#tbh the reason I'm not doing this is probably b.c. powers need to be static (I think) and reactions need to have like behavior
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Oh God I'm thinking about rewriting my whole mod to be all data driven......... I already added KubeJS support I really don't have to do this, the people can already make reactions in modpacks !!
(But it'd be cool)
It would but, but...
#minecraft#minecraft mods#minecraft modding#mod development#reactive alchemy#tbh the reason I'm not doing this is probably b.c. powers need to be static (I think) and reactions need to have like behavior#so the best i could do is do what enchantments did and make like#reaction effect components that are hard coded#which#would that even be better then just “write the effect in kubejs buddy”??#idk if anyone even uses this system......#developer when no telemetry#maybe i'll make a new branch and play around with it but not add it to the mod until the next major release#i want to add like reaction items in that so changing reactions (again) would make some sense at least...#as for Powers#i test for specific powers so often#i really cant be bothered to make them data driven#despite the fact that wpuld be way easier#...#maybe...#*sigh* two branches
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