Talk:Fabricate Creature: Difference between revisions

2,072 bytes added ,  22:09, 12 August 2020
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(this isn't a mod)
 
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This isn't a mod in any sense, it's just functionality.
This isn't a mod in any sense, it's just functionality.


IMO the concept of "relic mods" should be moved out into a general concept of "relic powers" anyway.  The implementation of relic powers as ModFoo parts is incidental and basically just confusing to mix in with item mods that have anything to do with the modding system. [[User:Chaos5023|Chaos5023]] ([[User talk:Chaos5023|talk]]) 06:24, 12 August 2020 (UTC)
IMO the concept of "relic mods" should be moved out into a general concept of "relic powers" anyway.  The implementation of relic powers as ModFoo parts is incidental and it's basically just confusing to mix them in with item mods that have anything to do with the modding system. [[User:Chaos5023|Chaos5023]] ([[User talk:Chaos5023|talk]]) 06:24, 12 August 2020 (UTC)
 
i agree with the principle of this, however, relic mods interact with the modding system in that they take up slots for purposes of modding. i just tested with a temporal fugue relic and it allowed only two modifications. [[User:Heladodebrownie|helado de brownie]] ([[User talk:Heladodebrownie|talk]]) 06:33, 12 August 2020 (UTC)
:True, but it isn't normal for relics to allow modding at all (actual historical relics, not relic-likes like the Spindle reward or some baetyl rewards). What kind was yours? [[User:Chaos5023|Chaos5023]] ([[User talk:Chaos5023|talk]]) 06:37, 12 August 2020 (UTC)
 
::not sure, i generated it with <code>randomrelic</code>. but the difference between a sultan relic and a non-sultan relic doesn't seem mechanically clear from a ux standpoint. to be clear, i think it's a good idea to not consider them mods (you can't mod things with them after all), i just think it still bears elaborating that they do have this interaction with regular mods [[User:Heladodebrownie|helado de brownie]] ([[User talk:Heladodebrownie|talk]]) 06:41, 12 August 2020 (UTC)
 
:::I was thinking the way relic armor is set up was more general, anyway.  Relic weapons are consistently moddable.  So that nixes any idea of disentangling the concepts, I guess.  Well, fabricate creature still isn't a mod. :) --[[User:Chaos5023|Chaos5023]] ([[User talk:Chaos5023|talk]]) 20:37, 12 August 2020 (UTC)
:::(And of course neither is obliterate faction.) --[[User:Chaos5023|Chaos5023]] ([[User talk:Chaos5023|talk]]) 20:38, 12 August 2020 (UTC)
:::It also turns out that relic weapons being moddable is a bug. --[[User:Chaos5023|Chaos5023]] ([[User talk:Chaos5023|talk]]) 20:57, 12 August 2020 (UTC)
::::hahaha it sounds like dilemma solved ^^ [[User:Heladodebrownie|helado de brownie]] ([[User talk:Heladodebrownie|talk]]) 21:34, 12 August 2020 (UTC)
:::::Yup. Next patch, these will be entirely distinct concepts. So yeah, separating them on here Considered Desirable again. --[[User:Chaos5023|Chaos5023]] ([[User talk:Chaos5023|talk]]) 22:09, 12 August 2020 (UTC)
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