
LevelZ Compat
ZaneDragonBorn opened this issue ยท 4 comments
One of my favorite progression mods is LevelZ by Globox. To summarize what it does: It adds 12 skills to the game that have a cap of 20 levels to progress. If you have yet to pass a specific level, you cannot get items from that object. For example, on a fresh spawn, gravel and sand can break by your punches, but you won't get anything from them.
I was hoping you could add the ability for the crosshair to check level requirements of each block with the appropriate tool to verify whether you are high enough level to break the object. If you are not, give it a grey locked symbol in place of the dot, representing that it is locked and not unable to be destroyed.
I love this mod and am excited to see more compatibilities show up! Thanks for the work
This runs into a long-standing design question I've had. Vanilla glass has a similar issue, where it would be nice to see if the current tool would break it or drop it. But then, blocks like regular stone are also awkward, because they do not drop themselves (so breaking them is a destructive operation), but them dropping cobblestone is still the expected-by-knowledge behaviour. But breaking an ender chest without silk touch I would consider a destructive action, even though you still get the obsidian back.
I'm not sure how to deal with this. My best idea so far (that I also did not love) was to add an option to tint the "correct / wrong tool" overlay depending on whether it would drop "the expected" block. But that would not work with this "break by hand" issue in here.
Basically, there is the "can break efficiently" and the "can obtain this block" angle, and I'm worried the crosshair is going to become unreadable if I add a fourth layer.
I will have to test it, but I do believe that setting is going to indicate the same info I am wanting for the crosshair.
LevelZ handles blocks weirdly, where you can break them, but you won't get any drops from them unless you are at the correct level.
LevelZ has a setting called "highlight locked blocks in red". Would that match up with when you'd like the crosshair to change?
Interestingly, the mod does not appear to change the "can break" logic that vanilla has, or it would at least work fine with tools already...
Maybe red means you can't break, yellow means can break but can't obtain, and green means you can gather it. I feel like this would make the most sense. Only other way I can see it is that you could add icons beside the crosshair that give a X or checkmark based on whether you can do that item, but I feel like that clutters it too much.