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mickelus
mickelus

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Patron input - May 2020

I'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:


Basic shields

A basic implementation of shields, partially covering some of the points I've listed on github:

Basic armor

Basic implementation of armor, this would be a separate mod as I want to change some core mechanics of the game.

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.


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