Construct's Armory

Construct's Armory

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Depth Strider Modifier (Suggestion)

WGHxPERNAxBEAST opened this issue ยท 8 comments

commented

I noticed you have a modifier for frost walker, and thought it would be awesome to be able to add depth strider instead. seeing as you can not enchant this armor. It could require raw fish or something.

commented

In the tinker there is both the modifier "Silk Touch" and the trait "Squeaky" which are the same.

commented

The Aquaspeed trait from Prismarine materials is meant to act as a substitute for Depth Strider.

commented

@TheIllusiveC4

I'm sorry, but I personally have to disagree with a trait being a substitute for a enchantment, since you can only get max 4 traits onto your armor piece at all, being forced to use 1 for depth-strider feels incredibly wrong.

I request you reconsider the idea, as depth strider - especially with Update Aquatic, should not be limited to after you get prismarine, or even by prismarine.

Essentially, I feel like construct's armor should be capable of having a counterpart for vanilla armor enchantments that doesnt require any specific armor materials.
Tinker's itself does this, all (vanilla) enchantments have a equivalent you can get for the (vanilla-equivalent) item in question.

So having equivalents for depth strider, aqua affinity, respiration & thorns as modifiers should be enabled.
Or if you really do not want to do so, at least allowing enchantments that dont have a equivalent modifier to apply to relevant armor pieces.

(Especially keep in mind that some modpacks disable vanilla tools in favor of tinkers, you cant reasonably do the same with armor while "enchantments" designed for making underwater gameplay manageable are [ignoring any other mods] only available after completing the hardest of the underwater challenges.)

These are of course my opinions, and you are more then welcome to completely disagree with them, but I hope you will consider them, and perhaps account for them in the future.

commented

@Entoarox

I'm open to reconsideration, so I've reopened this issue. I'd like to address a few of your points.

I'm not quite sure I understand your "limit of 4 traits" argument as modifiers are generally limited to 5 in total. It's not quite a large difference in terms of limited slots.

Respiration does have a modifier equivalent. Is something about Amphibious unsatisfactory to you? In my testing, it should provide ample enough extra breathing time to be competitive with Respiration to offset the fact that it does not refill instantaneously.

Allowing enchantments is completely off the table as that runs contrary to Tinkers' design structure. Above everything else in this mod and even above my own ideas, my design philosophy is to maintain cohesion with Tinkers' as much as possible.

I have a few ideas to address some of the issues you've brought up, but my hands are tied in many ways until I can port this mod to 1.13 because it requires a top-down restructuring of some of the modifier and trait designs and I don't want to break people's armors/worlds if I can help it.

commented

In addition, as an open question to anyone: if I were to add a Depth Strider modifier, what should happen to the current Aquaspeed trait? It would seem odd to have them both be present, but what would replace it as Prismarine's trait?

commented

What I meant is, that even when you have tinker leveling enabled, you can never have more then 4 traits on any piece of armor (the actual 3 pieces + 1 embossment) and those traits will have to "fight" against armor & durability ratings (toughness can be added after the fact using polishing)
So I feel like traits need to be valuable enough to offset that cost, and "no drag in water" does not feel like it is worth using prismarine as one of the 3 parts, and with only 1 embossment (that cant be replaced later) per piece, people end up being careful of using that at risk of ruining the armor piece.

I know respiration has one already, I was simply mentioning all the "piece-specific" enchantments (thorns works best when on the chestplate, even though it can be put on everything)
The Amphibious modifier is quite a good replacement (Especially since it works similar to how the oxygen bar in 1.13) and I have no issues, like I said, just mentioning all the "piece-specific" enchantments I could recall off my head.

I completely understand that issue, but I hope you also understand that it is rather annoying that actually getting a core-CA armor that is equivalent to full diamond with the best survival-attainable enchantments is essentially impossible, which I feel devalues the use of CA without addons that have higher armor ratings to somewhat offset the issue.

Completely understandable not to want to break armors/worlds, which is always a risk with modding, so I hope you find a way to do it without causing any issues.

As to the Aquaspeed, perhaps replace it by something that would really make it worth using prismarine in armor - selective "invisibility" to ocean mobs, with each piece decreasing the amount of blocks between you & a mob before it "sees through" the selective invis?
In rain it could even be made to extend to all mobs in the overworld.
(I am trying to keep in mind both 1.12 & 1.13 at the same time for this one, so as to not have you need to replace it again in the future, but also not have to wait for 1.13 to implement the change)

commented

I understand your issue and I'll do my best to see what I can do. As for the replacement trait, an aquatic camouflage effect could be interesting. I'll have to workshop that idea a bit.

commented

Aquatic Camo, I do love the idea. Though hopefully unlike Invisibility with armor (vanilla mechanic as mobs still attacks), it should affect mobs to some extant. (Looking at guardian's range of attack reduced or/and simply (other) hostile mobs can't see the player while under water).