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Feature Request: Buff brewery drink effects #11

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Inframission opened this issue Aug 8, 2021 · 4 comments
Open

Feature Request: Buff brewery drink effects #11

Inframission opened this issue Aug 8, 2021 · 4 comments

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@Inframission
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Adding better-than-vanilla status effects to some brews would give groups incentive to discover, produce and trade different drinks. This would expand the tech tree on civ, integrate brews into gameplay and bring the plugin out of its current status as a tool only used for novelty items

@squareblob
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I agree with your suggestion, brewery never seems to quite live up to its potential.

If I might go on a complete Brewery code-it-yourself tangent...


Two changes that would greatly increase the payoff and versatility of brewery would be 1) staggered effects and 2) custom effects. I pick these changes because they are not too conceptually radical, and can be implemented in hacky ways somewhat easily (in non-hacky ways idk...)

(1) Staggered effects : Instead of a static bundle of effects, brew effects could be staggered across time. For example, a brew could give <insert very powerful effect here> shortly followed by <insert very harmful effect here>. This would allow much more 'real' trade-offs when designing brews. This would also make for much more fun roleplay brews.

(2) Custom effects : Brews could specify custom effects (which would be built into Brewery). The only custom effects currently in brewery are a few drunkenness effects, such as garbled text and 'puking' soul sand. Of course, much more is possible. For example, Brewery could have a better wither effect that actually obfuscates health with packets. Or for roleplay purposes a brew could show a screen effect such as a red haze. (This all obviously gets very messy quickly...)

Not directly relevant, just my 2 cents on an additional way to "bring the plugin out of its current status as a tool only used for novelty items"

@caucow
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caucow commented Aug 9, 2021

Anything custom is basically out of the question without clientside modding. Even a red haze is impossible without changing biomes around the player and forcing the player to relog to update them (nether render distance fog, mostly clientside). All the screen effects in the article you linked are either fully client-side, some amount of hard-coded into the game, or (rarely, ex. elder guardian) one off short lasting event effects triggered by the server. While some of those can be overwritten by a resource pack, you'd be overwriting something that's otherwise already used by the vanilla game, and once again a lot of them are triggered clientside.

Until mojang actually gives us the ability to shove new game content into the client that isn't just reskins of existing vanilla stuff , "custom" stuff basically won't be a thing.

@Ameliorate
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Custom effects are possible, you just have to be creative. They wouldn't be displayed in the inventory screen, of course, but you can create effects by using different vanilla packets and storing the effect state in the database.

@KaloHG
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KaloHG commented Aug 9, 2021

while I love the power of packets and making things look cool. for a brewery drink this seems a bit excessive :>

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