This attribute modifier would be for tools. It would be used to either make them faster or slower without having to add an enchant. Though enchants could still be applied.
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I don't really see why, Efficiency would be much simpler to use.
Things like these have more creative freedom. You can make tools faster or slower at any increments you'd like as opposed to the fixed ones enchantments/potions provide.
It's kind of like the attack damage attribute and strength/sharpness enchants. Most of the time you'll just want to modify the damage itself. This also has some pro's. No enchantment glint or potion effect on your screen, meaning less annoyance and the weapon could even be enchanted.
Efficiency only has five or ten options before you hit "instant mine everything but obsidian" range. This would have more fine grained control.
It could also be used to reduce the speed of a tool.
Some specific uses for it in adventure maps:
After going into a cave, you find your pickaxe covered in some green slime. You can't grip it well enough to mine at full speed. Toss it into some water to remove the slime.
A priest blessed your pickaxe, and you find it mines slightly faster. It's still compatible with Efficiency.
You find a strange potion. After drinking it, your tools mine significantly faster for several seconds. This isn't haste, though, since your haste beacon stacks and you don't draw your weapon any faster.
I'm not sure if this would work, but the more you mine/chop/dig, the faster you do these things. However, when you use a tool type that you never used, you restart progress on that new tool [e.g: mined with stone pick for long time, so you can mine faster with stone picks, but you get yourself a iron pick. You can still mine faster with stone, but not iron picks.]
I'm not sure if this would work, but the more you mine/chop/dig, the faster you do these things. However, when you use a tool type that you never used, you restart progress on that new tool [e.g: mined with stone pick for long time, so you can mine faster with stone picks, but you get yourself a iron pick. You can still mine faster with stone, but not iron picks.]
Would this work??
If you're worried about balance, these would be mapmaker only features. This wouldn't happen in the vanilla game.
So yeah stone tools would be faster, but only if a map maker chosses to edit stone tools to be faster than iron, though they still are locked behind what blocks they can break. Still can't properly break diamond and gold and such.
Well EndyEnderman2, DrWeegee is right. This feature wouldn't effect vanilla survival at all. It would be used by mapmakers, modders, and server creators. It would be used just like all the other existing attribute modifiers that are used in 1.11 such as generic.attackSpeed, generic.armorToughness etc.
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This attribute modifier would be for tools. It would be used to either make them faster or slower without having to add an enchant. Though enchants could still be applied.
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I don't really see why, Efficiency would be much simpler to use.
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Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Things like these have more creative freedom. You can make tools faster or slower at any increments you'd like as opposed to the fixed ones enchantments/potions provide.
It's kind of like the attack damage attribute and strength/sharpness enchants. Most of the time you'll just want to modify the damage itself. This also has some pro's. No enchantment glint or potion effect on your screen, meaning less annoyance and the weapon could even be enchanted.
Yes. Exactly what I was thinking DrWeeGee. I'm glad you agree.
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Yeah would be helpful in some scenarios.
Support.
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It would probably have some uses for mapmakers.
Efficiency only has five or ten options before you hit "instant mine everything but obsidian" range. This would have more fine grained control.
It could also be used to reduce the speed of a tool.
Some specific uses for it in adventure maps:
Yes. That's actually what I was thinking of using it for. Making tools destroy slower.
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50% support
I'm not sure if this would work, but the more you mine/chop/dig, the faster you do these things. However, when you use a tool type that you never used, you restart progress on that new tool [e.g: mined with stone pick for long time, so you can mine faster with stone picks, but you get yourself a iron pick. You can still mine faster with stone, but not iron picks.]
Would this work??
If you're worried about balance, these would be mapmaker only features. This wouldn't happen in the vanilla game.
So yeah stone tools would be faster, but only if a map maker chosses to edit stone tools to be faster than iron, though they still are locked behind what blocks they can break. Still can't properly break diamond and gold and such.
Well EndyEnderman2, DrWeegee is right. This feature wouldn't effect vanilla survival at all. It would be used by mapmakers, modders, and server creators. It would be used just like all the other existing attribute modifiers that are used in 1.11 such as generic.attackSpeed, generic.armorToughness etc.
If I helped, or you just like my post, please press the button.
My mods...