Open bookerthegeek opened 7 years ago
Thanks for the suggestions :) I've had a brief read and I'll get an actual response written at the weekend.
Now that I've actually got round to looking at this properly.
1 - SSTOW - It is possible - as long as the soul shard has the correct information to allow me to create the prism. As for the dump of every mob - would you believe I don't actually know any of them until you hit them with the prism :) mobXpCost is the base amount of XP that is fed into the calculation for the total cost of spawning a mob. Unless it is specified in the config as part of globalSpawnCostList, then it uses the value of XP that the mob would drop on death.
2 - Due to the way that mob drop learning has to work, I cannot use just one place. There has to be one place per factory. It is not a great solution and I'm now looking at using a separate, 1 chunk wide dimension to try and fix this. 99% of all drops are handled by the Forge event system and it is only the handful of mods that use spawn in world that are an issue.
3 - globalDropBlacklist - prevents the item from being generated as part of the loot. Granted I may have to update that to allow it to include the XP shards.
4 - The idea of learning drops based on mod specific weapons I like, but I have my reservations. The first is that it means more combinations of things to learn - currently we have the 4 looting enchants. That would have to be increased to support 4 lootings enchants + special weapon. Secondly is that I need to make sure that the "other" mod author is okay with this. eg. Is WayOfTime happy for my farm to generate will - if he wasn't then I wouldn't add support for that specific item. So all possible,
5/6 - I've started learning the Guide API so I can get some real documentation in place - as the current lot is ..... an embarrassment :) So once I've got the basics of that setup I'd certainly welcome any contributions to that in terms of content. (guideapi-dev branch)
7 - I'm hoping that I've not screwed up there. The ritual should align with the tier III, but not conflict with the tier IV. The only issue with changing the ritual is people that already have it setup wont be happy. Possibly something to consider when I put more effort into 1.11.2.
1- I do believe that SSTOW has all the information on it, at least it has everything but the XP cost that a mob prism has. 2 - That sucks & I hope you have an easy time figuring it out. 4 - You could have the Item be Incompatible with the looking upgrade 7 - It does lign up, I thought it would make more sense to line up with the top tier alter but that makes sense.
1 - I'll need to check their source code, as the main thing I need is the internal Minecraft name. 4 - That might be a valid option. A single level, mod-specific upgrade that prevents looting from working. I'll need to think about how I could maybe work that in.
So I'm starting to look at 1.11.2 and I'm probably going to put new features into that and leave 1.10.2 as kind of feature complete. Because of that I'm looking at a couple of your suggestions. I did have a query over one.
So for 3 - the disabling of XP shards, my only real question is why as that kind of removes the point of the XP upgrade. I can do it, I'm just trying to understand the issue that the XP upgrade is causing.
They are not causing an issue, more so for pack creators. In my pack you only gain experience from mining is why i asked.
For the experience it would probably be easier to have a config to disable experience drops seperate from the drop blacklist that would also remove the experiance upgrades.
That makes sense. What I can maybe do is add a config option that will disable the recipes for the experience upgrades and also if that is set then I'll skip the xp generation as well. I'll raise a new issue for that and roll it into a 1.4.1 release soon.
Another issue you might want to look into handling is the rebirth of mobs, or reinforcements. I know for example the Natura Nether Spiders spawn a configurable amount of baby spiders on death. As you are only killing the mob you spawned in, this causes the amount of baby spiders to grow... quickly.
They are getting blacklisted then. One of he drawbacks of supporting a mobs by default. [#210]
Gotcha... Question... Could you cancel the event that calls for reinforcements? I know Zombies also have the same thing but that is in default minecraft.
The code from Natura seems to spawn the baby spiders on the setDead call, rather than on an obvious event. So I don't think I can cancel it.
:sad face:
Can I take it that the big Heatscar Spiders drop something useful/interesting, that the baby ones dont, hence the sad face.....
Not normally....
Ok, so im in the process of making a pack. And the main point of the pack is to test the players anger managment skills. So... Lots of messing with the players.
That being said, im slightly ocd about some things. As such i've disabled the blank prisim crafting and created recipes for each mobs version of the prisim requiring souls shards tier 4 crystals.
It is nothing big, just this will be the only one that i dont now have. No worries, adult or baby will just give the baby spider prisim.
Added #212 for the disabling of the XP components.
So I kinda wanna chime in on the Soul Shard thing.
It probably would be relatively easy to implement. Grab the Soul Shard's "Entity" tag, put "Woot:none:" in front of it and apply it to the Prism as "MobName" tag.
Since I'm changing things for 1.12. Prisms will now need to be programmed with a hit, then the mob has to be killed, before the prism will work on a controller. Death count can be set per mob.
Since I'm changing things for 1.12. Prisms will now need to be programmed with a hit, then the mob has to be killed, before the prism will work on a controller. Death count can be set per mob.
Great mother of god this is going to be fun. :)
Basically I'm going to let you configure just about anything on a per mob basis. Eg. Override the number of mobs for the mass upgrade, disable upgrades at the tier level, change spawn time etc. Fingers crossed it all works. I'm also changing the farm shape and making the tiers build on the previous layout.
Back again... Just another thought. Could you add a Reaper Upgrade that only turns on when Draconic Evolution is also Installed? For the Mob souls.
I'll stick that in my list of things to look at for 1.12. I'm not sure of the logic for mob souls generation, I'll have to look at the Draconian code to see how it fits together.
It is just a drop chance, yet slightly higher than what you test for. Default config is;
Have fun reading the... commented out code, and the comments for the code. It is slightly entertaining to see some of the rage.
Heyo!
Me again, sorry to bother but came across some interesting suggestions from the beta testers for my pack. Feel free to let me know if any of them are idiotic, or if you would like more.
mobXpCost:
signify?Sorry for the dump of ideas and questions. As I've said before and I'll say again, love the mod. Also, it is an integral part of my pack so I there's that, not much but hey. Looking forward to whatever ideas you come up with next.