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Hey, I'd send in some money to get this added, realize it's a super specific use case.
Use your mod in the RL Craft modpack, so it's the 1.12 version. The modpack is extremely hard, and the default death drop of 5 minutes is very cruel. That said your setting of 'death drops don't despawn' (ever) is too forgiving. I was hoping you could put in a death drop despawn timer, that is longer and separate from the default item despawn tiimer. Would want to make it like 30 minutes, so players can go on organic missions to recover there stuff - still with some urgency and priority, team play mission to go recover player A's corpse. But I don't want the items to be infinite so it takes the pressure off.
I definitely don't want keep inventory, as that defies the pressure of the game, you still want death to be scary / cost something.
So, wondering if it's possible to add that, death drop despawn timer, separate from default drop despawn timer. Specifically in the 1.12 version.
Thank you,
Gabe
The text was updated successfully, but these errors were encountered:
Hey, I'd send in some money to get this added, realize it's a super specific use case.
Use your mod in the RL Craft modpack, so it's the 1.12 version. The modpack is extremely hard, and the default death drop of 5 minutes is very cruel. That said your setting of 'death drops don't despawn' (ever) is too forgiving. I was hoping you could put in a death drop despawn timer, that is longer and separate from the default item despawn tiimer. Would want to make it like 30 minutes, so players can go on organic missions to recover there stuff - still with some urgency and priority, team play mission to go recover player A's corpse. But I don't want the items to be infinite so it takes the pressure off.
I definitely don't want keep inventory, as that defies the pressure of the game, you still want death to be scary / cost something.
So, wondering if it's possible to add that, death drop despawn timer, separate from default drop despawn timer. Specifically in the 1.12 version.
Thank you,
Gabe
The text was updated successfully, but these errors were encountered: