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Suggestions / Re: Make Menu only for Modded items = saving BAC and other large mods
« on: Today at 08:03:56 PM »QuoteThe challenge is as new vanilla crafting methods (nets, axes, bows) there is both space needed and a duality that exists. Since a BAC install will overwrite some menus reports are players get confused as to if they dehaft with the new vanilla system they then end up in a BAC menu which doesn't use the same thing and vice versa.
Hmm. Why won't you remove the duality from BAC then? If there is somekind of hafting in BAC, what's the reason for still keeping it in there and reserving the space when there's proper in-game hafting mechanics to use.
If the intention is to have modded counterpart for everything, and not to utilize the existing resources and mechanics, it's doomed way anyway.
Cart <> Horse debate.
As the ancestral mods go back to Rain's ironworking it added the ability to make most of the in game items. This being done at a time when vanilla had no way to do so.
I do think adding into vanilla making items is good. Your own views on times, resources and coding like haft will take of course be different and that's fine. Things like pausable crafting didn't exist so we had to limit times too.
Eventually after each update the duplications would in time be dropped. However at the time of release there is a lot of jumbled things. Like BAC axe heads aren't the new vanilla axe heads. BAC axe hafts aren't the new vanilla axe hafts. Players in the middle of play get confused, frustrated and might not even see the new vanilla menus depending on which installs over the other.
Having an extra letter would let the large mod items exist separately. On a new vanilla update both could exist without that jumble. In time the mod could be updated and remove what is now duplicated by new vanilla code. Example 3.84 added more bows which were already craftable by the mods.
There is also a matter of who will be updating BAC as it might not be myself in the next few cycles. It is set up as a "community" collective and there has been other caretakers along the way. The one extra button is something that gives the large mod time to sort out without thrashing existing games when ongoing vanilla updates creates new duplicates are new principles. Principles like the cordage update and pausable crafts.