Talk:Fabricate Creature: Difference between revisions

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re: not a mod
(i mean okay)
(re: not a mod)
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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)
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)
: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)

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