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design_document.txt
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88 lines (67 loc) · 1.69 KB
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The Dawn of Time
Features:
* Getting started
* Learning the various mechanics
* Getting used to advancements
* Basic Tools
Stone Age
Features:
* Artisan's Worktables
* Introduction to Professions
* Farming
* Mining
* Cooking
* Better Storage
* Villager trading
* Interior decorating?
Copper Age
Features:
* Modular Machinery (Smeltery / Furnace replacements)
* Glassworking
* Metalworking
* Ancient Warfare NPCs
* Ancient Warfare Automation
* Ancient Warfare AE-like storage
* Bounties on Ancient Warfare faction entities
End:
* When the player reaches Alfheim
Bronze Age
Features:
* Alfheim, heavily tweaked Botania
* Building Gadgets
* Chisels&Bits
* Profession upgrades
* Ancient Warfare Energy production
* Warpstones
End:
* When the player has at least one top-level Profession
* When the player has reached a certain level in the Druid profession
Iron Age
Features:
* Access to more metals
* Wings
End:
* When the player reaches Infernae
Middle Ages
Features:
* Infernae, heavily tweaked Blood Magic
End:
* When the player has reached a certain level in the Warlock profession
* When the player reaches Ariente?
Industrial Age
Features:
* Immersive Engineering / Petroleum
* Railcraft
* Emphasis on Factory building
End:
* When a certain number of multiblocks / train infrastructure is made
Modern Age
Features:
* Applied Energistics
* Advanced crafting with multiblocks
* Advanced Rocketry
* Magneticraft
* Custom planets, special buildings for each
* Emphasis on automation and exploring
End:
* When the player has assembled a huge Modular Machine that does something secret