No equipment or item system #12

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opened 2026-05-10 16:07:04 +00:00 by Mark · 3 comments
Owner

Description

No hero-specific items, weapons, or armor.

Impact

Cannot customize hero loadouts.

Suggested Fix

Add hero equipment with stat modifiers.

## Description No hero-specific items, weapons, or armor. ## Impact Cannot customize hero loadouts. ## Suggested Fix Add hero equipment with stat modifiers.
Author
Owner

Feature Triage Assessment

Scope: medium
Risk: low
Spec Alignment: misaligned
Summary: Wants to add hero-specific items, weapons, and armor with stat modifiers for customizable loadouts.
Recommendation: Misaligned with the project spec — the mod defines heroes as autonomous fake-player actors with fixed role/trait/weight systems, not RPG characters with gear. Reject or defer to a separate optional module. If pursued, implement as a new equipment package that modifies task score weights based on equipped items, keeping the core data model unchanged. Would add ~10-15 files (item registry, equipment slots on HeroActor, stat modifiers, NBT persistence, commands).
Rationale: SCOPE=medium: There is zero item/equipment infrastructure currently (no item registry, no inventory model, no stat modifiers on HeroActor). Adding this requires a new subsystem: item classes registered with NeoForge, equipment slots on the data model, stat modifiers affecting task scoring, NBT serialization for persistence, and admin commands. That's ~10-15 new/modified files — a complete new module. RISK=low: Item registration follows standard NeoForge patterns, and adding equipment is purely additive — it wouldn't touch existing task implementations, the scene FSM, the backend abstraction, or the spawn/despawn lifecycle. Stat modifiers could subtly affect task scoring but that's manageable. No IO, no security surface. SPEC=misaligned: The entire SPEC.md, plan.md, and README describe heroes as autonomous actors performing scenes (patching walls, lighting paths, fishing, camping). There is zero mention of items, weapons, armor, equipment, loadouts, or stat modifiers anywhere in the design documents. The role/trait/weight system already provides hero differentiation. This feature stretches the mod's core identity.

Labeled blocked:needs-decision — unblock on Forgejo to dispatch to the fixer pipeline.

## Feature Triage Assessment **Scope:** medium **Risk:** low **Spec Alignment:** misaligned **Summary:** Wants to add hero-specific items, weapons, and armor with stat modifiers for customizable loadouts. **Recommendation:** Misaligned with the project spec — the mod defines heroes as autonomous fake-player actors with fixed role/trait/weight systems, not RPG characters with gear. Reject or defer to a separate optional module. If pursued, implement as a new equipment package that modifies task score weights based on equipped items, keeping the core data model unchanged. Would add ~10-15 files (item registry, equipment slots on HeroActor, stat modifiers, NBT persistence, commands). **Rationale:** SCOPE=medium: There is zero item/equipment infrastructure currently (no item registry, no inventory model, no stat modifiers on HeroActor). Adding this requires a new subsystem: item classes registered with NeoForge, equipment slots on the data model, stat modifiers affecting task scoring, NBT serialization for persistence, and admin commands. That's ~10-15 new/modified files — a complete new module. RISK=low: Item registration follows standard NeoForge patterns, and adding equipment is purely additive — it wouldn't touch existing task implementations, the scene FSM, the backend abstraction, or the spawn/despawn lifecycle. Stat modifiers could subtly affect task scoring but that's manageable. No IO, no security surface. SPEC=misaligned: The entire SPEC.md, plan.md, and README describe heroes as autonomous actors performing scenes (patching walls, lighting paths, fishing, camping). There is zero mention of items, weapons, armor, equipment, loadouts, or stat modifiers anywhere in the design documents. The role/trait/weight system already provides hero differentiation. This feature stretches the mod's core identity. Labeled `blocked:needs-decision` — unblock on Forgejo to dispatch to the fixer pipeline.
Author
Owner

Spec Updated & Approved

Decision: Accept — gear/inventory enables heroes to properly emulate real players (hold tools during tasks, wear armor, use items).

Changes made:

  • SPEC.md — Added Section 11 (Equipment & Inventory System):

    • 6 equipment slots (MAINHAND, OFFHAND, HEAD, CHEST, LEGS, FEET)
    • JSON datapack-based item definitions with per-task score multipliers
    • Effects on execution speed, fatigue, and task scoring
    • NBT persistence in HeroActor data
    • ActorBackend integration — equipped items appear on the entity
    • Commands: /heroes equip, /heroes unequip, /heroes inventory
  • plan.md — Added Stage 10 (Equipment & Inventory System)

Labels: Removed blocked:needs-decision, added triage-approved. Ready for the fixer pipeline.

## Spec Updated & Approved **Decision:** Accept — gear/inventory enables heroes to properly emulate real players (hold tools during tasks, wear armor, use items). **Changes made:** - **SPEC.md** — Added Section 11 (Equipment & Inventory System): - 6 equipment slots (MAINHAND, OFFHAND, HEAD, CHEST, LEGS, FEET) - JSON datapack-based item definitions with per-task score multipliers - Effects on execution speed, fatigue, and task scoring - NBT persistence in HeroActor data - ActorBackend integration — equipped items appear on the entity - Commands: /heroes equip, /heroes unequip, /heroes inventory - **plan.md** — Added Stage 10 (Equipment & Inventory System) **Labels:** Removed blocked:needs-decision, added triage-approved. Ready for the fixer pipeline.
Author
Owner

Fixed in commit. Closing.

Fixed in commit. Closing.
Mark closed this issue 2026-05-27 09:36:14 +00:00
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Mark/mc-heroes-mod#12
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