Closed vizthex123 closed 1 year ago
First and fourth point is referenced in #7 Second point was fixed in 2f7fbbbde562163d720cf55349459a563209a496 . For the third point, I'm not going to make each permit a different item and define it in mod config because that could get too bloated and much more difficult to handle for modpack makers/server admins that have a LOT of permits, for example if they want every item to have a different permit. "Fiddling with NBT data" isn't really difficult if you know how to do it, it exists for a reason and this is an appropriate use for it. For the final point, I am not sure what advantage bringing custom Rarity would bring, it seems like a rarely-used feature, and it's not able to be done via NBT, an item can only have one "base" rarity, and only enchanting can "upgrade" this rarity, so it's not planned
I personally use the 1.19.2 version of the mod, but having these on all versions would be nice.
I suggested a GitHub Wiki for modpack devs that was put into #7 already
Commands to add/remove permit tiers so testing is easier. Also one to delete (or at least reset) the default account.
Bringing back tabs from the original mod. Made categorization much easier.
Being able to search by sell price in the UI
Set permits in mod config (or with item tags - my preferred method. Could be
adminshop:permt1
,adminshop:permit2
, etc.)) rather than fiddling with NBT DataIf you want to keep the NBT data, adding a CraftTweaker example to the mod page would be nice
If NBT data is kept, being able to add a rarity to items would be nice (though I'm not sure if Minecraft even lets you do that)
Reverse the tooltips in the shop - shows the item name first, then the value under it (or next to it)
If I think of anything else, I'll add it here.