AnonymousProductions / MineFantasy2

MineFantasy2 Source moved to MineFantasyII-Cont
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General Mod Compatibility Stuff #14

Open Pelirow opened 9 years ago

Pelirow commented 9 years ago
  1. Heavy Pick will not break blocks from some mods. (KNOWN ISSUE)
  2. Armor Ratings. (API exists for that). Possibility for a config like 1.6.4 had?
  3. MaB support.
  4. Consider building in support for one or two mods to heighten interest and show the potential of the MFII API. I would suggest considering TC4. This means heated versions of thaumium and void metal to form the thaumium and void armors, classification as medium armor, and classification of Fortress armors as heavy. Possibly consider Thaumium weapons as well, on the level of steel or black steel. Maybe could do the same for MaB stuff, or a FEW of the Metallurgy metals to see if it sparks more awareness of MFII.
  5. Dynamic Sword Skills API.
  6. Thaumcraft aspects.
  7. UBC overlay support (supposed to be easy).
  8. Ornate weapons harming Mo'C and Witchery Werewolves.
  9. MFII using the oredict? Railcraft steel worked in the crucible to make black steel, but RC copper/tin could not make bronze.
AnonymousProductions commented 9 years ago

There's API support for that,, it just guesses it and defaults as medium

Pelirow commented 9 years ago

For the block breaking of the heavy pick? That's not on your end? I tested a bunch of other pickaxes from other mods with multiple-block-breaking pickaxes and all worked fine.

AnonymousProductions commented 9 years ago

nah the heavy pick is my end, i ment the armour rating

Pelirow commented 9 years ago

Duh. Sorry, haven't slept too well the past couple of days so I'm a bit discombobulated over simple things.

Pelirow commented 9 years ago

Updated Original Comment with more suggestions/down the road possibilities. Just a list of very random ideas that could be passed off to others, taken up when everything else is done, or completely ignored.

AnonymousProductions commented 9 years ago

Mab support's already planned, got the admins approval as well.

I'm not really a fan of dynamic sword skills mod, besides there's more weapons than just a sword so balancing them is hard

well not sure if TC aspects is the same as it was in TC3 (probably is) anyway it is very time consuming

Pelirow commented 9 years ago

In my experience, when it comes to projects, organizing, ideas, and general brainstorming: put everything you can IN WRITING. It doesn't matter if you've already rejected the notion now, put it down so it's there. Things can easily change, someone else might be interested, how DSS is set up could change, ease of adding aspects could change, etc. This is just a list of any and all plausible mod compatibility options.

With a list put together that one can actually look at, you'd be amazed at how many little, new creative ideas start sprouting in your head from the useless stuff you wrote down.

Pelirow commented 9 years ago

Added an oredict comment above, number 9.