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Makes origins unique per player, to the extent possible. Don't read the code it's cursed

License: GNU Lesser General Public License v3.0

Java 100.00%
origins-mod origins mixin addon

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uniqueorigins's Issues

Add the ability to add spots for a specific origin

Essentially, instead of the count of players with any given origin being n or n+1, have it as n to n+i+j+1, with the offsets represented as i and j here being a global offset, and an origin-specific offset respectively, and both queried/specified/modified with a get/set/change command as for resources.
Edit: I have thought about it for longer and came up with a better system. As with what I had imagined as first, it naturally defaults to the current behavior when all the parameters are set to 0.

Edit: adding two three things here:

  • as suggested by Rem_Imaginis on CurseForge, the mod's effects should be able to be turned on/off for specific layers using commands done in PR, next step would be to allow certain players to be immune to the filtering (they should probably still count towards the limits or else that would be a pain to manage).
  • as suggested by SpiderKolo (barman) on CurseForge, a way to "group" origins together so picking one of them counts as picking all of them at once, to make "teams".
  • mixin in other places so using an orb of origins doesn't allow you to pick saturated origins and shows the random origins that are actually available and not the saturated ones as well.

Besides being able to set offsets from resources/scoreboards I don't think the mod can get more customizable than this without putting a lot of work into it.

By the way good luck with your worldgen mod, which is I believe what you're busy with at the moment.

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