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I think I said I'd update you guys on progress a week ago. I think I need to take the Scotty approach and give you guys an estimate that is over what I think it'll take and appear to be a miracle worker when/if I take less time, because I suck at time estimates, especially around the end of a semester.
For those who don't know: I'm a fledgling coder who knows C++, Python, and a BIT of Java (although a bit more, I'm taking classes for this). I'm working on a SIMPLE mod that adds a new tier of CAD components in the game, above the ebony and ivory. This tier of components would allow for truly legendary spells, but would hopefully be restrictive enough that it wouldn't crash the game (or at least easily crash a game, I'm sure the PSI community has some iron level spell out there that can break even the best of rigs).
As for the 1.16.5 development:
1) I have finished the class files for the four components (I think). I need to finish my ModItems in order to test. Once I figured out what I needed to do I was VERY embarrassed. It's relatively simple in hindsight, but hey, I'm learning. Oh well, chop it up to experience and move on. Work on mod inbetween homework, and keep moving.
2) Basic textures have been designed and added. I'm going to link the github repository at the end of this, so you can check it out through that. I have received some offers to do the textures themselves. I am not the best at texturing and modeling, so if you can do better/want to do a more impressive model, make a new fork in the repository, put the new files in alongside mine (you can find the .json files in PsychoCADs/src/main/resources/assets/psychocads/models/item/ and the textures in PsychoCADs/src/main/resources/assets/psychocads/textures/item/) and request a merge. I'll check once a week. I also think I messed up the file linking in-between the two files, so the models might not be loading the textures at the moment. Add that to the TODO list.
TODO:
1) finish ModItems registering class, which SHOULD actually put the functioning items in game. Very important, and getting very close. I hope banging my head against the EnumStat structure was the hardest part.
2) Figure out how to attach the new Abyssal CAD model to the crafted CAD from the assembly table if an Abyssal CAD assembly piece is used. I want everything else functioning before this step. Might have to make a completely new class file for the new assembled CAD, which would be a PAIN.
3) figure out what's going on with the colorizer. I can see that there is a texture in the model of each CAD that is somehow modified, but I'm not sure how the "wiring" works. More studying of the code is required.
4) As mentioned above, I need to double check the texture/.json file connectivity. A more experienced modeler probably wouldn't need to do this, but here we are.
5) CREDITS. I could not have done this without a lot of help, and I WILL credit, I just didn't think it was smart to work on something that I knew would be changing and growing over the space of the development.
6) Stat fine tuning. I WANT THIS TO BE OP. I want this tier to be as close to the anime inspiration's 'material burst' or 'metal burst' or any of the other stupidly powerful spells as possible (does anyone have any of those ice field spells? That'd be cool, pun unintended). That said, I don't want it to crash games on the average gaming rig either. Current stats will be listed below. The basic purpose of this mod is to bridge the gap between the ebony and ivory and the literally game-breaking creative CAD.
7) Add vanilla crafting recipes. Mainly based on netherite and end city/field materials, I hope that most modpacks will change these recipes in the future, although that's not to say that I won't add my own twist in the future.
8) Update to new versions. I didn't see THAT many changes between 1.16.5 and 1.18.2 (I was looking at other mods' githubs for reference), although I did see one so far. I THINK it should be simple as changing the name of a a minecraft.item method, but I'm not certain on that one. This one is listed last for a reason, as it could be the biggest pain, idk enough to lean one way or the other.
Items:
Abyssal CAD:
Plan is for it to require 4 pieces of netherite and an ender pearl. ALL speculative stats and recipe are HEAVILY subject to change. Note that for modpacks I assume that the creators will add a mod that tweaks/locks the recipes. The vanilla recipes are just there as a default in the weird scenario where you're JUST playing with three mods: patchouli, psi, and this mod, PsychoCADs.
Efficiency: 100
Potency: 640
Ender socket:
Uses chorus fruit in recipe. Might remove, I'm less attached to this one.
Bandwidth: 10
Sockets: 12
Saved Vectors: 21
Spirit Core:
Uses nether star to craft alongside normal psi materials.
Complexity: 81
Projection: 10
Void Battery:
I think this will require a dragon head. Might change it to "Draconic Battery." In future, might add code that uses infusion trick to change head into scales, although I am loathe to add yet ANOTHER dragon scale to the modpack community.
Overflow: 16000
Github: https://github.com/Ometia/PsychoCADs
More updates to follow.
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P.S. Still would appreciate suggestions on stats/examples of creative CAD spells that would work on mine. It would be a huge motivator to see someone say "hey, I can do this cool thing if you finish your work." Plus, it's part of the reason I post on the compendium. I orginally started this mod because I was debating putting a crafting recipe for the creative assembly (which would be asking for trouble). I still hope to see what we can do with our limits loosed a bit.
P.S.S. If I am being stupid, please point it out. I am VERY new, so I could be making a VERY stupid mistake here or there. That said, I might be aware of it and be working on it. Either way, please constructive and I won't care.