MrCrayfish's Vehicle Mod

MrCrayfish's Vehicle Mod

11M Downloads

Config options for modpacks

Fiaegel opened this issue ยท 5 comments

commented

First of all, thanks for the excellent implementation of vehicles in minecraft. This must be the first time a mod made me say "wow a car mod that doesn't suck and I actually prefer it to walking". However, I found that the config file needs some more options:

  • Ability to change the fuel type. In a modpack environment, where there could possibly be 2 or more types of fuel, molten ender and blaze-type of fluids, removing duplicates means a better, less confusing experience for the player. Disabling the fuel requirement from cars isn't ideal for game balance. My suggestion is a "soft remove" of fuel where the machines and the fluids are diasbled but then the pack maker has to specify an alternative fluid to be used in the place of fuelium.

  • Ability to globally or individually modify the stats of the vehicles and engines (top speed, turning angle, fuel capacity modifier, acceleration etc.) although this might be a lot to ask.

  • Crafttweaker support for the Workstation. Car recipes work fine in vanilla but feel unbalanced in big modpacks. One could get away with making craftingtable recipes for Crates with nbt tags and disabling the workstation but that feels boring.

commented

Keep in mind these changes are the upcoming major update. At the time this was created, 1.12.2 or any version lower than 1.16.5 will not have these features.

Ability to change the fuel type. In a modpack environment, where there could possibly be 2 or more types of fuel, molten ender and blaze-type of fluids, removing duplicates means a better, less confusing experience for the player. Disabling the fuel requirement from cars isn't ideal for game balance. My suggestion is a "soft remove" of fuel where the machines and the fluids are diasbled but then the pack maker has to specify an alternative fluid to be used in the place of fuelium.

Configurable fuel support added in
9b705fe

Ability to globally or individually modify the stats of the vehicles and engines (top speed, turning angle, fuel capacity modifier, acceleration etc.) although this might be a lot to ask.

Vehicles have been converted to use file driven properties, which can be overriden with datapacks.
https://github.com/MrCrayfish/MrCrayfishVehicleMod/blob/1.16.X-dev/src/generated/resources/data/vehicle/vehicles/properties/quad_bike.json

Crafttweaker support for the Workstation. Car recipes work fine in vanilla but feel unbalanced in big modpacks. One could get away with making craftingtable recipes for Crates with nbt tags and disabling the workstation but that feels boring.

Workstation recipes are now file driven, so again you can use a datapack to change them now.
https://github.com/MrCrayfish/MrCrayfishVehicleMod/blob/1.16.X-dev/src/generated/resources/data/vehicle/recipes/quad_bike_crafting.json

commented

For point 1 regarding fuel, i feel that MrCrayfish shouldn't remove the option to disable the fuel entirely. Some players simply just want to drive their vehicles without a care for fuel usage.

While it is true that players can simply not worry about fuel by entering creative mode, what of servers then? Server owners may want to allow their players to use the vehicles without the need to worry for fuel.

Hence, the config option for no fuel requirement at all should remain in the config.

commented
commented

@ipv2007 you should probably open a new issue for that. It looks like a serious exploit
@Spyeedy Obviously the option for no fuel at all should stay. What I meant is havng both options, soft disable for alternative fuel fluids and hard disable.

commented

Ah, my apologies then, i misunderstood your statement here
"Disabling the fuel requirement from cars isn't ideal for game balance"