I had a few ideas for quilt API to help mods be more compatible.
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Built in Electricity API(Like Universal electricity or Redstone flux.
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Better/easier Built in registry tools(mainly for registring and defining a basic block in 1 line of code, like a prefab class.)
2.5. A prefab class that allows you to add standered blocks without all the json files/add new stone/ore types, the prefab class could also be used to register basic ore stereotypes such as adding a ore(block), raw ore item(for gold and iron type prefab), ingot/item(item), raw block(block made from raw ore items).
2.7. The prefab class should register world gen and recipes automatically(should be able to toggle/easily switch the material(for tools you could switch the stick and tool material)
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They’re should be public classes for all tools so mods don’t have to make to classes to make some tool classes public.
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Maybe add some common modded tool classes(such as a hammer, excavator, dagger, spear,paxel,shickaxe) - the hammer and excavator mines 3x3x1(excavator = 3x3 shovel, hammer = 3x3 pickaxe,paxel = pickaxe/axe/shovel, shickaxe = shovel/pickaxe), such tools should have less durability(in my opinion)
Note for #4 Shickaxe might only belong to Divine RPG but I’m not sure so they might own the idea completely making it a non community tool.
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Cauldron/tank template block class, should have a parameter to tell how many buckets it can hold and if it can hold lava(maybe put it in the tutorial mod as an example.
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Easier entity registration(maybe 2 lines in main mod class. And 1 line in the client that deals with models and rendering).
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Support for intelliJ IDEA minecraft modding Plug-In
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event handler like forge/fml has(is very much needed).
PS. I am not good with finding the right place to post so please if possible move my post for me and correct me if I post in wrong area