[Request] More Config Options
Zvzdov opened this issue · 4 comments
Feature:
The mod has a lot of features but some of them might seem unnecessary, unfitting and even disbalanced, especially when in comes to modpack creation. Some features don't seem to work with other mods and/or have alternatives and/or don't fit into the game. Like Compression Blast Miner that can break bedrock which is supposed to be unbreakable and kind of affects the game balance.
It would be nice to have more config options like:
- Disable Diamond Grindstone (could be replaced with regular Grindstone)
- Disable slime ranching
- Disable/configure Dimensional Tears Fluid
- Disable individual items (Parachute, Echo Fork, Tuning Fork, Glow Sticks, Hammer and Chisel, Compression Blast Miner and so on)
Additional info:
It's mostly about disabling parts of the mod and it's great with or without them. Please let me know If there is any other way to disable certain features and items. Thank you!
I feel at somepoint a lot of work should be put into creating a comprehensive config for this mod, as so many of its features are great, but don't belong in a modpack where they quickly become unbalanced, I've found myself either disabling items through disabling their recipes and or tweaking them with kubeJS. I have some solutions but I would much rather a config for some of these fixes.
I used the following kubeJS server script to disable crafting of the compression blast miner and tweak the crafting for the respawn anchor as its turned into a cheaty teleporter.
ServerEvents.recipes(event => {
event.remove({ output: 'minecraft:respawn_anchor' }) // disables a crafting recipe
event.remove({ output: 'spelunkery:compression_blast_miner' })
// outlines a new crafting recipe
event.shaped('minecraft:respawn_anchor', [
'ABA',
'CDC',
'AAA'
],{
A: 'minecraft:crying_obsidian',
B: 'minecraft:cauldron',
C: 'minecraft:netherite_ingot',
D: 'minecraft:beacon'
})
})
and the following startup script to balance the dimensional tears by making them unstackable
ItemEvents.modification(event => {
event.modify('spelunkery:portal_fluid_bottle', item => {
item.maxStackSize = 1
item.foodProperties = null
})
})
I'll update this with a solution if I find a way to disable the creation of dimensional tears in some way.
edit: I figured out how to disable dimensional dears with kubejs
BlockEvents.rightClicked('minecraft:respawn_anchor', event => {
if (event.player.mainHandItem.id == "minecraft:glass_bottle"){
event.cancel()}
})
do you know if there is any way of disabling dimensional tears pools generation in the ender with kubejs in 1.19.2 ?
I assume you mean in the loot table? Based on viewing where the mod injects into loot tables https://github.com/AstralOrdana/Spelunkery/tree/1.20.1/common/src/main/resources/data/spelunkery/loot_tables/injects it only seems to inject into ruined portals loot table
If you use the mod LootJS, and add the following server script to your kubejs/server_scripts this should remove the dimensional tears from the loot pool.
LootJS.modifiers(event => {
event.addLootTableModifier('minecraft:chests/ruined_portal')
.removeLoot('spelunkery:portal_fluid_bottle')
})
it is my ethos across all my mods that i do not take the time to implement config options for individual items or features, this is not quark. I dont have infinite time and I would prefer to spend it implementing and fine-tuning new features rather than making it easier to disable certain ones. Plenty of tools exist on the user end to customize your experience but I will continue implementing config options only for things i believe warrant one