3.6.3.111
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