Ender Signal Linker
Ender Signal Chest
Ender Signal Bag
Player Chest [Player Inventory]
: compatability w/ mods that modifies inventories, like:
: infinite inventory mod
: inventory limiters mods
: sync with offline player inventories (this mod will do this)
(Autorepair/auto filling system/ae2/etc)
: marks a location as NBT data in wand if within 16 blocks of an Ender Signature block
: on right click, open gui, manage locations, name them, etc
: teleport to selected area (combat mitigation on upgrades?)
: if Ender Signature block removed, can't teleport as of this time?
: Ender Signature blocks require power? havn't decided yet. Prob. not, as most servers have /home anyways
: just a normal block
: thought of requiring energy/items/XP/etc, but that can be done from the wand's end if enabled?
Ender Dark Room
: generates items from hypothetical hostiles, lagfree alternatives for servers
: generates items every so often, upgradable, expadable (like with spawners)
: only generates more when block.container is empty (requires hopper,etc to take empty) else sleeps until empty
Ender Passive Room
: lagfree alternatives for servers
: generates items from hypothetical friendlies
: generates mob drops slowly, upgradable, expadable (like with specific spawners,etc)
: only generates when block.container is empty
Ender Specific Room
: generates items based on targets (put spawners inside target selector)
: generates drops based on spawners
can select items that you want to not get (no more poppys from iron
golem spawners?) this doesn't increase chance for other items though
: container storage updates
I require research and data for my mod to be "balanced".
The dimensions/size people use for spawners, the rate spawners spawn mobs, and how they scale with them selves, and how much loot you can get per hour at full throttle.
Mostly I'd like to find spawnrates in darkrooms too, and the percents of each type of mob. then get the percentage chance of each loot drop, including rares. toss in a rare chance for dungeon loot 2
figure out how to deal with enchantment drops too.
until then, i'll just go with 100/hr for each type of major drops (at the moment isn't impl) which is 1 per 36 seconds. and 10% of that for every other item. 1 bow,iron/gold pick/shouvel/axe/sword/music disk (any, randomly)/potato/carrot per 6 minutes (fully repaired) for example
Dark rooms will generate bone, arrow, string, eye, zombie meat, pearl