Weight(tentative): To promote interaction with other mods (and rail systems) a players movement speed will be reduced linearly to a minimum of %10 (will begin to decrease at ~%50)
Thoughts?
The Meaning of Life, the Universe, and Everything.
Join Date:
6/29/2014
Posts:
54
Minecraft:
Shadow_Lycan
Member Details
Don't decrease player speed, at all, early game before we get the perk to get it up again would be brutal.
So you said it has mod integration so I could add some code to mine that if someone has your mod it'll add more skills, but if they don't the information is disregarded and wouldn't cause errors?
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This looks like a neat project, but it does seem a bit limited by it's similarity to mcmmo. The ability to add new GUI elements, new items/blocks, and just new content in general seems like it would be a major advantage over a plugin based system, but what other things do you think could distinguish you from your competition? I've been thinking about my own skill system to make into a plugin or mod, but I'm still pretty far from making a forum topic about it yet, so I just wanted to see what issues you're running into so far, so I can avoid them when I get to that stage of development. In any case, I'm looking forward to seeing where you end up with this. Good luck!
How encompassing are you planning on making this? Will you only have the professions (mining, woodcutting, etcetera) or will there also be primary attributes (strength, agility, stamina), classes, abilities/spells, and so forth?
How encompassing are you planning on making this? Will you only have the professions (mining, woodcutting, etcetera) or will there also be primary attributes (strength, agility, stamina), classes, abilities/spells, and so forth?
There is a decent explanation on the github wiki. Professions are essentially (and I use that term broadly) classes, what you listed as professions are really skills (things you do to gain exp). Primary Attributes are not going to be in the mod (I find them to be a waste of time), abilities are handled via perks.
Professions, Skills, Perks etc. are all user defined (although I will include default configs)
So feedback, comments, concerns, bugs or features? The input I receive here is going to determine if I continue to work on the project (No point doing it if there isn’t any interest).
it had been a couple months so meh i assumed lol sorry last mod i looked at that was like mcmmo just dropped off the face of the earth :/
Ive just been a bit busy with classes recently so I haven't had much time or motivation to work on this. What made you interested in this and what sort of features do you want to see?
Ive just been a bit busy with classes recently so I haven't had much time or motivation to work on this. What made you interested in this and what sort of features do you want to see?
like i said i had thought it was like mcmmo
im not all sure of features but i guess basic skills i hardly play survival anymore legit because i find chopping wood and digging and mining kinda pointless since playing mcmmo but idk if its what your working on maybe quests (like chopping 100 logs or fight 15 hostile mobs and not die) along with skills such as swords and unarmed......im not too good thinking features sadly >.<
PixelPond - Wicked Fast Servers in OCE
Thoughts?
PixelPond - Wicked Fast Servers in OCE
Feedback is appreciated
PixelPond - Wicked Fast Servers in OCE
So you said it has mod integration so I could add some code to mine that if someone has your mod it'll add more skills, but if they don't the information is disregarded and wouldn't cause errors?
Once its ready for that then yeah it should be pretty easy to add on new skills, although I would prefer they add a pull request
PixelPond - Wicked Fast Servers in OCE
it was a typo calm down XD I am saying mods are better since they can add more items
...
PixelPond - Wicked Fast Servers in OCE
My mods: Archmagus, BetterBoneMeal, BetterVanilla, Brewing-API, NaturalArmors, and PluckableChickens!
There is a decent explanation on the github wiki. Professions are essentially (and I use that term broadly) classes, what you listed as professions are really skills (things you do to gain exp). Primary Attributes are not going to be in the mod (I find them to be a waste of time), abilities are handled via perks.
Professions, Skills, Perks etc. are all user defined (although I will include default configs)
PixelPond - Wicked Fast Servers in OCE
Test Candidate 2 is ready for testing
PixelPond - Wicked Fast Servers in OCE
PixelPond - Wicked Fast Servers in OCE
PixelPond - Wicked Fast Servers in OCE
What gave you the idea that I had stopped?
PixelPond - Wicked Fast Servers in OCE
it had been a couple months so meh i assumed lol sorry last mod i looked at that was like mcmmo just dropped off the face of the earth :/
Ive just been a bit busy with classes recently so I haven't had much time or motivation to work on this. What made you interested in this and what sort of features do you want to see?
PixelPond - Wicked Fast Servers in OCE
like i said i had thought it was like mcmmo
im not all sure of features but i guess basic skills i hardly play survival anymore legit because i find chopping wood and digging and mining kinda pointless since playing mcmmo but idk if its what your working on maybe quests (like chopping 100 logs or fight 15 hostile mobs and not die) along with skills such as swords and unarmed......im not too good thinking features sadly >.<
PixelPond - Wicked Fast Servers in OCE