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This repository was archived by the owner on Apr 22, 2019. It is now read-only.

Decreasing research effectiveness (random chance of failure) #1010

@kc7zzv

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@kc7zzv

I am very interested in EE3, but I would really like to tweak the balance so that researching takes more "samples".

The idea is that the config would have an option that lets the server owner configure the chances of research working. If the research "fails" then the item is destroyed and you don't get the research.

The reason I'd like this is to allow for more interesting strategic choices. Say that your server has the chance set to 20%. You've managed to collect a ghast tear. Do you spend it in a recipe, or do you risk your single tear in hopes of being able to make more?

Mostly, I want the ability to force players to risk losing an item rather than have EE3 research always be the best choice when you get something rare.

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