A simple tweak you could make would be applying a low pass filter to the chewing sounds, I've done that on my install and I feel it makes them integrate better with the rest of the game.
The animation for eating is nice and the mechanic itself has potential to add another dimension of balance to food types (how long they take to eat) but the sounds are meh at worst and the burping should definitely be disabled by default. It's also a bit annoying that you can't eat repeatedly by continuing to hold down RMB; you have to release it first then start holding again to eat the next item.
I did consider making two (or more) separate library mods early in the development of Etc, but I kept on arriving at the conclusion that all my mods would just end up depending on both, basically defeating the purpose of splitting them since the library also provides crafting resources and mechnics such as the mortar and pestle, anvil, and so on.
My other issue was that I would basically be spamming CDB with libraries that only I would ever actually use, since most of the features are specific to my other projects at the end of the day.
I've tried my best to make the content additions as optional as possible, and ensure they don't get in the way of anything in the base game. (Of course, they can also be disabled individually or as a whole with library mode anyway).
An idea I've been considering was to make all the content modules 'lazy-loaded' by default, so they wouldn't actually be enabled unless another mod requested them, but that would leave players who came for the other half of the mod in the dark. I could add options to force enable them, but I think it's better from a design perspective to have them all enabled by default and allow players to disable what they don't want, than to require manually enabling everything they do want.
Glad you like the mod! I definitely agree that support for more biome mods is needed, and Wilhelmine's mods would be a great first choice. Bushy leaves for moretrees and a bunch of additions for the badlands mod are currently planned and I'm taking suggestions for more mods to support (however I probably won't be adding support for ethereal, everness, or new horizons as they're too fantasy oriented for my taste).
With regard to sounds, I'm plannning to add a sound management system to Et Cetera within the next one or two releases and slime sounds are first on the list for an improvement, both replacing the existing sounds and creating a separate sound set for mud. (They were meant to be temporary to begin with, but I must have forgotten to replace them earlier lol)
A simple tweak you could make would be applying a low pass filter to the chewing sounds, I've done that on my install and I feel it makes them integrate better with the rest of the game.
The slurp sounds are good, if a little loud.
The animation for eating is nice and the mechanic itself has potential to add another dimension of balance to food types (how long they take to eat) but the sounds are meh at worst and the burping should definitely be disabled by default. It's also a bit annoying that you can't eat repeatedly by continuing to hold down RMB; you have to release it first then start holding again to eat the next item.
I did consider making two (or more) separate library mods early in the development of Etc, but I kept on arriving at the conclusion that all my mods would just end up depending on both, basically defeating the purpose of splitting them since the library also provides crafting resources and mechnics such as the mortar and pestle, anvil, and so on.
My other issue was that I would basically be spamming CDB with libraries that only I would ever actually use, since most of the features are specific to my other projects at the end of the day.
I've tried my best to make the content additions as optional as possible, and ensure they don't get in the way of anything in the base game. (Of course, they can also be disabled individually or as a whole with library mode anyway).
An idea I've been considering was to make all the content modules 'lazy-loaded' by default, so they wouldn't actually be enabled unless another mod requested them, but that would leave players who came for the other half of the mod in the dark. I could add options to force enable them, but I think it's better from a design perspective to have them all enabled by default and allow players to disable what they don't want, than to require manually enabling everything they do want.
Glad you like the mod! I definitely agree that support for more biome mods is needed, and Wilhelmine's mods would be a great first choice. Bushy leaves for moretrees and a bunch of additions for the badlands mod are currently planned and I'm taking suggestions for more mods to support (however I probably won't be adding support for ethereal, everness, or new horizons as they're too fantasy oriented for my taste).
With regard to sounds, I'm plannning to add a sound management system to Et Cetera within the next one or two releases and slime sounds are first on the list for an improvement, both replacing the existing sounds and creating a separate sound set for mud. (They were meant to be temporary to begin with, but I must have forgotten to replace them earlier lol)