Talk:Fabricate Creature
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Not a mod
This isn't a mod in any sense, it's just functionality.
IMO the concept of "relic mods" should be moved out into a general concept of "relic powers" anyway. The implementation of relic powers as ModFoo parts is incidental and it's basically just confusing to mix them in with item mods that have anything to do with the modding system. Chaos5023 (talk) 06:24, 12 August 2020 (UTC)
i agree with the principle of this, however, relic mods interact with the modding system in that they take up slots for purposes of modding. i just tested with a temporal fugue relic and it allowed only two modifications. helado de brownie (talk) 06:33, 12 August 2020 (UTC)
- True, but it isn't normal for relics to allow modding at all (actual historical relics, not relic-likes like the Spindle reward or some baetyl rewards). What kind was yours? Chaos5023 (talk) 06:37, 12 August 2020 (UTC)
- not sure, i generated it with
randomrelic
. but the difference between a sultan relic and a non-sultan relic doesn't seem mechanically clear from a ux standpoint. to be clear, i think it's a good idea to not consider them mods (you can't mod things with them after all), i just think it still bears elaborating that they do have this interaction with regular mods helado de brownie (talk) 06:41, 12 August 2020 (UTC)
- not sure, i generated it with
- I was thinking the way relic armor is set up was more general, anyway. Relic weapons are consistently moddable. So that nixes any idea of disentangling the concepts, I guess. Well, fabricate creature still isn't a mod. :) --Chaos5023 (talk) 20:37, 12 August 2020 (UTC)
- (And of course neither is obliterate faction.) --Chaos5023 (talk) 20:38, 12 August 2020 (UTC)
- It also turns out that relic weapons being moddable is a bug. --Chaos5023 (talk) 20:57, 12 August 2020 (UTC)
- hahaha it sounds like dilemma solved ^^ helado de brownie (talk) 21:34, 12 August 2020 (UTC)