Nice work @Senseidragon ! Is there a way to have these penalties set in at differing y-levels, or is it all or nothing? Either way I can see this helping to police my judgement, which is occasionally suspect.
Nice work @Senseidragon ! Is there a way to have these penalties set in at differing y-levels, or is it all or nothing? Either way I can see this helping to police my judgement, which is occasionally suspect.
I could certainly alter it to allow for different effects at various y-levels, but terrain being what it is, it can sometimes end up being nonsensical if it isn't all relative to the calculated surface level where the player happens to be. If I just say effect 1 happens below y=50 for example, the player can go scuttling all through the extreme hills biomes with tons of rock above them while never dipping below y=50.
Personally, I think I prefer mode=1, where I can just specify a number of "freebie" blocks that I'll ignore as inconsequential overhang, then start counting from there when you begin spelunking. A simple helmet of any type will protect your noggin until you pass your "freebie" amount + 20 or so blocks, at which point you're deep enough to also justify some chest protection as well. As you go deeper, more protection is necessary.
Short of getting seriously complex a-la Enviromine, Reasonable Realism, or Tough as Nails, I think my simplistic solution is a pretty fair trade-off.
If you've got more ideas for adding flexibility though, I'd love to hear them.
I can't help but agree that your system is better than a straight Y-level dependency, but I guess the spirit of my question lives on. Is it set up currently to impose the debuffs all at once, or apply each one at differing depths (of course, gear mitigating what it would)?
I feel like a full load of debuffs is a bit too strong for someone who has wandered just a bit too far down, whereas a system of increasing debuffs would still work. I imagine Mining Fatigue striking first (you couldn't mine anything, but you could still light up that cave under your house), then Nausea. After that, Blindness and Confusion can punish the truly defiant spelunker.
Perhaps rather than a straight True/False you could have numeric values as to what depth each struck (to make it more customizable), with a -1 indicating False? I'm by no means a modder, so I'm really just throwing this out there with no knowledge of how to make it work or the time it would take, so feel free to tell me to go sit in the corner.
I have an updated version of the mod for Minecraft 1.10.2 I will upload tomorrow. I will backport it to earlier versions in the next day or two. It (mostly) covers the suggestions made by @Inaeo.
Nahh, I'm still just a Refugee. @The Mobius Archives rules! He's done a fantastic job over the last couple of years with his consistent video series on the challenge, and it is very easy to get inspired from watching some of his quirky adventures.You rule.
Who are you and what did you do with that guy that used to hang around here all the time?For those still interested in my Castle Challenge progress, here is the Iron Age Tour!
...seriously, welcome back, @VaalDeth.
I've also installed custom npcs in my tfc world. I had to give myself the wand because bread is different in tfc but that's beside the point. It's really nice to have people floating around in my world even though I can't seem to make them communicate with me. Just nice to have extra movement since technically I'm the only human in tfc. No npcs or villages, so.
Sent from my SM-T230NU using Tapatalk
You would have to give yourself the items to cure it with. Apples function differently within the food system, as do metals, so you can't make golden apples. Potion crafting is also disabled (because the nether is disabled and, again, metals work differently). So, to be honest with you, there'd be no good, "un-cheaty" way to get villagers from zombies unless someone makes an addon to change the recipes for potions (I've seen one somewhere before but I'm not sure what it does about the Nether's influence in recipes) and the brewing stand and cauldron to be craftable the TFC way (now that I think about it, though, it'd probably be quite the PITA to craft potions the TFC way, not to say the rest of TFC isn't a bit of a PITA).
So, technically you could, but you'd have to cheat in the items to do it because it's not do-able with regular TFC.
[EDIT] And no, zombie villagers aren't disabled. I think it's hard-coded in the zombie code by now, so it'd be difficult to remove a specific sub-set of zombies without removing them entirely. Either that or they'd have to register their own zombie entity that does the same exact thing as original zombies but doesn't include zombie villagers.
Iron is midgame. Bluesteel and redsteel are endgame. You can't even make metal buckets until blue/redsteel. And TFC has a wiki. It's not hard to get started in and they've fixed a lot of stuff (though a common rebuttal to complaints from kitty is how common it is to go 10,000+ blocks for something). I can't tell you how many seeds I went through trying to find one with a decent amount of copper nearby before I found this one. The rest of it is pure chance and luck.The trouble is that it's almost like Survival Mode - Greg Tech edition. There's a big pay off, yes, but it can take so long it'll turn off a lot of people. I've tried a couple of different versions of TFC, but I either get screwed by ore generation, or I can't translate the tips of TFC survival into actual in-game survival. I adore the idea of TFC, but in practice it's just not an enjoyable experience on my end.
Rather than TFC making iron the end game, (Yes, it's technically steel, but you can't make that without first making iron.), I prefer mods that extend the game much beyond iron. But as with so many things, it's a matter of personal preference.