MineColonies

MineColonies

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[Compatibility] Tinker bow / mattock support

Thyriel opened this issue · 13 comments

commented

Hi,

would it be possible to implement support for Tinker construct mattocks (hoe) and bows/arrows (for guards) ?


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commented

@Asherslab I though we added Support for Tinker Tools in General.
If this is not the case, would you be able to take a look at this and make this more General, maybe even after the new RequestSystem is in with the Tool class.

commented

@OrionDevelopment we didn't implement tinker bows yet because we would have to implement arrow handling for the guards (guards using up arrows). Additionally, I'm not sure if we should allow the use of those for the guards, our archers are already extremely powerful, if we'd let them use tinkers bows and arrows things might get out of hand.
The mattock support as a hoe makes sense though for the farmer (he needs hoe and ax) so we would need to write some compatibility code here.

commented

Maybe add an option (default disabled) to allow tinker bows then if it's too powerfull in normal environments ?
For example i use mods that make mobs much more powerfull (mutated mobs, zombie awareness, scaling health = mobs have levels and boss variants, boosts your hordes too but not guards) and under that environment the bow guards are definitly underpowered with vanilla bows.
But i would understand if it's too much work for special cases like that ^^

Mattock support would be really great. I deactivated / removed all vanilla tools in my modpack, but had to reimplement hoes now again just for the farmer so he can work.

commented

@Raycoms, personally I would add a balancing factor here, the higher Level the tool, the longer it takes for the guard to use it.

commented

Just commenting that i'd also really love the mattock support! I have most vanilla items (and other hoes/axes) disabled and focus on the tinkers tools, so right now the farmer can't be used in my current pack.

commented

im currently having problems with mattocks myself as im using tinker's hegemony which removes vanilla options so im in quite a pickle

commented

Hi there, just dropping a comment here to ask if I should expect any progress with mattock being usable as hoe. It would be even nicer if mattock could be accepted as an axe and shovel as well. Thanks

commented

Can I throw in my support for this? Can I put in a bounty on this one?

Tinker Forge arrows don't work and that just makes having guards use regular bows completely outclassed by the ones who use tinker forge swords.

Also note, at least in minecolonies-1.12.2-0.9.127-ALPHA-universal.jar (part of current All The Mods 3), that tinker forge swords will equip but won't let the guard respond to orders to move unless they have a vanilla sword in their inventory.

commented

I just did an overhaul on the guards (does not include tinkers bows) but gave them more levelscalings/enchants working and configurability for dmg/hp, might want to check that out first.

commented
commented
commented

ye if one added tinkers bows we'd scale their damage down to intended levels anyways :D use the new Health/damage config modifiers to adjust for modded mobs

commented

Will be added to a new joint mod compat issue.