I've been debating whether or not to post the details of this project I'm working on, and I've decided that I stand to gain some potentially valuable insight and input on this project. Basically, ApocalypseCraft is my project to make a very hostile, very difficult, and very rewarding unique Minecraft experience. [Functional Features (Updated 7/3)] Radiation Hunger Thirst Custom terrain generation Instancing (dungeons, loot, and group raiding) Radio Towers Proximity chat Perks Factions Groups [In-Progress Features (Updated 7/4)] Procedural building population NPCs Subterra Dimension Level progression Faction-based protections Contextual feature usage (removes the incessant annoyance of having to memorize another set of commands) Statistics/Achievements [Revision 2 Terrain Generator Screenshots (Updated 7/1] [Perk Engine Demonstration (Updated July 8)] [Details (Updated 6/28)] I'll go point to point on the major aspects: Hunger and Thirst will be implemented (toggle-able) Water is scarce, and Ice can be harvested in blocks using a pickaxe and melted with a furnace. (I'm looking to disable the infinite water well trick) Radiation/Toxic Atmosphere: there will be a detrimental effect that arises from either being in an area of unpurified air, direct sunlight, or proximity to radioactive material (glowstone will likely be used for this.) Currency will be toggle-able between iConomy and a system of using gold (Pending my ability/decision to add NPC roaming traders) A variety of ruins will populate the world as sources for scavenging supplies and valuable items. Plant life is almost entirely non-existent. Samples of grass, seeds, saplings, and other flora will be available in Underground Repositories (Still quite rare.) Dirt is rare, and grass can be harvest using a shovel. Rare, small oases (plural of oasis, it's a bit of an awkward word, I know) lush with plant life will be randomly generated in the world. I've spent three days on this project so far after finally sitting down to learn the Bukkit API, and I'm making steady progress so far. I'm a professional software developer currently between jobs, and I figured that I could have a bit of fun and keep my skills sharp working on a project like this. If anyone has questions or suggestions, I would be very happy to receive input. Once I have a release closer to being fully functional and stable I'll be glad to provide builds for testing. [Pictures posted below are from the Revision 1 terrain engine. Now outdated.] The Ashlands are regions with gravel foundations populated by the trunks of dead trees. Deserts are the formerly urban areas of the map that have been reclaimed by nature. Glaciers are frozen large bodies of water (No large bodies of water exist barring rare glacial regions.) In addition to the barren terrain, I've hacked together a system for populating the world with ruins of the previous civilization that I've designed. (I might switch these structure patterns to a format like XML so that users can customize/add structures that appear in their world.) The first structure that I've added is similar to the dungeons found in Vanilla Minecraft. I'm calling it an Underground Repository for now, and the purpose of the repositories is to act as a small concealed cache of supplies. Repositories will either contain food, plant life samples, or gold/commodities. The first major UI element that I've started working on is the Wasteland Guide which can be used to provide players with information about the adjusted mechanics.