Improve mime mimicry abilities #4871
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
6 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#4871
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
I was using node replacer and when I tried to node-replace a mime, the node replacer did nothing. Soon I realized what is going on and killed the mime.
I think the mime in that case should either:
Or, since you take the replaced block into your inv, you should get a mimic in your inventory.
It would just select random item in your inv and mimic it's look and description. "Why do I have two swords now?"
Yes, yes, do you still make the mime nor much stronger and smarter ... But please prevent Mime from appearing in the public farm. They like to do this disguised as a crocodile and kill helplessly with an already worn [why is that?] wooden sword waving newbies. Some of these light hives do not recover from this shock and never come back.
There could be also interaction of mime with other tools - like trying to use staff of light on a mime when it is disguised as a stone block.
i love these proposals, but i'm not sure how exactly they should be implemented. should the mime mod depend on various tools and override their behavior, or should the tools be mime-aware? neither really seems ideal.
Would it work if replacer instead of
inform(not_a_node)
will call entity'son_punch
and mime will just check what it was punched with? (basically just make mime tool-aware and make replacer use default callbacks?)To avoid dependency hell, you could leave the mimic and the tools as independent as possible, but create a supplemental mime integration mod that hard-depends on the mimic and adds all the fancy stuff in configurable (read: option to disable each) soft-dependence.
Maybe we should take a general look at how to handle dependencies. Read: How do other, more successful systems do it and what can we learn from them.
Another topic for your-land/administration#175
Regarding the suggestions: They sound fun and I don't see much drawback in them. Not sure if we would want to use all of them though :D