Patron input - May 2020
Added 2020-05-01 01:13:15 +0000 UTCI've got a few interesting options for what to focus on next with tetra and I hope that you can help me decide what to go with first. I've listed all of the options below and voting can be done in a separate poll. I wanted to have a bunch of concept art in this post but I spent too much time on the details, so that will have to wait til next time!
Ancient ruins upgrade
Make the search for ruins less tedious and integrate the use of salvaged items in modular items with the following:
- Replace the belt booster with a lootable module from the ruins which is usable for belts, swords and double headed tools
- The boosters can be upgraded to accept fuel from thermal cells (swords and tools only accept cells), this is the start of powered items (I've drawn alot of inspiration from caves of qud here)
- Cells will have an overheat mechanic in addition to slowly consuming it's charge as it's used
- Hammers, extractors and transfer units can be salvaged for parts related to thermal power
- New salvage parts can be used to hook up thermal cells to items, either directly on the item or through wiring from a thermal cell stored in a toolbelt pouch
- Improved structure generation to guarantee that ruins always contain blocks that yield progress
- Change forge hammers to generate as broken, can be repaired using parts from hammers, extractors and transfer units
- Entrances to forged structures generate on the surface of cold biomes
- New upgrade for the holosphere that allows it to indicate the presence of nearby ruins
Basic shields
A basic implementation of shields, partially covering some of the points I've listed on github:
- Shields get three module slots: Shield, handle and bos
- Shield: major module, provides durability, three different modules: tower, heater & buckler
- Handle: major module, provides integrity.
- Shield boss: Minor module, alters behaviour, only basic boss (for now) which allows bashing
- Shield durability: Shields take damage based on how much damage is blocked, different variants have different amounts
- Durability damage reduction: Reduce the damage the shield takes by a flat or percentage amount, varies between shield types
- Partial block: Bucklers only partially block incoming damage, either by a flat amount or a percentage
- Projectile block: Tower shields always block, heaters in a timeframe, bucklers do not
- Max block duration: Limit the amount of time a shield can be held up, should go on cooldown afterwards. Applies for heaters and bucklers
- Shield bash: Click while holding shield to bash target, dealing damage and slowing/debuffing them. Cooldown varies between shields
Basic armor
Basic implementation of armor, this would be a separate mod as I want to change some core mechanics of the game.
- Temperature resistance: Temperature differs in different places in the world, different types of armor can increase or decrease temperature resistance. Being in environments with extreme temperatures yield the worst the effects get (i.e. slowdown, nausea, taking damage), while the effects are mild for the less harsh temperatures (i.e. health regen is reduced and the player exhausts faster)

- Basic module setup for each armor slot, two major modules for each (one provides integrity, one provides armor) and minor modules for a few (throat for boots, shoulders for chest, face for helmet)
- Lighter armor uses significantly lower integrity which allows for much more customization and utlity
- Rendering on the player may be a thing early on depending on how difficult it is
- Perhaps some movement/harvest/swing speed modifiers if it's easy
- Perhaps some stealth mechanic hacks if it's possible
- I'll wait with releasing this publicly until it's in a decent state, so it will be exclusive to patreons and some test servers (like forgecraft) until then
Tinkering
A collection of improvements to make crafting more interesting and to further integrate with other parts of the game.
Expand lootable modules
Expand tetra with a system for modules similar to the stonecutter and earthpiercer where single modules can be looted in the world and attached to an existing item or used as a basis for a new item, these can have unique effects or be slightly better than the crafted modules. Datapacks will be able to add new types of unique lootable modules.
Blueprints / schematics
Can be rolled out on top of a workbench to unlock crafting of new modules and improvements or to apply additional effects when modules are crafted. Looted from chests, bought from villagers or drafted by the player as a result of advanced honing.
Usable bookshelfs
Clear vanilla bookshelfs by rightclicking them with a hammer, can then hold scrolls and books.
Repair kits
Allows repairs of modular items in the regular crafting grid (player or crafting table). Comes in various qualities that can repair different amounts of durability before they break. Repairing a modular item several time using a repair kit has diminishing returns (full durability is still drained from the kit each time), this resets when the item is properly repaired in a workbench again.
Racks
Can be used to hang tools (or any item). When tools are hung on a rack near a workbench (probably within a 3 block range) they will automatically be used when crafting in the workbench.
Tinker villager
- Buys modular items based on partial requirements (e.g. needs at least one stone hammer head, or at least sharpness III)
- Buys items salvaged from the ruins
- Sells unique modules, repair kits and racks and blueprints
- Sells obsidian hammer when fully leveled
Patreon cosmetics
I've figured out a cheap way to provide additional workbench options to patrons and I could use this to hook you up with some sweet cosmetics before we reach the current goal at €300. This would mean simpler cosmetics for all patrons, and more flashy and "complex" cosmetics for higher tiers.