Skip to content

Latest commit

 

History

History
263 lines (206 loc) · 5.07 KB

standards.md

File metadata and controls

263 lines (206 loc) · 5.07 KB

Standards

A list of standards I want to enforce when updating either pack.

Both

Increment the version by X.1 whenever I add more mod support.

  • X.X.1 for minor mod additions to the Trivia Pack

Trivia

Add new trivia to the English translation (copied from Simplified English) and replace words with their proper spelling (e.g. "armour" instead of "armor")

Data

Standard indents I like Removed variants if it's unused Capitalized hex codes that start with # Modloading condition on the top, with the mod ID below it Folder names match the mod IDs formatting (shortened if needed) Data amounts are multiples of base 2 (which is what computers use)

Fabricator

Doesn't give equipment

  • Exception: The Forgotten fom Quark, since that's the main point of it - plus, I like my trivia entry for it and having it only give boosted drops (or be a variant) feels a bit useless. Doesn't give drops with special conditions (e.g. burn damage kill = cooked food)
  • Exception: "Logical" drops (e.g. various foods Squirrels eat IRL from Ecologics' Squirrel model - they might be carrying some around in-game and we just can't see it, ya know?) Make sure the fabricator order is minecraft -> modded stuff (unless the primary drop is a mod item)
  • Items first, then blocks

Drops tend to copy the mod's amounts, but I also made my own system based on the mob's base drops

  • Range is based on the higher number of the drop (e.g 2 - 4 will give 8)
  • Rare drops are usually excluded, but give 1 or 2 if I decide to include them
  • Food drops give double (up to a maximum of 32) -- 1 - 2 gives 4 -- 3 - 4 gives 8 -- 5 - 6 gives 12 -- 7 - 8 gives 16 -- 9 - 10 gives 32 -- 11+ gives 64

RF drain rates

Boss: 2,560 RF/t (defined as "has a boss health bar and at least 200 health (100 hearts)")

  • Exception: Eternal Starlight - bosses only drop Loot Bags, so they use 1,280 RF/t.

Miniboss: 1,024 RF/t (defined as "has at least 150 health (75 hearts) and no boss health bar")

  • Mobs with 50 health (25 hearts) or valuable loot are considered "elites"

Elites: 256 - 512 RF/t (depends on how good the drops are and their stats/how hard it is to fight) Hostiles: 128 RF/t Neutrals: 96 RF/t Passives: 64 RF/t

  • Non-fish water mobs use 48 (excludes hostiles)
  • Fish use 32 (excludes hostile fish)
  • Insects use 24

Data & kill rates

Defaults:

  • Data per tier: 6/54/354/1254
  • Data per kill: 1/4/10/18 -- Kills per tier: 6/13.5/35.4/~69.6

Data rate overrides are unused for now (excluding Alex's Caves), but I might make a separate datapack or mod that uses them in the future.

There's 4 levellable tiers in total (Faulty, Basic, Advanced, and Superior), with Self-Aware being the maximum tier

  • Data rates follow factors of 8 or are references to various things -- Gained amount is tier requirement/kills. If it can't evenly divide, it gets rounded up or down based on what I think fits better

--- Rare enemies need 1/2/3/5 kills

--- Minibosses need 2/4/6/12 kills --- Bosses need 1/2/4/8 kills

--- Passives need 16/32/64/128 --- Neutrals need 6/12/24/48 --- Hostiles need 8/16/32/64 ---- "Elites" need 4/8/16/32

passive data: 1024

neutral data: 2048

hostile data:

    "tier_data": [
		64,
        256,
        1024,
        4096
    ],
    "data_per_kill": [
        8,
        16,
        32,
        64
    ]
}

elite data:

    "tier_data": [
		96,
        384,
        1536,
        6144
    ],
    "data_per_kill": [
        24,
        48,
        96,
        192
    ]
}

miniboss data:

    "tier_data": [
		128,
        512,
        3072,
        9216
    ],
    "data_per_kill": [
        64,
        128,
        512,
        768
    ]
}

boss data:

    "tier_data": [
		128,
        1024,
        4096,
        16384
    ],
    "data_per_kill": [
        128,
        256,
        1024,
        2048
    ]
}

Alex's Caves

Has different standards due to cave rarity and enemy sparsity

  • Passives need 4/8/16/32

  • Neutrals need 3/6/12/24

  • Hostiles need 2/4/8/16

  • Cave Guardians (the bosses) need 1/2/3/4

RF Rates

Cave guardian: 1,536 RF/t

  • If there's an enemy that summons it, said enemy is 1,280

Hostiles: 256 RF/t ("elite" enemies: 512 RF/t) Neutrals: 192 RF/t Passives: 128 RF/t+

  • Non-fish water mobs use 96
  • Fish use 64
  • Insects use 48

passive alex data:

    "tier_data": [
		64,
        256,
        1024,
        4096
    ],
    "data_per_kill": [
        16,
        32,
        64,
        128
    ]
}

neutral alex data:

    "tier_data": [
		96,
        384,
        1536,
        6144
    ],
    "data_per_kill": [
        32,
        64,
        128,
        256
    ]
}

hostile alex data:

    "tier_data": [
		128,
        512,
        2048,
        8192
    ],
    "data_per_kill": [
        64,
        128,
        256,
        512
    ]
}

cave guardian data:

    "tier_data": [
		256,
        1024,
        4096,
        16384
    ],
    "data_per_kill": [
        256,
        512,
        1365,
        4096
    ]
}