yeah, it is kind of difficult to handle npcs. I kind of suggested making this usable with another mod or conversing with another npc mod maker because it would be easier than trying to make the AI yourself. hounds are a bit easier to handle, but npcs would need a better AI than a hound for them not to look like a complete idiot who wants himself killed. npcs are also kind of nice to have because it would be a hassle trying to teach my friends how to install APIs and such from the phone but at the same time you want someone to have your back that can at least do some of the things you can.
well that's a bit far off. no real priority,
however, all firearms in next update will be slightly less accurate. BUT aiming them will improve accuracy (improvement starts with 1 second, ends with 4 seconds, giving a large accuracy bonus the longer its held). And arquebuses will be craftable with regular iron
would you have to heat up gray iron rods like you do in regular MF as well? and if the arquebuses are going to be easier to craft, would the matchlock mechanism be easier to craft too, or is it going to be where all the effort is put into making the gun?
so you wouldn't need to make gray iron for the arquebus, but would you still need to make it for the flintlocks and above, or is gray iron going to be removed entirely?
everything is the same with the fints, gray and refined steel still exist for them and the tools/armours.(also taking part in some blocks later down the track)
just the arquebus would be iron made(though with engineering, you would sill need refined steel and gray iron to make the crafting things, (whatever they may be). after a workshop is made, then you won't need any more for that purpose
a suggestion, for all the extra iron, gray iron, and refined steel we have, they could be put in to make say an arquebus a better tool. some ideas i had along this line are expansions on bayonets. iron and an iron rod in the mix would make a short, semi-makeshift short spike bayonet. two gray iron and a gray iron rod would make a long spike bayonet, longer reach, bonus against armor, less chance of a critical hit. a refined steel sword, gray iron rod, and a piece of leather would make a sword bayonet (obviously), better critical hit chance, shorter range, the handle would function as a grip for better accuracy. some changes might have to be made for balance, but it would be nice to include it.
well i wasn't going to suggest a full on warfield 3 customization like selection of arquebuses, there weren't many types of bayonets other than spike and blade, and there still aren't. what i was suggesting was trying to include some sort of variety like you did in MF in weapon types in case there are people that use this as a standalone mod. after all, there isn't any two handed weapons in this one like there is in MF, from what I've seen, the refined steel sword is the only melee only weapon in the mod, maybe people would like to see a refined steel pike. pikes would be interesting to work with because, historically, they ranged from (in mineccraft terms) 3 blocks to 7 blocks and a slab in length and used more in this time period than any other.
well the expansion isn't ment to be standalone, it just works alone. but this is extremely early development, and doesn't aim for weapons. they: though complex, were the simplest to add, it really aims for a progression sort of thing. if you can find some creations that aided the tech build-up in those ages, it could be added.
the trouble is finding some notable ones... perhaps some lens crafting for telescopes, maybe for looking at things far away, it was far to early for them to be used for firearms. or for a more decorative purpose, wallpaper. steam engines were invented during the renaissance, but how would you include that without going from renaissance to steampunk?
the steam engine was going to be a very late creation, being machines to make components, for engineering, they would be hand cranked until the steam engine comes in.
as for scopes.. not quite sure if it's possible to modify the field of view so easily and without edits
also: about the firearms, do note that there will later be ornate hidden recipes for most of them, made from decorative materials while having unique components
so how would the hidden recipe come in, would the schematics be used as part of the recipe, like say you wouldn't be able to make it without the recipe being put somewhere in the recipe?
not entirely certain, it could range from a basic image that is found ingame or the engineering GUI has schematic input. it would probably be a real simple system with no special variables remembered, or schematic copying, making the schems a valued resource. though that would cause controversy, with people bugging on how it should have some kind of way to remember it(that uses a system i've never come close to understanding).
the schematics, although difficult, would be the better option if you're going for progression. with the schematics, you would actually have to do the necessary work to make them instead of starting a world for the first time and saying "I remember how to make this, let's get that first and be uber powered", it would either be schematics or specific parts that can only be found and not crafted, though the later would need to be generated in new chunks, and even that's a bit iffy. some worlds i only keep walking and it's not so late in that new chunks start to generate.
probably, but it's going to be a pain dealing with those who might think it be an "idea" to suggest some kind of thing that memorises if a player has obtained an item. although it takes a lot of work to make it less valuable
personally, id like if schems would be needed for each craft, because no person can just read a book and know exactly how to do something all the time
it would give the printing press an actual purpose as an invention, but you would need some feature to nerf it. after all, if you had a sugar cane farm and a good source of squids, it would be easy to have infinite schematics if the machine had infinite uses or the machine would use normal paper and ink.
well.... I don't think they existed in the renaissance. but they did take hours to calibrate. but duping schematics could just be slow. or just make them common.
the problem with making them common is that it would be to easy to get a hold of. an easy solution to that would be to make them common, but hard to get into. say walls made of something like obsidian with a special door that can only be opened a special way, or the use of advanced prospecting to find the correct spot where the walls are weaker.
however, all firearms in next update will be slightly less accurate. BUT aiming them will improve accuracy (improvement starts with 1 second, ends with 4 seconds, giving a large accuracy bonus the longer its held). And arquebuses will be craftable with regular iron
matchlock is made with hot iron + hot iron rod(only with MF)
Stock Hot iron
just the arquebus would be iron made(though with engineering, you would sill need refined steel and gray iron to make the crafting things, (whatever they may be). after a workshop is made, then you won't need any more for that purpose
the extra refined metals would go to better building materials in blocks.
as for scopes.. not quite sure if it's possible to modify the field of view so easily and without edits
also: about the firearms, do note that there will later be ornate hidden recipes for most of them, made from decorative materials while having unique components
personally, id like if schems would be needed for each craft, because no person can just read a book and know exactly how to do something all the time