#TFC Origins - A new way to further customize your primitive life!
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noted
ngl one of the few things i wish i had in tfc was the origins classes so i'll be interested to see if those are added
I can try to port that. That mod is basically a datapack that got converted into a mod.
But it will be difficult to do the item attributes (the blacksmith has increased tool stats, but those only apply from crafting table crafting and anvils)
The farmer stuff will be relatively eazy (i just have to add the crops ids)
what about the baker and stuff :think:
Idk that unfortunately.
๐ Another post with no download. Challenging Mr.Thomas with his TFC Metallum post that has yet to have the mod released
I'll come with a beta download link in this weekend. There's no way im losing to him kek.
๐ oo, then we'll see who's faster
cuz I remember him stating that he'd be releasing it this week too. (if no major problems arise of course)
And intentionally i didnt come with a testing build because theres nothing to test lmao. I want to talk to people. I want to let everyone talk and come with their ideas ๐
๐คฉ The Fish Origin
And add their self-inserts if they want to.
๐
Do you realize that will be close to impossible if you imagine it to be like the merling?
But yeah its possible
Also, i can do origin specific crafting table recipes
๐ no, the fish can breath out of water if you eat other fishes. Cannibalism to breath on land
Cannibalistic Fish origin. tm
Only you can craft those items ๐
Also, if you have some origins that you used to play with on fabric or forge, feel free to dm me your datapack and I'll add it them in some way to this add-on as long as it won't break the balancing.
I've never played with any origins before. Cuz it's not the type of mod im into
๐ The Vegetable Origin, you can only eat plant stuff and can't hurt animals (including predators).
Understandable. Im straying away from the usual origins format (mostly because of balancing and the inability of modifying the diet that much) but im willing to experiment with it.
๐ณ Secret Amogus Origin
Unfortunately i cant because of #content-dev .
๐
ngl, there should be better balancing options than "oh you can only eat veggies and you lose hunger faster"
that's such a lame way to balance
Exactly
I dont want to change diet that much
Because as alcaz said, i can't modify the diet. No way to remove lactates or proteins from your diet for example.
But i can modify hunger gain from foods
ah yes, easy workarounds
Meat will still give the usual protein and meat points, but its actual hunger value will be lower or even negative for example
if you have an abundance of food; that will make it more nutritious, not less.
โ holy, how long have you been typing for lol
Ive got the first origin idea for the beta. The Drac'san (yea...im late with Halloween)
The Drac'sans are big red lizards, quite photosensitive and contact with sun exhaust them mentally and physically. Their natural coating on their scales prevent them from burning in the sun, and the only way to get the coating back is to keep your hunger high. You will slowly lose hunger when exposed to the sun, and depending of your hunger level you will get different debuffs. If your hunger is below half, you will lose a small quantity of health over long periods of time (the equivalent of one vanilla healt point, half a heart every 15 seconds) and display fire particles. If your hunger falls below the limit that allows you to sprint (below 3 vanilla hunger shanks, 6 points.) you will burn like zombies do.
You can prevent the negative effect of the sun by standing in water, on top of snow layers and on ice, and by wearing a leather cap (the cap will take damage overtime tho)
Because of your bulkiness you will have a slightly bigger hitbox than a usual human. This size is a blessing and also a curse. You can carry on your back 5 inventory slots worth of extra storage space, and this inventory will act like a private echest that is dropped on death (you cant place very large items on your back)
Unfortunately you will exhaust hunger 10% faster passively, and even more if exposed to the sun without protection. You move 10% slower than a human, and you are unable to ride anything. All your melee attacks deal 1 extra point of damage, and you can dodge the first attack you are going to get, with a 3 mins cooldown.
I want to experiment with survival mechanics
And make new hazards
Im thinking of making a custom recipe for him(to showcase the custom recipes), but i dont have any ideas lol.
Ill allow them to dry leather skins
Basically convert skins to their final product, but with smaller efficiency
Also the drac'san will have increased health. 3 extra vanilla hearts worth of health. I want to see how the health interacts with TFC.
Can you make an origin that can easily find those loose ore in the surface?
I struggle a LOT in the mod because of it
Dwarves:
-Quality of forged items is always +1. If quality is above perfect it is called a "Dwarven Masterwork"
-Prospecting scans 2 times, first at normal radius (0.5+12), then if nothing was found, at double the radius (0.5+24)
-Dwarves see better in the dark (if you can do this with a shader instead of Night Vision, better)
-Dairy nutrition is replaced by alcohol. Should work the same way milk does.
-movement_speed 0.08 (80% of normal)
-forge:jump_height 1.1 (88% of normal)
-With Pekhui: 1.2 blocks tall (crouching would allow to walk in 1-tall gaps)
Elfs:
-Trees and plants planted by them grow sooner.
- Attempting to tame an animal will bring it immediately at 35% familiarity if it isnt alredy, and taming is 2 times faster
-movement_speed 0.09 (90% of normal)
-With Pekhui: 1.5 blocks tall
-Items crafted by them on a full moon are enchanted randomly. The enchantment is not shown and the lore says "Elven"
If the item is of masterfully forged quality or more, the text is instead "Elven Masterwork"
-attack damage -20% modifier
-Dont need dairy. Instead Sap is required for a healthy elf
Human:
-max_health 30
-attack_damage +20% modifier
-Fishing bonus
-Better alcohol is produced (less negative effects) "Good Quality" tooltip
โโโโโโโโโโโโโโโ
i dont even know if this is feasible
ah you said datapack
then this is def not feasible rip
but was fun to think about
Thats amazing! But as you said... Some things can't be done just with a datapack. Maybe with kubejs it is, but i don't have JavaScript experience unfortunately (i code as a hobby).
For the dwarf instead i can give to it the origins classes tool and weapon modifiers (all the final product are made at the crafting table, even attaching a toolhead to a stick, it will always apply in the end).
Prospecting isnt possible for me to do, but i can make you spawn with a red steel propick (maybe with lowered durability) so you can do that earlier in the game and more accurately mark on your veins.
For elves the plant related stuff is impossible without a mod. The TFC familiarity will be hard for me to do unless TFC has a command that modifies familiarity on entities.
The random enchantment impossible without a mod because the only thing that allows you to enchant stuff is /enchant command.
For human. I can't modify fishing, and for alcohol its impossible to apply item modifiers to it just for humans because barrels are blocks that store their content. Origins doesn't support crafting with blocks that have storage space (you can't do for example vanilla furnaces recipes)
Maybe? I could check for nearby blocks and if finds a target block it summons a glowing armor stand on the surface ore.
The next origin will be a dwarf, based of @plain tendon 's dwarf idea. Maybe ill add your idea for it too! (But i think having better chance of prospecting ore outweighs the ability to find nuggets on the surface.)
Night vision allows you to see the ore nuggets better in the night
random enchant is possible with loot tables
consider it a dwarf fortress dwarf idea hehe
i was thinking for the dwarves to be allergic to sunlight in some way too but thats just annoying lol
Ill try that ๐
Yea...
item modifiers
not loot tables
well both i guess, item modifiers should be the way to go tho
anyway i dont think tfc supports forging bonuses above perfect so youll have to engineer it
I'll finish the drac'san and let everyone playtest it for feedback.
Im doing this with datapacks so unfortunately i can only do data driven stuff
No new content
i think its possible
Maybe it is, but as i said, im doing this as a hobby and im afraid to go into mod making yet
Imagine me to be a some sort of script monke lmao
correct me if im wrong. tfc forging bonuses are
efficiency +20% per level +80% at perfect
durability +25% per level +100% at perfect (average: applies like unbreaking)
attack damage +12.5% per level +50% at perfect
I still have to check those lmao.
i know, i mean it should be possible with datapacks
I scratched the surface of the datapacking docs but definitely i missed this.
It should fall in the recipes tab
i mean, with just vanilla attributes, if origin lets you modify attributes on item creation
wait is mining speed an attribute in forge
Yup
It is i guess? Origins classes blacksmith mods mining speed on tools
average modpack making moment
True ๐คฃ
Ill go away for a bit. if you want to talk a bit about the datapack I'll have a 20 mins break in 50 mins
if you succeed in doing this i might use it in the modpack im doing btw
Break time.
Cool! Can't wait to finish the drac'san.
Also what do you think? Instead of allowing you to convert raw to refined leather, does it make sense if for a leather cap you will need a large raw leather piece instead. Being able to convert raw to refined leather sounds a bit op for me.
The refined leather unlocks saddles.
You can't ride entities (except boats) but the saddles and armor you could craft from the leather saddles for others to use. I need to take into consideration multiplayer interactions too
Oke is it. I checked the docs and the most efficient way of putting random enchantments to an item in a specific equipment slot is to use the origins:equipped_item_action entity action type to execute the origins:modify item action type to apply a certain item modifier that would use the minecraft:enchant_randomly function on the item from the specified equipment slot
https://origins.readthedocs.io/en/latest/types/entity_action_types/equipped_item_action/
https://origins.readthedocs.io/en/latest/types/item_action_types/modify/
https://minecraft.fandom.com/wiki/Item_modifier#Item_function_JSON_format
Item modifiers are technical JSON files that can be created inside data packs and are used to add loot functions into existing items using the command /item.
This page describes how item modifiers are defined and invoked. It also shows the JSON structure of a loot function, the primary JSON structure within an item modifier.
Yea sounds complex but its simple to set up
Instead of using this for a specific equipment slot (inventory location) i will be using this upon item crafting (same way as blacksmith)
Or instead i can make you randomly enchant one item in your mainhand while a full moon is active.
If you would like to enchant already existing items
I can
Its an nbt tag
And im allowed to do all nbt stuff
great
Expect somewhere on Friday or Saturday to finish the Drac'san. I gave up on the leather custom crafting because it breaks the progression.
Instead the winter will protect you from burning in the sun.
(standing on snow and ice negates the sunlight effect)
I will distribute the add-on as a datapack here until i finish adding enough content for it to become worthy for curseforge.
i think of taking more damage if affected by the sun sounds cool, but you can bash with your shield
if the shield is in your offhand you can press the primary ability key to push entities away. no damage dealt, just knockback
50% more damage
ngl at this point it's starting to look less like an origins compat and more like it's own thing
yeah lmao
ive been working for over one hour over the sunlight thing
i think its almost done
i know enchants arent really possible on tfc, but ill make them able to reduce the fire damage taken (fire resistance)
for content creators out there
that might want to mess with enchanting
for curious people out there this is how the sunlight stuff is handeled.
im using item tags to define cold blocks
also i will need to use item tags to define shields
i changed the bashing key instead of using primary ability key it will be using the attack key.
this is the shield bashing
i might need someone to check ingame the IDs of all shields and cold blocks. I did add the vanilla ids to the tag but i have to add the ids of TFC stuff.
for example i need to expand this tag
Im a bit too busy rn to check those
Can't really say this is a origins compact because i cant 1:1 port the vanilla origins to TFC
Almost done of finishing the testing release of the Drac'san origin! This build only covers the vanilla stuff in tags. i suggest you should playtest it on vanilla because i still have to add the TFC stuff to it
last minute change. instead of dodging you can cheat death (totem of undying like effect that heals just half a heart) that has a cooldown of a hour
man the drac'sans were really told that dying is gay
changelog: the "cheating death ability" will have a two hour cooldown
also you dont spawn with it filled
and it resets on death
makes sense to me
but it is kept between log offs
unless the server restarts
then it resets again i think
the only thing left is the extra inventory
seems a bit
5 or 9 slots?
its just for testing purposes. i will tune everything later
after i will playtest it
i was thinking of allowing other players to ride you but that sounds silly XD
small issue
cant make the cooldown two hours long because it overflows
everything else works fine
It is time to give to you the first testing version of the datapack: It currently adds one origin. The Gray Drac'san.
pros: -You have increased health (3 vanilla hearts)
-You have extra inventory space on your back
-you can bash enemies while shielding
-you can cheat death every two hours (this is bugged atm)
cons: - you are 20% bigger. you need to sneak to get under two blocks high spaces and you cant ride animals, you also more slower
-you are sensible to daylight. It slowly drains your hunger and the less hunger you have the more harsh is the effect. Can be countered with cold blocks, water and leather helms (but the helm will take damage overtime)
If you want to play with this rn, you will need the latest forge version for the origins mod, caelus togeather with pehkui. I didn't add any TFC content yet, but when i will do it will need as a dependency TFC too.
@plain tendon im done with the testing build. Feel free to try it out and tell me your thoughts. Im interested into your modpack idea.
Im going to make at one point a discord server for this project because here its very disorganized.
At one point I'll delete this thread and use #1029821338904440903 just for download updates.
All the talking will be done on the discord server.
This is your time to come with a server icon for this add-on's discord server. It would be funny if other came up with the icon instead of me.
wait ive told you what i plan on my modpack?
i plan a lot of things its not even fully thought out yet
Hi, so can you carry anvils on the extra slot?
anyway dont worry about making a discord just keep this channel it should be the best place
It could be too much overpower
It acts like any inventory space iirc
I only tested the datapack on vanilla. First i want to do the basic functionality, and after that take care of inconsistencies
Tomorrow when i get back home from highschool I'll make the discord server and then start working finishing the Drac'san.
I'll set up a GitHub for this project too.
And link it to the server.
Its very messy for me to properly communicate what im doing just on this channel.
You didn't
We can talk about your idea in dms if you would like to keep it secret
Im planning to add compatibility to all TFC add-ons.
Also reverse engineered how origin classes applies item modifiers.
It uses a bunch of item tags and applies the modifier upon item crafting.
(from a crafting table)
i have to yet start, ill tell what im doing eventually XD
Fun fact. The origin was based of Aether mod's creature with the same name that is present in its lore. Aether mod will finish porting to 1.19 sometime by the end of this year, and after it releases it will have a sequel, Aether II. Generally i like to reference other pieces of media i dont like to do everything by myself. I love when others come with their ideas.
I can implement some sort of a "sixth sense" for the dwarf. By adding all the ores to a block tag and scanning the proximity of blocks in the same way i did for the Drac'san to detect the cold blocks but for a larger range. When you get close to any ore shard on the surface the ability will activate and it will change colors the closer you are to the ore (from red to green). This ability will help people locate ores on the surface.
This is a gift for you my mate ๐
Yey i love dwarfs
Autor: Oscar Payn, the lead of Aether mod. Took kingbdog's place after he joined mojang.
Playtested the drac'san on TFC. And unfortunately yes, it allows you to carry heavy objects. It's limited to 5 inventory slots so i dont think this is very very op. You can't ride animals with the drac'san, you are slower. The downsides outweigh the upsides. This is my opinion.
Also i made a list of all tfc stuff that i need to add compatibility to.
Im starting to finish the drac'san (im left to add tfc:spring_water and tfc:salt_water to the water and tfc:sea_ice tfc:ice_pile and tfc:snow_pile to the cold blocks tags used by the drac'san.)
Its cheat death ability will have a 20 minutes cooldown. The reviving effect leaves you just on one half a heart, no regen no absorbtion. Just half a heart. Imagine it like the study ability from pokemon if you played it, but the sturdy effect is constantly active.
Ive made a tag for all small ores that can be found on the surface (tfc:small_hematite or tfc:small_native_copper) and im starting to work on the "metal detector" ability for the dwarf.
Also their small size will actually be a downside because if you can fit under one block high spaces when you sneak it also means you cant see through grass very well (but the metal detector ability will negate this downside)
For its range im thinking of something like: 20 blocks for alerting (white text), 12 for getting closer (yellow) and 5 block distance for locating it (green text). The text will display on the same level as the "sleeping through this night" message on the hotbar when it detected some ore (the message come from sleeping in a bed)
Also. Ive got a idea for the elves. They can combine gems with tools. Each gem gives a different enchantment. For example refined pyrite will give fire protection, opal will give respiration, ruby fire aspect, diamond unbreaking etc. The combination can only be done during a full moon. The minecraft random enchantment function when i tested it on some samples the results were very overpowered and unpredictable.
Also, to bring some love to the people that want to play as a human, they will have increased overall stats (movement speed, damage, health and also they can pick through 3 specializations. I still have to work on this concept. Each specialization can be unlocked by triggering an advancement (it will be tfc related))
Apparently today when i tried to code the metal detector it only has basic range parameters. Origins doesn't allow me to track the distance of the block. It only gives a true or false result when that block is in the specified range, but i can't do additional conditions based of the exact distance between the block and the player entity. This means basically that i can't make the text change colors depending of the distance. The best i could do was simple white text that shows up when any of the small ores are in range. I'll make the range 16 blocks away, and the hinting text will be "i sense something near...". This text will only go if there are no more small ores near you.
Apparently i going to be extremely busy this week and in the following week because ive got 6 tests announced, three of them being extremely important. Feel free to modify my project as you would like.
I have to take a break for now
im actually testing stuff myself with origins and pehkui. have you any idea on how to use pehkui without using it's commands on every tick? can one embedd commands that are played once when the origin is selected in a power?
i'd rather use commands anyway when available as they are easier to read, modify and repeat later
Check my drac'san size example.
Thats the best way i could implement size changes
The size updates when you change the origin.
And it reverts back to normal
If you have some questions ask me and ill respond to them when I'll have time
I still have to finish the metal detector ability for the dwarf.
I recommend using this as your main source of documentation.
https://origins.readthedocs.io/en/latest/
And if you would like to see other origins how are they done, you can check the origins discord server and there they have a #power-library and #datapacks from where you can download individual powers or origins and teardown them to see how they work. You might find a feature you like on one of the origins posted there but you have no idea how to implement that.
yes i am using it :)
curreny stuck on trying to use item_modify_after_crafting cause that shit is not working unlike its coubterpart item_modify
the second one shows the random enchantments before you craft the item and thats broken, you can just reroll by taking the components out
Ye... I suggest taking the origins classes mod jar and extracting it
You can check how it handles item modifiers
Any version should work the same (fabric or forge) since most of the stuff made with origins classes is just a datapack packaged as a mod. The only thing that it does extra is that it automatically fills item tags with all the items that fulfill their condition. (The blacksmith item modifiers are applied to all items that are in a tag, for example the bow boost is given to all bows contained in the bow tag. The tag when you extract the jar it shows as empty, but actually that tag is automatically filled with all the items that fulfill that condition using some stuff that can't be done with datapacks alone. You will have to manually fill the tag instead if you will continue using the datapack approach. I suggest you should check the tags ive made for the animals and cool blocks. There you can see how to properly initialize modded and vanilla items/blocks/entities to tags)
I suggest giving a use for all the gems we have in tfc. My idea is to use them to enchant items.
And all items crafted by dwarves should have unbreaking 1. Dwarves can have increased mining speed anyways.
And each refined gem if held by a elve in the offhand and any compatible tool in the mainhand during a full moon it will be consumed and used to enchant that item.
Also apparently this seems to be a bug
#734133453544489010 message
Check the message on origins discord
oh god
Hey, @plain tendon would you like to contribute on the project? You can implement all the stuff you want in it and i will occasionally come and help you. Im asking this because im afraid that if im the only person doing the coding it will stall for a while.
I'll move the project to my github sometime today or tomorrow
I'll send to you in dms the server link
I want a small vote, should i make an origin that has built-in elytra, but will have limited offensive capabilities or just ignore elytras as a mobility option because they nullify the need of roads? The main idea about this is that the said origin will be very frail (20% increased damage from all sources, extra 20 from falling and kinetic impacts), their melee attacks are weaker but they are very mobile.
Great scout for multiplayer, but their weakness discourage dangerous fights.
And for future, I'll set up a google doc which will contain information about all the origins, with detailed information and dynamic updates on my work progress.
I have made the document.
https://docs.google.com/document/d/1taYQ9cDR2KJbJe2dyNsd1JsRp85CkfDOvesx3MHWTu4/edit?usp=drivesdk
You can ask me questions on the document by commenting there.
Static's TFC Origins add-on project and complementary datapacks docs Main purpose of this document is to come with detailed information about my project's development progress, technical details, plans and ideas. Im always open to suggestions, they are very appreciated and I always enjoy talk...
I have written an small story explaining the drac'san.
Im planning of writing a story for all origins.
I'll continue writing some origin concepts on the doc, but with the tests slowly getting closer it will take me some time to implement them.
I would like to have some feedback about the the docs and if you like it. I'll like if you come with origin suggestions too! I'll check tomorrow what you've said.
I think the best way to know is to actually develop the project
like publish a beta version oof the datapack and see if its balanced
Nothing better than beta testers feedback
Thats next up coming.
Ive done the complementary luggage compatibility datapack. it adds only one recipe, in tfc style, for the luggage pet. I couln't do the barrel recipe for the special one unfortunately
The datapack is broken. Tomorrow I'll fix it. too busy to fix it unfortunately. If somebody actually needs it ask bonedoll for his fixed copy.
Im planning some huge stuff.
Winter vacation is coming closer (free time) and also in my country there's going to be 5 holiday days because of the national day overlapping with Saint Andrew's day on Wednesday and Thursday , leaving Friday, 2 December another free extra day.
I will start finally coding what i was planning for all this time, and also do something interesting called layering.
Instead of adding a lot of origin clones i can add "children" to them, basically theres a base origin, lets say human, and then human has four origins he can pick from, firestarter, dwarf, handyman or standard. In this way i can add diversity. The Drac'san for example could have three "children", each one of them varying in small ways. In this way i want to add as much diversity without adding a lot of different origins. Maybe someone likes something about X but he doesn't feel like it fits him. With layering i can add variations to them and fit everyone's taste.
Some info for those interested. https://origins.readthedocs.io/en/latest/guides/data/origin_conditions_in_layers/
I know about it, this way you can make the origins more balanced by giving different set of powers. Like: enderlin, you choose it then you have 3 different sets, enderpearl trowing, eye enhanced (power to give glow to those around) or knee jerk teleport
Yea, thats the point. The said origin has a base set, and then they can chose between different specialisations. But oh man, wish me luck in the tomorrow's complex numbers test.
Can't wait to end all of this and start working in the weekend.
Maybe i can pull a release by the end of the next week.
I wanna add the vanilla origins to tfc because it would he a shame to publish this online on lets say curseforge and have people complain about the absence of those origins.
Speaking of glowing, https://origins.readthedocs.io/en/1.4.1/types/power_types/entity_glow/
I'll write down here the ideas for the different sets of powers for all origins (i dont have time to take care of the doc yet),
The enderian: Base Powers: Hydrophobic: you take damage if you touch water, including rain, but not when drinking it. Can be avoided by wearing red steel armor.
Fragile: you take 10% more damage from all sources.
Large: you are taller
Abilities to choose from: long arms: you have 1.5 blocks of extra reach
Teleporting: you can trow an enderpearl, 2 mins 30 seconds cooldown, no damage taken from the teleport, also there is a small chance you will randomly teleport when you take damage, destination unknown, as a downside.
Enhanced sight: You have toggle-able enhanced vision ability that makes all entities to who you can have a direct ray between your eyes and the entity glow. Entities behind glass or translucent blocks won't glow, imagine it like looking at an endermen through glass. Endermen don't get triggered when you look at them through glass.
Drac'sans: base powers:
Photosensitivity: blah blah check the in-game description.
Heavy: you move 10% slower and you can't ride entities
Large: you are slightly larger.
Abilities to choose from:
Endurance: You have increased health (3 vanilla hearts)
Memento mori: You can cheat death every 5 mins, you are left on half a heart after a fatal blow.
Rogue: All attacks dealt by you deal one heart of poison damage (doesn't affect undead) and you can spit a projectile that deals damage and poisons.
Feline: Base powers:
Agile: You move faster (10%)
Weak arms: you mine everything 10% slower.
Acrobatics: You take 90% less damage from falling.
Abilities to choose from.
-true sight: you have toggle-able night vision effect
-experienced acrobat: you can dash in a direction
-stealth: Sneaking for 5 secs makes you completely invisible.
The general rule around 3 abilities to choose from. There will be origins that would have less than 3 abilities to choose from, generally for those that are very niche or situational, like the elytran.
Can you make them not get the slowness from grass?
And if you want i can make the conditioned layer, i've just found out how to make datapacks on my cellphone
Here, i made just the layer, i recommend you read it all and change the names
Ill try that. i can maybe reuse the base origins arachnid cobwebs immunity.
Or use the phantom's phasing ability and make it allow you to phase only through vegetation (i will need to make a block tag for this)
Did some coding today and i noticed something unfortunate. Theres absolutely no way to go back if you chose a main origin. Foe example lets say you chose the feline but after reading the variants you want to go back and check out the other origins. The issue is that... You can't do that. I'll discard the idea of layered origins because its very inconvenient and also makes this project too complex.
You can show the variants in the description
I could with badges
I used those already in descriptions
I just need time...
I will make a github because honestly this project takes me a shitton of time to finish
A shitton of time to find free time
How do you install the Datapack
nvm found it out
Sort of
I put it into the world, could someone help me install it onto my TFC
is this still in active development?
๐ค hmmm op is gone from server
so no more active development I assume?
unless someone took the mantle?
The guy just made this thread to talk about eventual ideas but probably realized actually executing the idea is work
So he never did anything
๐ค guess it's up to the moderators or devs to decide if this should exist or should not then
Erm... Was found a way to work with this then?