MachineMuse / MachineMusePowersuits

Minecraft mod, take 2
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Fire resist items/potions completely negates heat mechanics. #826

Open Scotfo opened 6 years ago

Scotfo commented 6 years ago

Hello! I'm currently working on a modpack with this mod installed. I've run into a balancing issue when it comes to the heat mechanics. Any form of fire resist basically removes any need to worry about these mechanics at all. This leads to a bit of a nightmare when trying to balance this mod for a survival and progression-based pack. I can achieve a great degree of balance by removing/modifying most parts of this mods via the configs you've included (awesome that you included that level of customization btw!), but can't choose to have overheat damage set to bypass fire resist.

As is, I am very restricted when trying to gate how I want to tier fire resist items; and then by extension: how I want to tier progression dependent on obtaining fire resist items. Since heat is basically the only limiting factor on how fast you can spam the rail gun (minus the small kick-back effect); once heat resist is obtained it essentially breaks the pack. Just to clarify: I'm referring to the frequency of which you can fire and not how many total times you can use it. This is why I'm focusing on the heat mechanic for balance and not power consumption.

I would love an option to have the mod not set you on fire, but instead apply X amount of damage for every second your over a certain heat threshold. Another alternative would be the ability to assign a value to an instant-death state (i.e. base heat cap = 100 but heat insta-death cap = 135).

If there's an alternate way for me to achieve my goals that you might know via some other mod or some config setting I couldn't find, please let me know! I'm not picky, I just want to include this great mod!

Bluexin commented 6 years ago

Another way of handling this which would imo be lore-friendly (not that this mod has much lore, but more in a sense of staying logical with the whole concept) would be to have the items break when overheating too much. Could be explained by the circuits overheating and smelting down, much like real-life circuitry/machinery does. Maybe not total breaking, but parts needing to be replaced or something, idk. Balancing tests are needed.

lehjr commented 6 years ago

The problem is that I cannot change the mechanics of the mod after it's been released. 1.12 will have many changes, including dropping the weight mechanic and adding a module damage system, but previous versions are pretty much stuck where they are in terms of mechanics.

Scotfo commented 6 years ago

Ah, I completely understand. No worries then. I'll just have to consider it a challenge to get more creative with how I approach the situation. Thank you sir =)

lehjr commented 6 years ago

I considered doing a backport of the finished 1.12 version to 1.10, but the changes would be saved-game breaking changes that would require a hacky workaround of packaging both old and new versions of the mod into one package and having a conversion method, either one that runs automatically, or one that requires user interaction. This is less than ideal and nearly doubles the work, but since people don't read the changelog before updating, it would be necessary to preserve games in progress.

Scotfo commented 6 years ago

Sounds like an awful lot of hassle to backport to a version that will slowly and surely be taking a back seat to 1.12. You make a lot of sense. Though on the flip side consider this: if you did backport and screw up all those saves then it'd be chaos! You would then have an excuse to throw back your head and let out a maniacal cackle and revel in the destruction you have sown! Nothing like a good old villainous cackle now and again. I hear it's good for the digestion to. Godspeed on your 1.12 version good sir!