Blood Magic

Blood Magic

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[Feedback] Mark of the Falling Tower Ritual

MuteTiefling opened this issue · 4 comments

commented

First off, let me just say I am so happy to see this system return. Bravo! From a player perspective, these this ritual is one of my favorites, and is one of those things that makes BM stand out. I couldn't be more thrilled with the current state of BM in 1.16; it finally feels like a complete mod.

From a pack dev perspective, I'd just like to pass a few notes along for things that would be nice to improve in the recipe system. Certainly nothing urgent, but perhaps keep this in mind for 1.18+

  1. Fluid support. Now, I don't think this is intended, but Water and Lava work perfectly in these. They don't show up in Patchouli, however. That said, I think it's kinda neat to be able to pop one of these open and pull out fluids. So far no modded fluids I've tested actually work so I assume special handling would be required.
  2. JEI support. Patchouli is wonderful and I'm having no trouble adding things to it, however space is limited and discoverability is low. Having these rituals show up in JEI would greatly enhance this system, I feel. As an aside to this, better JEI support for Alchemy Arrays would be wonderful as well. That has lead to constant confusion among players in its current state.
  3. Lastly, the recipe structure itself is a little odd, leading it to not play nicely with things like KubeJS which expect more standard layouts.

Now, the recipe layout in itself isn't the issue, but the way Tags are used. You appear to be using a custom handler of some sort that requires tags to be wrapped such as "#forge:storage_blocks/iron#0". The use of the # and the #0 here lead to issues that I haven't seen elsewhere.

I'd suggest instead switching to a layout that uses something like this:

[
       { tag: "forge:storage_blocks/iron", weight: 30 },
       { block: "minecraft:stone", weight: 20 },
       { fluid: "minecraft:water", weight: 5 }
 ]

This way, you can still differentiate between types, but something like KubeJS is able to interface with it neatly by simply providing the string. Currently, if the #tag#0 syntax is provided, KubeJS throws errors as it uses a similar syntax for creating an object for recipes #tag.

commented

Thanks for the feedback! I'm glad that you enjoy the system overall. Going to try to discuss this in reverse order.

  1. I agree that the implementation of Tags in the recipe leaves a bit to be desired, and I think that my first iteration leaves... a lot to be desired. I will look into your suggestion in making the layout something more manageable.
  2. JEI support is certainly something that I will want to implement with this, as well as better support for the Alchemy Arrays. I held off on implementing the support in 1.16 because I set myself a deadline for making the mod "feature complete" for 1.16 before I focused on porting over to 1.18. As such, I will work on implementing this sometime in the future.
  3. Fluid Support does sound interesting! While it was not the initial intention of the ritual, I do see the appeal of being able to summon a huge meteor that contains valuable fluids that are difficult to obtain elsewhere. It's odd that mod-added fluids don't work right out of the gate, but I will play around with it with my own fluids and then try to provide support for it in a later update.

Thanks again for your feedback; the perspective from a pack-dev is very helpful for these sorts of things.

commented

Did some looking at this (finally) - the current implementation does allow fluids, but you have to use the fluid block of the Fluid. As this is probably not the most intuitive for pack-makers, I'll stick with the fluid support that we discussed.

I should have a working release with this sometime this week.

commented

The Fluid and recipe support has now been implemented as of v3.2.6-41. The JEI is going to take a bit more time, however. Thanks again for the suggestion!

commented

Awesome!