I think that adding every item to the lootchests is too OP

Issue #11 resolved
Péntek Imre created an issue

Hello, every item/block which isn’t marked as not in creative inventory can possibly be found in everness lootchests, which is OP and may potentially be unsafe.

That means any of these blocks can be found in a lootchest:

  • fire:permanent_fire
  • water and lava source blocks

once you add other modules the list might contain more questionable items:

  • mesecons_commandblock:commandblock_off – isn’t supposed to be gained in a creative environment
  • technic:corium_source – not a survival item, the worst kind of griefing material
  • technic:bucket_corium – otherwise would be hard to get in creative, the worst kind of griefing material
  • worldedit:brush – isn’t supposed to be gained in a creative environment

I think that anything that cannot be gained in survival shouldn’t be in a lootchest (also I’d prefer not to see expensive items in lootchests (e.g. hv grinder))

currently known best workaround: I introduced everness as a dependency to all of the mods, this way the worst thing that can be gained by a player is a lava source block

Thank you in advance for the fix.

Comments (5)

  1. Juraj Vajda

    Hi Péntek Imre, thanks for reporting. I had a feeling this will become an issue with multiple mods. I am not sure what would be the best solution without introducing bunch of API or dependencies and also I am sure that one solution will not satisfy everyone, but it is a good way to start conversation on this.

    Currently I will restrict the items as follows:

    • items cannot be in not_in_creative_inventory group (excluding creative items)
    • items must be craftable, e.g. must have crafting recipe, this way we have additional check that the item can be obtained in survival and not via e.g. chat command
    • all items from default mod are allowed

    Finding more expensive items in the structures allows higher engagement for players to travel and search the Word while its random/not guaranteed that every structure will have good items. This is contrary to the MTG where dungeons did added loot chests but there is no reason to look for dungeons and the loot chests since they dont have any exciting rewards.

    We can always adjust the above mentioned restriction for items and maybe make them more flexible via settings if there is legitimate reason/need for it.

  2. Péntek Imre reporter

    would adding a lootchest api mod as an optional dependency completely off the table? (I don’t know how would it help anyways, given that no matter which mod you choose it needs to be supported by all the other mods as well I assume)

  3. Juraj Vajda

    API is not completely off the table, it would be useful if someone wants to completely override how the logic for populating the loot chests work. Another solution would be adding a group e.g. disallow_in_lootchest for the individual items, another one would be adding already existing group to the items not_in_creative_inventory=1 which would be preferable for OP items in any case in my opinion. All solutions would have to be added to the code of the mods what are creating these OP scenarios. I would like to prevent long lists of item names in the code of Everness to check against and see if certain items are allowed (or not) for the loot chests.

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