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@KnightMiner KnightMiner released this 14 Feb 17:25
· 247 commits to 1.18.2 since this release

Shields

Mechanics

  • Shields are crafted like armor, with two variants
  • Shields have a block amount stat, which determines the maximum damage it can block. If an attack does more damage than the max, it is reduced by the stat.
  • Shields also have a block angle stat, determining how wide of an area they protect. It ranges from 0 to 180 degrees (180degrees is vanilla shields)
  • Shields can receive armor, toughness, and knockback resistance. All three stats apply in either hand, even when not blocking

Modifiers

  • Shields can receive protection modifiers, which work identically to armor. This lets you further increase your protection amount to effectively protect against all 5 main damage types.
  • Shields can receive counterattack modifiers as upgrades. They only apply when blocking, but are twice as effective as on armor
  • Shields can receive interaction modifiers, which apply on left click like bows.
  • Shields can have their wood dyed and their metal embellished, to help them fit your armor set visuals
  • Shields can receive reflecting to deflect projectiles
  • Shields can receive wetting and spilling to apply fluids on hit

Travelers Shield

  • Crafted from copper and wood
  • Has 3 upgrade slots, 2 defense slots, and 1 ability slot
  • Blocks up to 10 damage per attack, with a block angle of 45 degrees
  • Allows the player to move at nearly full speed while blocking

Plate Shield

  • Crafted from cobalt and wood
  • Has 1 upgrade slot, 4 defense slots, and 1 ability slot
  • Blocks up to 100 damage per attack, with a block angle of 90 degrees
  • Starts with 2 toughness which applies even when not attacking

Blocking Modifier

  • Blocking is a modifier that can be applied to any held tool, enabling it to block like classic swords.
  • Most tools have a block amount off 5 with a block angle of 60 degrees

Parrying Modifier

  • Allows daggers to briefly block after attacking
  • Daggers block up to 10 damage at an angle of 60 degrees for about 2 seconds

Slime Staffs

Mechanics

  • Slime staffs are tools that do nothing. However, they start with at minimum 2 ability slots to make them do something
  • They are not melee tools, but do count as armor (meaning they can get an armor value from diamond, netherite, and alike)
  • They support interaction modifiers on both right click and left click. A worktable recipe lets you decide for each modifier where to use it

Modifiers

  • Slime Staffs can receive any existing interaction modifier, such as blocking, bucketing, pathing, or glowing
  • Slime Staffs given spilling use it on interaction, allowing you to apply spilling effects to a target without damaging it. When expanded, grants AOE spilling
  • Slime Staffs can also receive slurping, for applying effects to the player directly
  • Slime Staffs are "overslime friends", meaning they can receive overslime without penalty

Skyslime Staff

  • Made from skyroot, rose gold, and skyslime crystals
  • Starts with 5 upgrade slots and 2 ability slots

Earthslime Staff

  • Made from greenheart, cobalt, and earthslime crystals
  • Starts with 2 upgrade slots, 3 defense slots, and 2 ability slots

Ichor Staf

  • Made from bloodshroom, queens slime, and ichor crystals
  • Starts with 2 upgrade slots and 3 ability slots

Other tools

  • Disallow luck on chestplates. Too few people understood that it only worked on unarmed, which is a niche enough usecase that scrapping it in favor of clarity is good
  • General tools now support blocking as a modifier
  • Boots now support long fall to fully neutralize fall damage, requires feather falling IV.
  • Cleanup logic for respiration modifier
  • Wet sponges can now be used in modifier extraction when combined with enderslime crystals
  • Sweeping edge is now capped at 3 levels instead of 4
  • Fixed some weirdness with using modifier crystals and multi-level recipes such as luck and tool belt
  • Fix modifier crystals potentially breaking JEI on servers
  • Fix firing a bow with too little velocity deleting arrows
  • Fix "fast use item" (used by Tinkers' Things shortbow and the Traveler's Shield) causing super speed in some situations

Stackable Daggers

  • Daggers now stack to 2 when undamaged.
  • Crafting a dagger now yields 2 instead of 1.
  • While stacked, they cannot be used, but they can be modified; ideal for creating matched pairs of daggers as it provides a modifier discount.

Protection Rebalance

  • All conditional protection modifiers now grant 10% protection per level
  • Protection now grants a flat 5% per level, and is capped at 1 level per piece. This allows me to increase protection amounts without worrying you will go too high once you have draconic.

Rebalanced Modifier

  • This is not another rebalance, but rather a modifier called rebalanced.
  • Rebalanced grants +1 modifier slot, but you get to choose the type
  • All variants require gilded blackstone, or once you are late game dragon scales work just as well
  • To add +1 upgrade slot, you need to pay skyslime crystals and rose gold
  • To add +1 defense slot, you need to pay earthslime crystals and cobalt. This slot can be placed on most tools, taking advantage of the shield/staff defense slot mechanics
  • To add +1 ability slot, you need to pay ichor and queens slime. This also causes you to lose an upgrade slot.
  • If you try to apply rebalanced a second time, it will replace the original (no getting more than one slot from the modifier)

Misc

  • Add config option to suppress the invalid tool stack warning
  • Apply a hacky fix for Carry On wrongly firing a Forge event
  • Fix smeltery components not keeping textures when broken
  • Update Japanese Translation (thanks koh-gh)
  • Update Chinese Translation (thanks Cactusstudent and ChuijkYahus)

API

  • Added new recipe type for a modifier that has different slot requirements each level but the same inputs
  • Added improved API for modifiers that are used by charging the tool
  • Tool Definitions now support custom modules being registered to them, works similarly to modifier hooks
  • Update to latest Json Things, add ability to add staff like tools (used for shields)
  • Add scaled FOV modifier for FOV that scales with the slider
  • Added tool stat for movement penalty when using an item
  • Walking on snow is now controlled by a volatile flag instead of hardcoded into travelers boots
  • Tool crafting recipe now supports setting the tool output size and adding extra requirements beyond the parts