-
-
Notifications
You must be signed in to change notification settings - Fork 38
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Silent Gear 4 Changes (Open Discussion) #679
Comments
For repairing - may be use the same mechanics as synergy estimation to check possibility/penalty for material replacement. |
Well, since you described this as open discussion, I'll toss in my own opinion... I'm rather worried the new synergy/alloy system might be too simple. I haven't actually tried it for myself yet (not enough other mods on 1.21 yet), but from what it sounds like, the new alloy system is liable to very quickly lead to some immersion-breaking materials -- yes, a wool-diamond hybrid (please don't call it an alloy just because the fans do, alloys mean something very specific T.T) will probably suck in this model, but it shouldn't exist at all outside of outright magic or creative-mode shenanigans. My complaint would have been something much more specific, like "there's no way to combine organic mats so tagging something 'organic' is actually a secret nerf because very few materials are so overwhelmingly powerful as to be worth using on their own", rather than "completely uprooting the whole system." Similarly, the synergy system... well, admittedly, the existing system is a bit weird, yes. But it's weird in a complex enough way that there are cool edge cases that can be exploited -- and certainly for me, weird exploitable edge cases are the point of Silent Gear as a mod. Practically every mod offers their own custom gear sets, and most of the famous ones -- Mekanism, Ars, Blood Magic -- offer customization to some extent. Silent Gear is the one that gives me enough depth to the system to really sink my teeth into and feel like I'm smithing gear, not just picking out ingredients in a shopping mall. To that end, it's really important that every mechanic that contributes to the overall power level of an item sit in a fairly narrow range of effectiveness -- weak enough that you have many plausible candidates to think about, but strong enough to be worth the effort pursuing it (and make you feel clever if you spot a useful combination). I worry that "needs to share multiple tags" will very quickly winnow you down to two or three candidates right off the bat, before you have a chance to consider anything else. |
This is an open discussion for the Silent Gear port/rewrite for Minecraft 1.21(.1) (NeoForge) and beyond. AKA the OMG I'M DROWNING IN CODECS update.
I'm mainly just trying to document what I am working on. Mojang's addition of
DataComponent
s (which are awesome) spurred me to make a bunch of changes that were honestly overdue. So, here is a non-exhausted list of changes, ranging from less to more technical.Completed or In-Progress Changes
MaterialInstance
andPartInstance
had their interfaces and all other implementations removed. Those classes can handle any context now.Planned Changes
Undecided
The text was updated successfully, but these errors were encountered: