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Simic Slaw is crafted by repeatedly adding different food items to it. The more you add, the harder it is to eat, but the better the benefits are.
Implementing the Simic Slaw item itself will probably require some sort of metadata or NBT on the ItemStack, then using that instead of static hunger/saturation values to determine the effect when eaten.
The continuous-crafting system will be trickier. I don't know offhand what it would require, but I'm guessing we'd need a new implementation of IRecipe.
The text was updated successfully, but these errors were encountered:
It does scale. The 75% chance stays the same, but the "base" slaw only gives you Nausea for 10 seconds. As you add more stuff to it, the number of effects and the length increase.
Simic Slaw is crafted by repeatedly adding different food items to it. The more you add, the harder it is to eat, but the better the benefits are.
Implementing the Simic Slaw item itself will probably require some sort of metadata or NBT on the
ItemStack
, then using that instead of static hunger/saturation values to determine the effect when eaten.The continuous-crafting system will be trickier. I don't know offhand what it would require, but I'm guessing we'd need a new implementation of
IRecipe
.The text was updated successfully, but these errors were encountered: