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A workaround of the prototype item mechanic #162

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shBLOCK opened this issue Nov 28, 2021 · 0 comments
Open

A workaround of the prototype item mechanic #162

shBLOCK opened this issue Nov 28, 2021 · 0 comments

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@shBLOCK
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shBLOCK commented Nov 28, 2021

Scope
A new mechanic.

Suggestion
Since the prototyping mechanic is impractical in high versions, I'm thinking if there could be a workaround on it, this could at least bring back most of the prototype item mechanics.
For that, I suggest adding a new block, that you can bind an item to it (such as the pistol) and it would have ports on multiple sides (just like the prototype port in 1.12)
The pistol should work pretty much the same way as before. But for the watch, I think you could make it accelerate the area around the player that's holding the watch if it's in a accelerating zone of a temporal accelerator, and it would also be cool if it only accelerate the block or entity that the player is pointing to, just like some items from other mods.

Justification
I know this isn't the main idea of "prototyping" (so this new mechanic probably shouldn't be called "prototyping" anymore). But I just like the idea of creating an entirely custom tool that's powered by your own complex contraptions, and I want to make it in high version modpacks.

Impact
I think this could be considered as a completely new mechanic, but it won't interfere with the rest of the mod very much, because it only let you make custom tools.

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