
Logistic Hud Enchantment
mikeloeven opened this issue ยท 3 comments
MY concept for this is to allow the HUD to be converted into an enchanted book
Placing a Logistics HUD in an Anvil with a Blank Book and 30XP will create an enchanted book that can apply the logistic HUD effect to any helmet that supports the vanilla enchantment system of course there would need to be some coding to allow the helmet to be configured when right clicked
I like the idea itself, but not for the vanilla helmets. I let myself to be strictly conservative, but no other mod works in this way, except BiblioCraft's Reading enchantment, but that's a purely unconfigurable stuff (at least, in-game). We've two options:
- After you apply this to a normal helmet, you will loose the configuration option via right-clicking on the helmet. This would be the penality and also makes this feature more easy to implement and maintain later. In this case, configuration maybe should be made from the new remote pipe-management block (I cannot remember to the name of the block right now)
- Or, we make it not applicable to a vanilla helmet, but we build a compatibility to other helmets that supports upgrades such as EnderIO's Dark Helmet and ModularPowerSuit's/ModularArmor's helmets. As I guess it will need some integration point for them (possibly in the API) and a FR to advertise the possibility.
nothing you have said makes any kind of sense. Considering it costs a working logistics hud and XP to make the enchantment i see no reason it cannot be configurable i see no reason for it to have any drawback whatsoever as the logistics hud is a purely informational overlay and has no ballance inplications. Just Keep It Simple make the enchantment just allow any helmet that supports enchantments to function as a HUD. There is absolutely no justification for your proposed changes.
""but no other mod works in this way,""
So ?? whats wrong with trying new things
""This would be the penality and also makes this feature more easy to implement and maintain""
how is there any need for a drawback your have the cost of the hud plus the cost of the helmet plus the XP to make the enchantment and the XP to apply it in an anvil.
""Make it not apply to a vanila helmet ? ""
This only makes sense if a new helmet exists for all possible materials and the helmet is made by crafting the base helmet directly with the hud if anything it would be easier to dynamically add the effect as an enchantment than make that many new helmets since the feature will be compatible with any armor mod that supports enchantments
the reasoning behind your suggestions seems to be implementing pointless penalties for no reason other than difficulty for difficulties sake which in recent years has become a terminal cancer on sandbox games.
@mikeloeven When I say "no mods works in this way" I implicitly mean there should be a reason for this. Too much mods adds helmets and too difficult to hook into every helmet to handle configuration without breaking the possible other functions. This is not like a magic, take some shiny dust, blew it to your helmet, put your glasses on it and all done.
If LP comes out with supporting only vanilla (and possible CoFH) helmets, then everyone will start complaining about "why you not support Botania/Thaumcraft/Foocraft) helmet?! It's a discrimination!" - and it will go to a support hell, because generic players are not able undertand development reasons. I think disabling configuration (and keeping the existing config from the HUD) or requiring some special device for this task would be a good compromise. It would make devs able to implement it to all possible helmets without breaking their possible natural additional functionality, and stops predictable complain-storm from players. Also, LP has a good tradition: being compatible with as many mods as it is possible while keeping things as light as it is possible. We should not break this tradition...
I apologize about this, I should explain better my reasons in my previous post too, but I were a bit tired. I hope you forgive me about it. I try to keep in my mind not only expectations as a player, but - as I know a little bit about development - the aspects of development and support too. Keep in your mind, most of the MC mods are developed in free time and in these cases making features to implement as easy as it is possible is good for the developers and good for the players too as we can get the expected feature sooner.