AntMCDev / MCSkyblock

The Official MCSkyblock repository
MIT License
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[Topic] Next Versions release Checklist. #28

Closed JosephMillsAtWork closed 2 years ago

JosephMillsAtWork commented 2 years ago

Proposed Changes

Please note that this is a work in progress and is up for debate

The goal is to be able to have a double chest of all items no matter how the settings are setup.

Example: Disabling end city structures. Enables Shulker shells from cleric

Generator

Trading

There will be a new mod soon that will have new villagers in the game. Please see this [repo](for more details)

Loot

Crafting

New:

Removed:

Misc

AntMCDev commented 2 years ago

Ok, so the reason behind the bounding box was originally a feature request a while back - some users wanted witch huts, fortresses and monuments to spawn without having to mine up all the blocks, while still being able to spawn the relevant mobs. Admittedly the way it currently does that is very hacky, but it does work - possibly room for improvement though.

As for the changes, for the most part I think those are good ideas. However considering the goal is "The goal is to be able to have a double chest of all items no matter how the settings are setup" wouldn't quite apply with some of the removals. Possible we keep as-is (or make harder, but not impossible) if the relevant structures are disabled and remove those options if they're enabled.

1) "Reinforced deep slate will be removed from masons. (ancient city)", "Sponge from wandering trader (Ocean monuments have these now)", "Lava bucket from wandering trader. (One can get lava from the runned portals. Or we can add the bonus chest)", "phantom -> elytra (You can get from the end)", "HOV for diamonds (diamonds can be found in ancient cities and shipwrecks ect )", "Budding amethyst (we can make geos spawn now.)", "witches drop nether wart.(can get from fortress and custom structures)" - If structures are disabled, you wouldn't be able to get a double chest of those.

2) "drowned's drop gold. (Gold can be made with pigman farms)" - Lets say you're playing with no custom structures, how would you get to the nether to be able to get nether wart / gold? Current progression would be getting a witch to splash potion another witch + golden apple on a witch to get a villager, this enables aquiring emeralds which can be traded with the wandering trader for a lava bucket to make a nether portal.

3) "mycelium has been removed" - unsure on the rationale of this one, there's no way to get mycelium even if all vanilla structures are enabled (could move to a dedicated villager maybe). Seems antithetical to the double chest of items goal to just remove it completely

4) "grass has been removed. (spawn island, starts out as grass)" - might be tricky if someone decides to do a one-block start, tree log might cause it to revert to dirt before you have time to cut the log down.

Final thoughts on this, if we're making these new villagers core to being able to get all the items / achievements in the game, would it not make more sense to store them in the mod itself? If not, then it would probably be worth making the base mod have a dependency on that villagers mod at least.