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Tinkers Construct balance

Open praecipitator opened this issue 5 years ago • 3 comments

The Tinkers Construct materials seem to be rather unbalanced to me.

Evil Infused Iron is simply the most powerful weapon material. The "Evil Aura" doesn't seem to be much of a downside, if it's just grass dying. It is at least expensive, though. It also increases enemy spawn rate, if I read the code correctly?

Demonic Metal is also very powerful for weapons, but neither expensive nor has any downsides. Or is there more to "Whispering" than just chat messages?

Magical Wood is somewhat expensive and has a downside, but holy crap, 3 extra modifiers?

Evil Aura could do more. For example, randomly giving the wither effect to neutral mobs near you, randomly killing crops, or, to take the "misfortune" part literally, make it sometimes randomly prevent loot from dropping. Like, randomly it gets a negative luck modifier. On the other hand, needing a nether star might be enough balancing here.

Demonic Metal definitely needs rebalancing. For the damage it does it's way too cheap. Maybe make it so that the gold you throw into the lava turns into Inert Demonic Metal, and you have to put into an enchanter or resonator first to activate it? Or, craft some precursor item first, and then you throw that into the lava. Or, give it more downsides. For example: works worse in the nether, barely does any damage to nether mobs. Or, it actually attracts nether mobs. Sometimes a random blaze spawns, even in OW. Or the demonic messages give you status effects, like nausea or even withering?

Magical Wood... IMO, just one extra modifier should be a netherstar-tier upgrade. And the downside isn't much of a downside imo. The probability of it breaking is 1 in durability squared?? It could prevent you from gaining xp. If you hold such a tool/weapon, it just intercepts all XP orbs, you get nothing. Or, actually run on XP. That is, it slowly drains XP from you. Maybe like this: the chance to break is 1 in 10. However, each time this probability is rolled, it can instead drain some XP from the player instead. If the player has no XP, then it actually breaks. Or the probability to break is reversely proportional to your XP level. If you have 0 xp, it's like 1 in 10, at 10xp it's at 1 in 100, and so on. Or just reduce it to 1 extra modifier level. It's still be rather powerful imo

praecipitator avatar Apr 08 '19 10:04 praecipitator

Wow you wrote all this and no response. I def agree with a lot of the ideas here tho

robbins avatar Jul 30 '19 19:07 robbins

LOL I completely forgot this. I'm no longer using this mod, the lack of balance here was one of the reasons for that.

praecipitator avatar Jul 30 '19 19:07 praecipitator

From what I can tell it also makes 1 out of 800(40*20) spawns hostile, though I'm certainly not sure I understood the code correctly. Source: https://github.com/rwtema/Extra-Utilities-2-Source/blob/9e478a1f48b559c404747c663cbb29bd8acf93d9/1.12/src/main/java/com/rwtema/extrautils2/modcompat/XUTrait.java#L186-220

Cyprex avatar Apr 08 '21 10:04 Cyprex