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here is some ideas that could be cool but possibly a bit much to implement
leveling modifiers
if allowed or turned on, modifiers will level with tool use separate from tool exp, exp gain is based of if the modifier is being used and how, like beheading 1 on a weapon will level faster hitting mobs that can be be headed and gets even more if it actually beheads, more exp on wither skeletons, or maybe haste on a pickaxe levels faster with sustained mining of stone. exp cost for levels on modifiers are dependent on the modifier
gain modifiers based of doing something (adaptive tools)
if allowed or turned on, players can gain modifiers based off their actions, killing lots of spiders will give you levels in bane of arthropods, mining lots of stone for prolonged periods gives haste modifiers, using your durability gives unbreaking, repairing durability gives auto repair, dealing damage gives sharpness and so on. the higher the modifier level the more you need to do of that activity (bane of arthropods needs (1) 10, (2) 30, (3) 90,(4) 200, (5) 350 spider kills and so on)
probably already viable, multiple extra open modifiers that are one use
lets you make extra open modifiers work like 1.7.10 tinkers where you can only use a item for a extra open modifier once but there are different ones with different costs. can maybe make it so people can make it so they can apply one of each survival attainable item to get a open modifier for each one? (sounds fun)
probably already viable, leveling your tool levels all modifiers on your tool by x amount
if enabled, lets players level all current and able to modifiers by x amount when the tool reaches the next level. possible option to level modifier by certain amounts per level (like a extra 1 level across the board on all modifiers if tool is at level 5, 10, 15 and so on)
as always i hope these help, or inspire or even make your day if they do, more ideas not coming too soon TM
The text was updated successfully, but these errors were encountered:
here is some ideas that could be cool but possibly a bit much to implement
leveling modifiers
if allowed or turned on, modifiers will level with tool use separate from tool exp, exp gain is based of if the modifier is being used and how, like beheading 1 on a weapon will level faster hitting mobs that can be be headed and gets even more if it actually beheads, more exp on wither skeletons, or maybe haste on a pickaxe levels faster with sustained mining of stone. exp cost for levels on modifiers are dependent on the modifier
gain modifiers based of doing something (adaptive tools)
if allowed or turned on, players can gain modifiers based off their actions, killing lots of spiders will give you levels in bane of arthropods, mining lots of stone for prolonged periods gives haste modifiers, using your durability gives unbreaking, repairing durability gives auto repair, dealing damage gives sharpness and so on. the higher the modifier level the more you need to do of that activity (bane of arthropods needs (1) 10, (2) 30, (3) 90,(4) 200, (5) 350 spider kills and so on)
probably already viable, multiple extra open modifiers that are one use
lets you make extra open modifiers work like 1.7.10 tinkers where you can only use a item for a extra open modifier once but there are different ones with different costs. can maybe make it so people can make it so they can apply one of each survival attainable item to get a open modifier for each one? (sounds fun)
probably already viable, leveling your tool levels all modifiers on your tool by x amount
if enabled, lets players level all current and able to modifiers by x amount when the tool reaches the next level. possible option to level modifier by certain amounts per level (like a extra 1 level across the board on all modifiers if tool is at level 5, 10, 15 and so on)
as always i hope these help, or inspire or even make your day if they do, more ideas not coming too soon TM
The text was updated successfully, but these errors were encountered: