Open ghost opened 5 years ago
What kind of compatibility would there be?
Possibly the ability to remove, share or alter a Time Lords DNA, or traits?
Interestingly, regenerations mod also adds random genes when you regenerate on death. I think it's new...
Not sure if you could extract those genes and convert them to genetics reborn genes...
Thing is, if you can do that, you could (me being the expert here 😝) do this to any lucraft based mod power as regeneration mod is based on lucraftcore.
Imagine a horse with the powers of Thor, a wolf with wolverine powers...
It could also be used to copy lucraft powers between players if needed with share genes
Maybe a simpler regenerations mod interaction could be to synthesise the time lord ability allowing you to survivally gain infinite regenerations! Big grind!
The Regeneration mod uses the Forge capability system to store it's info. It's very easy to access but generally requires you to make the mod a dependency. Detecting the mod exists is easy, but as soon as you add classes from that mod to yours you are locked in to requiring it. I don't want to require player to include regeneration if they don't want to. I'm looking into some shenanigans with reflection and proxies to get around this. I'll be testing it with the Robotic Parts mod first, and if I get it working there, I may come back to this mod.
Note that this mod already has ways for you to get more regenerations, and you can turn on infinite regenerations in the config, so adding a gene isn't THAT exciting...
But I am TOTALLY GONNA STEAL their idea of the climb-wall trait for a new spider gene.
I did more digging into the LUcraftCore mod, their list of abilities and our list of genes are pretty similar, they have many different ways of getting them, and the powersuit and skins are cool but I think it's a different concept. It reminds me of a cross between this mod and the old Modular Power Suits mod (which also had that IronMan thing going for it).
Trying to merge in their genes would create a lot of overlap, or I'd have to disable a bunch of our genes in favor of theirs. I think it's two separate mod concepts. I may consider altering the player's form in a future release, but I've seen lots of problems with that. There's a lot of mods that change the player and you end up running into conflicts.
As for the Regeneration mod, it already has its own ways to add regeneration, as I noted. So I don't want to step on his balance. I'll leave this idea open, because who knows in the future, but for now, it's definitely a parking lot item.
Regenerations is mah boi I've been using it a lot lately. It's got a new thing, the Chameleon Arch that lets you store your regenerations and trait away into an item and revert back to your original human player form... and the fob watches from it store raw numerical regenerations in the fob watch's damage value.
what if you could... make a scanner that scans a stored timelord's personality stuck inside an item, and then produces an ability/genome from it?
Genes could include "death prevention regeneration" which has a cooldown and similar effects. and all the different genes it can have converted into forms that your mod has made for itself. You could also let players scrape players for the genetics related to their current timelord form.
Although not sure if you'd be able to let the chameleon arch store and rewrite dna from this mod unfortunately without becoming a dependency. :<
What kind of effects/genes are related to a timelord form and how are to storing them on the players? are you using Forge Capabilities or Atrributes or something else?
GR has its own version of death prevention, but if there's a way to tell if a player is a Timelord, I can have our death gene not work in favor of your system.
Ah, sorry, wrong wording, not mine as in mine. but as in, I'm just saying, I know a bit about it cause I've been using it a lot. i'm not sure about the inner working of the regenerations in relation to the player themselves. that would have to be pointed to Swirtzly... who is trying to port stuff to 1.14.4 currently. :V
But I can tell you the mechanics on a gameplay level from testing and stuff since I've literally built a pack around using it to survive...
OH! ok, I check back at the code base as see what I can find out.
I would honestly love an ability scraped or synthesized from timelorded players to like... give an entity a buff that, although not animated would let the entity survive death every couple minutes and explode in a burst of light and particles like the regeneration and gain healing over time and damage resistance, like a resurgence second chance auto undying totem kind of thing.
But there would be stuff like athletic which is basically a combination of speed boost, jump height and step assist. Lucky that gains more xp. (not sure how though, if it's related to kills popping more xp or if each xp is worth more). Strong that lets you deal more damage. Bat that lets you get a duration of night vision when you're in dark areas. Strong skinned that makes arrows ping off passively. Heat resistant that either greatly reduces or nullifies being caught on fire (not the fire damage from standing in it or lava) Then negative stuff like dumb for less xp, hungry that makes you periodicaly get hunger debuff for a bit and hydrophobic making you nauseous in water,
personally i found the regeneration mod's gene traits a bit annoying. along with those "cool shaders" config. i disable them both in every modpack in favour of this mod
as far as integration goes, maybe being able to give other mobs - villagers (maybe changes the trade options), pets (id love it if my tamed wolf/horse could have a limited number of regenerations) - but this would require having "give genes to other mobs: true", which i disable in favour of preventing lag on an aternos server (any hand out for less lag i'll take on that!)...
When the player becomes a Time Lord, their DNA and biology is changed to allow for regeneration (Not the same as the potion effect) Could there possibly be compatibility?