Feature vote 2
Added 2021-01-24 15:41:07 +0000 UTCI'd love to get some input from you on what to work on next! Going with smaller features will hopefully make it possible to do this more frequently.
Destabilize content overhaul
Change destabilization to no longer be negation of existing enchantments, but instead increase some stat(s) at the cost of another similar to how some modifiers work in terraria. For example:
- Ethereal: Significantly increases durability but gives a small chance to miss
- Burdened: Increases damage dealt / efficiency but using the item drains the food bar
- Haunted: Breaking a block may randomly break another block nearby, attacking an entity may also damage another nearby entity
With the current content for the destabilization system you pretty much always want to cleanse effects instantly, which feels like a chore. In the future this could be improved to allow some way of locking in destabilization effects that you'd want to keep.
More lootable modules (+datadriven)
Proper implementation of lootable modules (i.e. the stonecutter and earthpiercer) where single modules can be looted in the world and attached to an existing item or used as a basis for a new item, these can have unique effects or be slightly better than the crafted modules. Loot added to all types of vanilla worldgen chests, possibly to some villagers depending on the time that would take.
Some examples of what this could be:
- Throwing knife: Sword blade that allows swords to be thrown
- Sturdy guard: Sword guard that allows swords to block for a short duration
- End spear: Single tool head that teleports the player when thrown (or in some other way for non-light handles)
- Random major modules with a set of already applied improvements
Datapacks will be able to add new types of lootable modules.
Blueprints / schematics
Can be rolled out on top of a workbench to unlock crafting of new modules and improvements or to apply additional effects when modules are crafted. Loot added to all types of vanilla worldgen chests, possibly to some villagers depending on the time that would take. Initial content would be something like:
Some examples of what this could be:
- Unlock crafting for the unique lootable modules listed above
- Warforging: Turn tool heads into weapons, increasing damage and providing some ability or effect based on the tool
- Material treatise: One for each material group (wood, stone, metal etc), applies the quality improvement when crafting major modules from a material covered by the treatise
Would like to add to this in the future so that schematics can be "discovered" by the player as they hone modules, salvage parts or perform in world interactions.
Booster overhaul
Change belt booster to only be craftable from combustion chambers, boosters only accept fuel from thermal cells (for now)
- Significantly increase the potency of the booster so that it's balanced more in line with jetpacks from other mods, but still focus on quickly moving distances rather than hovering in the air (I'd like to add another belt module for hovering in place / creative-like flight)
- Use some form of overheat mechanic rather than draining a buffer as it's used, becomes more potent as it overheats but deal increasing fire damage to the player
Would like to expand on this in the future with additional types of fuel cells with their own behaviour (where overheating would be specific for thermal cells), and bunch of modules that utilize power cells.