Evolution factor and bitters
Posted: Mon Mar 24, 2014 2:32 pm
Hello,
While trying to figure things out with bitter spawn mechanisms, regarding the evolution factor, I understood a few things, but a few others remain confuse.
Mainly, there is the question about the max value for this factor.
Because if the max happens to be 1, then it means that any and every mod adding bitter needs to take the other ones into account.
For example, both Dytech and MoCombat add their bitter(s).
If we just add the bitter entry to the spawners, it makes the total required evolution factor higher than 1, and if it caps at 1, any bitter past that limit will never be seen.
If it happens that the max is actually 1, I would go ask for a change in the way things are put together, putting a "min-evolution" into the actual bitter entity instead, which would make the whole system a whole lot more streamlined, and allow for mods to add their bitters regardless of what vanilla or other mods add.
While trying to figure things out with bitter spawn mechanisms, regarding the evolution factor, I understood a few things, but a few others remain confuse.
Mainly, there is the question about the max value for this factor.
Because if the max happens to be 1, then it means that any and every mod adding bitter needs to take the other ones into account.
For example, both Dytech and MoCombat add their bitter(s).
If we just add the bitter entry to the spawners, it makes the total required evolution factor higher than 1, and if it caps at 1, any bitter past that limit will never be seen.
If it happens that the max is actually 1, I would go ask for a change in the way things are put together, putting a "min-evolution" into the actual bitter entity instead, which would make the whole system a whole lot more streamlined, and allow for mods to add their bitters regardless of what vanilla or other mods add.