not replace [spears](#ranged)
* And more!
* Expect the tools to be slightly stronger than craftable tools on average but weaker than a well designed crafted tool.
* Tools will have some randomized stats balancing them in favor of one of the two functions.

### Projectiles

Considering bringing back projectiles with tool materials:

* Projectiles will contain typically 2 materials, but will not support modifiers from recipes.
* Crafting will produce a stack of projectiles instead of just 1. Durability will not be ammo.
* May support modifications after the fact, such as tipping with a potion or filling with a fluid.

Variants:

* **Shuriken**: Throwable projectile item with 2 head traits.
* **Arrow**: Launched in bows, with a head trait and a handle trait.

### Materials

Several new material tiers are planned:

* **Tier 4F**: Tier 4 materials requiring the [Soul Forge](#soul-forge) instead of advanced alloying.
* **Tier 4E**: Tier 4 materials requiring early end access.
* **Tier 5**: Ultimate materials requiring combining severlal methods of material crafting.

### Slimesuit Slimy 2.0

**More Slime:**

* Instead of making the slimesuit from enderslime, make it from any slime type
* Use the soul forge to craft it.
* Each slime has different effects! Like clay for armor!

**More Materials:**

* All parts will work like slimeskulls, having multiple bases!
* Chestplates use bones to boost melee effects, or elytra for flight.
* Leggings and boots do other neat stuff, will write more on it here later.

### Modifiers

**Mending**

* Consumes experience fluid from the tools tank to repair the tool
* Replaces mending moss
* May end up being a trait of one of the tier 4 or 5 materials

**Some modifier with a cool name**

* Consumes experience orbs to fill the tool's tank with XP
* Pairs well with mendings, hint hint
* You may also wish to pair some tanks with mending, goal is for mending to take fewer slots than unbreakable but more than overslime

**Throwing**

* Shiny is obsessed with this modifier
* Will be cool, but will never live up to Shiny's expectations
* Ideally will have different effects based on the tool

**Dual Harvesting**

* Like dual wielding, but for harvest
* Will let you harvest blocks with the tool in the offhand in some way. May just clone the 1.12 logic, may require you to hold right click.
* May just allow without charging anything, if not may be an upgrade.

**Charge attack**

* Way to upgrade broad tools by granting them a special ability on holding right click

**Quick ability**

* Way to upgrade small tools by granting them a non-combat ability on pressing right click

## Worldgen

### Ichor Islands

* Ichor slimes?
* Ichor slime islands?
* Would all be on the ceiling
* Geodes may partially replace this, not sure.

### Teantium Ore

New end exclusive ore used in the soul forge. See the [Soul Forge](soul-forge#teantium-ore) for more information.
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