DDD altering undefined armors pieces.
evilchin opened this issue ยท 4 comments
When you use an undefined piece of armor in DDD, it provides zero protection. Is there any possibility of having this instead work like shields do, weapons, or possibly having them fall back to vanilla behavior and working for anything basically? I think the easiest solution is to have undefined armors use vanilla behavior personally, but I am mostly unaware of how easy/difficult that would be to implement on your end. Or perhaps you could just have a "default" armor distribution that applies to any undefined armor pieces (and hopefully it can be edited in the config).
I bring up this issue as I personally only want to use the mod for mob damage types/resistances and weapon damage distributions. I get this is super inconvenient to ask this, but I figured it would be worth bringing some attention to for the sake of transparency. Let me know if you need any more info. Sorry for any possible troubles!
Or perhaps you could just have a "default" armor distribution that applies to any undefined armor pieces
So fun fact, DDD does have default damage, armor and shield distributions, however they aren't configurable and are used internally when an item doesn't have a distribution set for it.
I could add an option to toggle how these default distributions behave though (for armor: either no effectiveness or 100% effectiveness), that shouldn't be an issue. It likely won't have undefined armor go back to their vanilla behaviour, just due to how DDD handles damage from multiple types at once, but it would likely be somewhat close.
This would be a good solution.
Modpack maker's get the control over the default behavior and can tweak it as needed. ๐
Yea I just want to have armor do something when it isn't configured basically. What you suggested is exactly what I'm looking for.