The only thing that mod doesn't have is calf shields.Sounds like something that could be added onto Factorization's already existing date tracker.
The only thing that mod doesn't have is calf shields.Sounds like something that could be added onto Factorization's already existing date tracker.
*cough* @chbachman's modular armour *cough*The only thing that mod doesn't have is calf shields.
The only thing that mod doesn't have is calf shields.
I was referring to FZ's hodgepodge of "useful" items and mechanics.*cough* @chbachman's modular armour *cough*
Whilst alluding to xkcd I believe, but the first thought that popped into my head was cow-protectionI was referring to FZ's hodgepodge of "useful" items and mechanics.
The mod with the blood moon gave me this idea. Could be an addition to it if anything too. (Sorry if its been suggested). Given additional lunar effects as well.
Eclipses:
When it happens, it becomes progressivly darker out. Can happen during day or night. I'm not certain of gamma values can be changed over time but it makes world darker then "night" values. Perhaps use the blood moons ability where it brings out reds in everything that an Eclipse brings out the blacks of everything (same principle just different hues). Monster spawn rate is increased.
Moon Phases:
More cosmetic if anything but the Moon Phase gives different light levels. While Night can still spawn monsters regardless of phase, a full moon has a light level of say 4 while a new moon has a light level of 0 (like current night)
This is more
I had plans for the calender concept to be incorporated into my mod a while back. I still haven't gotten around to actually doing it yet; I probably won't until at least December (after the initial mod release). In case either of you are interested in testing it and making suggestions, I'll add you to the conversation.What about a whole calender mod of dates with special skies, light levels, spawning rules and effects on players, such as "Day of Might" "Blight night" "Spider migrations" "Peaceful week" "Harvest festival"? It shouldn't even be too difficult to make customizable, since the only thing the mod has to track is time.
I had plans for the calender concept to be incorporated into my mod a while back. I still haven't gotten around to actually doing it yet; I probably won't until at least December (after the initial mod release). In case either of you are interested in testing it and making suggestions, I'll add you to the conversation.
Progress has been great, it's just that the world events have been somewhat low on my priority list.Hooray for delays in progress!
If a legendary stone sword could beat a diamond sword, everyone would just craft a ton of stone swords.What about a mod that gives tools a random modifier prefix & effects upon crafting, kinda like how Terraria does it? Would be funny to see someone wielding a 'Huge' Diamond sword fighting a person using a 'Legendary' Stone Sword, and the Stone Sword guy wins.
Progress has been great, it's just that the world events have been somewhat low on my priority list.
If a legendary stone sword could beat a diamond sword, everyone would just craft a ton of stone swords.
Minecraft is a very different game than Terraria. Even though in both gear is the most important real customization you have as a player, wealth and infrastructure is the deciding factor in player progression in minecraft- a good Terraria player has a good sword to kill bosses, a good minecraft player has a good pickaxe to collect diamonds. MC combat is not a big goal in itself and is ultimately dependent on the situation and tactic, not any 5% dps increase.
It has been done, wait I'll find you itWhat about a mod that gives tools a random modifier prefix & effects upon crafting, kinda like how Terraria does it? Would be funny to see someone wielding a 'Huge' Diamond sword fighting a person using a 'Legendary' Stone Sword, and the Stone Sword guy wins.
That sounds more like what the actual mod should include. At the very least an "Easy Mode" config option.I wish someone would make an addon for mystcraft that takes out the RNG out of mystcraft
being able to create worlds how you want them to be, being able to create linking books with the exact effects that you want, perhaps even being able to delete ages ingame
ofcourse there would still be instability, but instead of finding out if there's instability after entering an age, you'd now be able to see if there'll be instability in an age before writing it, where it could even tell you what kind of instability there'll be
That sounds more like what the actual mod should include. At the very least an "Easy Mode" config option.