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Releases: SlimeKnights/TinkersConstruct

Shield Update Pre-release 1

03 Feb 08:41
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Pre-release

This is a pre-release of the shield update for the sake of balance feedback. Some mechanics are subject to change. I will do my best to avoid breaking old worlds, but I cannot guarantee that old tools will not be broken before the full release (broken most likely means too few or too many modifier slots)

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 90 degrees on both sides (90 degrees 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

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

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
  • 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

  • Daggers now stack to 2 when undamaged. While stacked, they cannot be used, but they can be modified; ideal for creating matched pairs of daggers.
  • 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
  • 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

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 (meaning any original slots are lost)

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

3.6.2.92

22 Jan 20:47
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Features

  • Armor with the golden modifier can now be repaired using gold
  • Travelers armor is now slightly stronger in unarmed combat

Tool Renaming

  • Tools can now be renamed once again
  • The Tinker Station allows naming any new tool
  • The Tinkers Anvil allows renaming a tool during any modification

Books

  • Encyclopedia mention armor unarmed damage penalties under chestplates
  • Tinkers Gadgetry now has pages about the modifier worktable in its odd modifiers section

Fixes

  • Fix Mantle dependency string
  • Fix plate armor embellishments showing a missing texture
  • Fix possible conflict with mods that construct item stacks before tags are loaded
  • Fix material modifier recipe builder using the wrong JSON key
  • Fix unarmed debuff only applying when ambidextrous. Note the way I had to fix this means any custom chestplates will need to apply the fix in the tool definition
  • Fix modifier extraction exploit involving incremental modifiers

3.6.1.88

19 Jan 19:30
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  • Fix one more case of extra NBT. Just a warning now thanks to previous fix, found nicely using previous logger.
  • Note this bug no longer harms your game, but I would rather if it logs in the future to know its not me causing it

3.6.1.87

19 Jan 19:03
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Hotfix to 3.6.1.87

  • Fix the modifier material repair recipe adding extraneous NBT to items
  • Fix adding extraneous NBT to items once and for all. If it happens in the future, it will just log an error that does not affect gameplay instead

3.6.1.85

19 Jan 05:41
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Modifiers

  • Added depth strider, works like the vanilla modifier
  • Make soul speed more consistent with vanilla
  • Crystalshots go ding instead of twing
  • Prevent enderporting arrows from teleporting you if the arrow is in another dimension
  • Bows, armor, and flint and brick now get luck instead of looting. Turns out giving them looting led to an accidental exploit with modifier slots
  • Merge tool and armor haste into one modifier
  • Merge tool and armor knockback into one modifier
  • Projectiles now ignite targets for longer at higher levels of fiery
  • Speedy now works on held tools, though is not craftable still
  • Fix insatiable not properly boosting ranged damage
  • Fix crash on removing tool belt

Modifier crystals

  • New item for applying a modifier without paying its standard item cost
  • Useful for modpack makers if they want to gift modifiers without them having other uses
  • Can be obtained by extracting enchantments from books or enchanted tools in the modifier worktable
  • Can also be obtained by extracting modifiers from a tool, as an end game version of modifier removal

Tools

  • Flint and brick now has 1 level of scorching
  • Mattocks now have sticky instead of knockback
  • Fix crossbows shooting fireworks too low
  • Fix longbow model holding the longbow at the wrong spot

Smeltery

  • Smeltery controllers, seared drains, seared ducts, and seared chutes all support crafting from any seared to get the texture
  • Foundry controllers, scorched drains, scorched ducts, and scorched chutes all support crafting from any scorched block texture
  • All of the above also have a 3D model now (which it turns out made it easier to implement the above feature)
  • There is a new config option if you wish to show just one variant of each in JEI, just like the tables or anvils

World

  • Slimy dirt can now be casted using liquid slime on dirt
  • Slimy dirt can now be blasted to produce slime crystals

Advancements

  • Added bamboo to material master
  • Update abilities for ability advancement
  • Fix material master using the wrong variant of bronze

Language

  • Remove square brackets from trick quiver selection notification
  • Rename weapon categories to melee
  • Mention bows in lightweight tooltip
  • Tool parts now use the tool format string for naming, so names need not be space separated
  • Fix grip stat tooltips being wrong
  • Fix impaling having the wrong tooltip
  • Fix wrong quick charge max level
  • Fix shield strap saying its an ability
  • Fix reference to slimeboots that should be a reference to bouncy

Data Packs

  • Stat boost modifier can now assign tool actions
  • Added tconstruct:fast_item_use volatile flag, will be used later for travelers shields
  • Added mob effect modifier, for a modifier that adds effects on melee, ranged, or armor counter
  • Added tags for making metal or slime based items embellishable more easily, and for dyeable armor
  • Added recipes for cobalt and enderslime embellishments, not any use in the base mod but useful for addons
  • Added config option for repair kit quality
  • Added recipe type for a material to repair tools with a modifier

JSON Things Compat

  • Can add tinkers items using JSON Things
  • Supports adding tool parts, repair kits, tools, bows, crossbows, and armor
  • More information can be found on our wiki

API

  • Added enchantment to modifier mapping. By default we support vanilla, Cyclic, Ensorcellation, and Wall Jump
  • Added modifier predicates, used in many recipes related to modifiers. Will likely migrate ModifierMatch to something similar in the future.
  • Worktable recipes now include additional context in some hooks
  • Add method to register crossbow item predicates
  • Fix typo in ID for repulsive
  • Change ID for the Worktable modifier tab to strongly encourage it to show after modifiers
  • Synchronize deferred registers, will hopefully reduce the chance an addon causes synchronous class loading making us drop a registry entry

Full Changelog: 3.6.0.73...3.6.1.85

Bow Update for 1.18.2

28 Dec 01:19
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Bows

Variants

  • Crossbows are the small variant, designed for high speed arrow launching and fireworks
  • Longbows are the large variant, designed for high damage projectiles
  • There are not modifiable arrows. You can use vanilla arrows, or arrows from other mods such as Archer's Paradox.

Materials

  • Bow materials are a distinct set of materials from melee/harvest materials. This means while there are many common materials, there are some unique bow materials and some unique melee/harvest materials.
    • Notably, there are no stone or osmium (compat) bows, while bows uniquely have access to bamboo and aluminum (compat)
    • In total, we have 18 bow materials, plus 5 bowstrings so far. Additional materials are planned.
    • We also have 12 compat bow materials which are enabled if a mod adds the relevant materal
  • Bow limbs affect bow durability, accuracy, drawspeed, and arrow velocity (which in turn affects damage)
  • Bow grips affect bow durability, melee attack damage, and accuracy
  • Bow limbs, grips, and bowstrings all add traits designed with ranged weapons in mind

Modifiers

  • Support all existing modifiers related to durability
  • Most right click interaction modifiers work on bows, but are activated on left click instead
  • Experienced and looting are both available, affecting monsters killed by arrows fired from this bow
  • Diamond boosts bow projectile damage, longbows can receive power to further boost projectile damage
  • Netherite boosts arrow velocity
  • Emerald boosts bow accuracy. Trueshot and blindshot increase or decrease accuracy further
  • All bows can receive fiery (flame), punch, freezing, piercing (not vanilla), impaling (piercing in vanilla), and necrotic to boost arrows
  • Bows can also receive multishot, crystalshot (infinity), and quivers
  • Crossbows can receive quickcharge to boost drawspeed and receive sinistral to allow better crossbow dual wielding
  • Longbows can receive scope to zoom in on the target

Modifier changes

  • Instead of lustrous (platinum) boosting mining speed of ores (which overlapped a lot with blasting or melting), it now causes ores to drop bonus nuggets
  • Zoom is now an upgrade, and can be applied to any tool that supports right click interaction to make it act like a spyglass
  • Soulbound now will keep armor and the offhand items in the same slot upon respawn
  • Fix deletion bug with shift clicking items into pockets or other inventory modifiers

Unarmed

  • Chestplates can now receive melee modifiers to boost left click attack without needing to apply unarmed. This means it only costs upgrade slots to have good left click damage
  • If you wish to punch with the offhand, you now apply the ambidextrous modifier, any tools that had unarmed applied before this update will automatically receive ambidextrous in its place

Smeltery

  • Smeltery detection logic has been improved to better work with future multiblocks. This shouldn't cause any broken smelteries, but may change the block marked as "invalid" during building
  • Pewter now is alloyed from tin +lead if tin is available, for compatibility with Alomancy. If no tin is available, it will continue to use iron + lead.
  • Allow casting potions and tipped arrows.
  • Fix stack size 1 slimy bottles not returning their bottles when drunk.

Books & Language

  • Guidebooks have all been updated with information on crossbows and longbows
  • Big thanks as usual to Shiny for helping keep the books up to date
  • Fix various typos and inaccuracies from older content
  • Update Japanese Translation (thanks TwelveYO21)
  • Update Chinese Translation (thanks Cactusstudent and ChuijkYahus)
  • Add a new translation key for the format of a tool name, to allow languages to change the separator or switch the order of the words if desired

JEI

  • Tools in JEI now show variants for binding only materials
  • Fix tools in modifier recipes not showing the focused tool (showing all valid tools instead)
  • Fix usage on a slimeskull not showing valid modifiers

Misc

  • Slimy ferns and saplings can now be placed in flower pots
  • Fix free sponge when removing modifiers using venom
  • Fix occasional loss of sponge when using wet sponge to remove modifiers
  • Fix AOE block breaking not spawning particles for all the blocks
  • Fix item deletion when using a bundle to take items out of the crafting station
  • Fix various crashes and otherwise unwelcome behavior when opening our UIs in spectator mode. Please let us know if any blocks do not work as expected.
  • Fix modifier log missing texture config being ignored.

API & Internal

Rework modifier priority

  • Modifiers with the same priority now fallback to the order they were added.
  • As a result of this change, tools that have internal modifiers like tilling now use the craftable one instead as the new modifier overrides it
  • Many internal modifiers will also show in the tooltip now instead of being hidden
  • You can use the modifier worktable to resort modifiers to choose which modifiers act
  • Some modifier priorities may need to be adjusted as part of this change for those that should have consistent behavior
  • Firestarter modifier now exposes the light_fire tool action. If you make a mod that adds extra behavior to flint and steel, check for that tool action for tinkers compatability. If you do not know how tool actions work, ask on our discord.
  • Added block transform modifier hook for addons wishing to add modifiers that run post block transform

Modifier hooks

  • New mergable system for modifier functions
  • Use registerHooks to implement the hooks on a modifier
  • In the future, will make it easier to write JSON modifiers as we migrate existing hooks
  • Currently, all hooks using the old system have been migrated, as well as various new methods
  • Pay attention to deprecations on methods to keep track of what has been migrated
  • Implement hook fired post block transform (thanks Pyre540)

Stat type fallbacks

  • Trait JSON now supports two custom internal types, tconstruct:melee_harvest and tconstruct:ranged which act as a fallback for any stat types in that group.
  • If a stat is missing a specific trait set, it will try the fallback before the default traits.
  • Addons can register their own fallbacks for custom stat types they add

Left click modifiers

  • Bows and longbows support running modifiers on left click
  • Any interactions that require holding down right click cannot be used on left click, but most other modifiers can be implemented
  • You likely will want to migrate any existing interaction modifiers to the new hooks to get support

Tool tags

  • Deprecated one handed and two handed, that system while nice in theory ended up being too cumbersome
  • Added interactable left, interactable right, and interactable armor for the three types of tools that can run interaction hooks. The hooks also now pass a parameter for the type. By default, anything using the deprecated one handed or two handed tags are added to interactable right
  • Added ranged tags for bows, longbows, and crossbows

3.5.3.63

24 Nov 06:37
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Modifier Worktable

New table block for modifying your tool's modifiers.

  • Crafted using seared stone and some rocks for the legs. Rocks affect the texture, can be any stone variant supported by tools
  • Can remove modifiers using a wet sponge or liquid venom. This replaces the tinker station recipe
  • Can hide modifiers using a potion of invisibility. Hiding can be reverted using a bucket of milk
  • Can reorder modifiers using a compass

Bottles

  • Bottles can now be filled with more fluids
  • All 5 types of slime (earth, sky, ichor, ender, and blood) can be put into bottles and drunk for special effects
  • Magma cream can also be placed in a bottle
  • Slime bottles and magma bottles can be created using the relevant congealed block in a brewing stand
  • Venom can also be bottled. Drinking grants both strength and poison, or it can be used to remove modifiers

Modifiers

  • Melting modifier now allows using a smeltery or foundry controller as an alternative to the melter.

Rebalance inventory modifiers

  • Most inventory modifiers got buffed as they were a bit too strict before.
  • Pockets
    • Now has 18 slots instead of 9.
    • You can open pockets without sneaking as long as you do not have tool belt or shield strap.
  • Tool belt
    • Cheaper for the initial level allowing more early game use, costing iron for the ingot.
    • Now requires slotless modifiers to add additional slots instead of a second ability slot, each using a successively more expensive ingot.
    • If tool belt is combined with shield strap, requires holding control to swap the belt
    • Can now open inventory by sneaking and interacting even without pockets
  • Shield strap
    • Now requires an upgrade slot instead of an ability slot
    • Can now open inventory by sneaking and interacting even without pockets
  • Pocket chain was removed. For shield strap, just add a second level. For tool belt, use the new slotless upgrades
  • Spilling
    • Most metals now have unique spilling effects, many in loose reference to the Cosmere
  • No refunds are given for ability slots spent on these modifiers before this update, if you wish to reclaim those slots, use a wet sponge before updating.
  • Fix certain modded items being allowed in tool belts that shouldn't, notably custom shulker boxes or Create's tool box. If anything seems to be missed, there is a tag blacklist or a method that mod can override.

Materials

  • Chorus: tier 1 end material with the enderference trait that stops teleportation
  • End Stone: New variant of whitestone, making that material available without zinc or tin (though much later game)
  • All bone materials now can use their respective bone in the part builder. Before bloodbone, necronium, and blazing bone were composite casting exclusive. The bone items of course still require composite casting to create.

Misc

  • Obsidian can now be alloyed using mushroom stew as an alternative to water.
  • Added a config option to force enable recipes using slime crystals, by default they are changed to fallbacks if geodes are disabled
  • Enchanted tools no longer have z-fighting when placed on tables.
  • Sand casts, gold bars, and platforms can now be placed in cast chests.
  • Fix clear glass not being meltable.

Books

  • Fixed protection's description.
  • Fix dragonborn being incorrectly listed as 10%.
  • Fix scorched tanks showing wrong amount in tooltips.

JEI

  • Fix foundry byproduct amounts being wrong with changed config in JEI
  • Fix tooltip mod name bug if JEI disables the mod name

Technical

  • Added modifier icons. Currently just shows in JEI, but will have more uses later.
  • Added modifier tags, can be used in modifier match entries in recipes.
  • Added material tags, can be used in random material loot tables
  • Tinker weapons now mark used stats
  • Improve speed of texture lookups by a bit. Does not appear to be significant in most packs, but there were some reports of long load times so I tried to improve it where I could.

3.5.2.40 for 1.18.2

20 Sep 17:12
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Tools

  • Unarmed no longer damages the chestplate when attacking mobs
  • Scythe now can break more plants in AOE. There may have been some that are missed, its a manually created list

Tables

  • Allow repairing a tool using its head part in the tinker station/anvil. Repair kits will still be easier as they stack, but this might save you from wasting a head
  • Allow recycling tool parts in the part builder to create other parts. For example, you can turn 4 small axe heads into a broad sword blade.
  • Allow breaking down tools with no modifiers in the part builder. You can select which part to salvage, and there is a chance of salvaging a second part based on the tools remaining durability

Internal

  • Rework tinker station buttons to not cause issues with mods that do weird UI stuff
  • Make the non-API base recipe provider crash when a mod other than tinkers uses it as it lead to addons dumping their recipes in our domain.
    • It is non-API, and is literally 10 lines of code, half of which you need to change for your mod anyways. Just create your own.
    • As a reminder to addons, if you are registering anything new under tconstruct, you are almost certainty doing something wrong. Register new stuff under your own mod ID. Extensions to existing stuff may go under our ID, if in doubt ask instead of making assumptions that break our mod.
  • Improve compatibility with mods that add extra information to the attributes tooltip area
  • Update pack format for the texture generator command to 1.18
  • Improve ability for books to create material sections. Instead of hardcoding the 4 tiers, tiers are set in JSON

3.5.2.38 for 1.18.2

05 Sep 01:07
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3.5.2.38 for 1.18.2 Pre-release
Pre-release

This is a pre-release, full release will likely be in the next couple of days if nothing major goes wrong.

@KnightMiner and @alexbegt also helped here without making PRs, apparently github has a contributors feature that shows them at the bottom.

Tools

  • Slime suit is no longer debuffed by overslime when not using overforced
  • Firestarter modifier (and by extension, flint and brick) can now ignite candles
  • Fix blasting not scaling properly for partial levels
  • Fix many single use armor modifiers showing a I in the tooltip
  • Fix modifiers such as piercing preventing knockback against players

Oxidized metal materials

  • Oxidized copper is a new variant of copper, crafted from pouring water on copper. Same stats and traits, but a nice green texture
  • Raw iron is a new variant of iron, crafted from pouring water on iron, which does not rust it because of magic. Same stats as iron but a nice brown texture
  • Raw iron and raw copper are both available as embellishments for plate armor with the same color schemes as the new material variants

Smeltery

  • Allow using all of our fluid buckets in dispensers, works just like vanilla buckets
  • Added a click sound when casting table slots swap (either on recipe output or on casting)
  • Fix a crash in the alloyer UI when a side tank has a 0mb capacity
  • Fix smeltery fuel sometimes showing too much fuel when a tank runs out of fuel

World

  • Fix slime saplings not growing below Y=0

Resource packs

  • Fix part generator command placing material variants in the wrong folder

Data packs

  • Allow a datapack to remove a stat type by setting the type to null
  • The tconstruct:stat_bonus modifier now allows specifying modifier_display to limit when the modifier shows in tooltips. Can be always (default) or never (hides from tooltips)
  • Fix random materials not deserializing the max tier properly

Compatibility

  • Update JEI support to make the mod compatible with JEI 10 (thanks @mezz !)
  • Fix material variants not showing in casting recipes
  • The severing and melting modifiers now show as a catalyst for the relevant tabs. Should help a lot with people learning about the melting modifier
  • Reworked the tab UI code to be more compatible with mods that add custom UI elements (thanks @kirderf1 !)
  • Cobalt ore is now in tags forge:ores_in_ground/netherrack and forge:ore_rates/singular

Book and language

  • Puny melting now ends with recipes for mighty smelting and the encyclopedia
  • Revamped list of books in materials and you, now only shows at the end of the book and recommends to build some tools before reading more books. Also includes a tip that our books work on lecterns
  • Added descriptions to recipes in materials and you
  • Fix smeltery controller recipe in mighty smelting still saying to use a heater
  • Fix several encyclopedia values being out of date and some minor typos

Translations

Full Changelog: 3.5.1.31...3.5.2.38

3.5.1.31 for 1.18.2

13 Jun 02:03
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Smeltery

  • Allow ore melting recipes to set a rate per byproduct
  • Let damagable recipes specify a unit, which will enforce fluid output is in terms of that unit (e.g. metal melting can use 1 nugget as the unit instead of 1mb)
  • Rose gold is now 1:1 gold and copper, to be consistent with Thermal's rose gold
  • Fix seared tank capacity not setting on placement

Tools

  • Boost attack damage multiplier of broad axes slightly
  • Fix blocks that require no tool not dropping when broken with broken tools
  • Fix tool NBT initialization again, that is just always a pain

Materials

Cleanup slimesuit materials

  • Creepers now use glass as its more logical than gunpoweder (plus looks cool)
  • Spiders now use string instead of spider eyes
  • Cave spiders now use darkthread instead of venom
  • Ender pearls can only make repair kits via casting now
  • Rabbit and leather merged into a single material, so leather can repair slimeboots
  • Some slinesuit material stats tweaked

Modifiers

  • Added shulking modifier, new defense modifier from shulker shelles that increases defense while sneaking
  • Adjust bouncy, should be a bit faster and a bit more bouncy
  • Cap protection tooltips to 80%. Still is not accurate to the whole set, but more accurate for individual pieces
  • Update feather falling for 1.18 mojang fall damage changes
  • Rework melee protection to be more consistent with guardian thorns, change its bonus from fall damage reduction to small attack speed boost
  • Leaping now requires skyslime crystals (or skyslime dirt if geodes are disabled)
  • Soulbound now allows a netherstar as an alterantive to a totem
  • Draconic no longer requires shulkers, just wither rose and dragon scales
  • Offhanded no longer requires a membrane
  • Fix modifier data being lost when switching dimensions. Notably affected bouncy
  • Fix conditional modifiers such as smite applying wrongly (often leading to too much damage)
  • Fix guardian thorns damaging players due to the bleeding effect
  • Fix milk spilling effects being broken
  • Fix saturation being too high on spilling foods
  • Fix protection not applying the extra 2% bonus on first level
  • Fix a crash with the spilling modifier

Reach rework

  • Reach now is chestplate exclusive due to inconsistencies between main hand and offhand. Also grants chestplate another unique ability
  • Reach now works on mobs for attack thanks to a forge PR

Damage Tweaks

  • Added config options for several vanilla damage source tweaks. May altar behavior with other mods, hence the config option
  • Added option for wither and dragons breath damage to be marked as magic, will affect magic protection and witches
  • Added option for falling blocks to count as projectiles, affects mainly projectile protection. Defaults to disabled unlike the other options
  • Added option for lightning to be counted as fire damage, affects fire resistance potion and fire protection

Gadgets

  • Added potion fluid from dumping potions into seared tanks. Can be used ideally alongside fluid modifiers like spilling or slurping.
  • Added potion buckets, can be drank for 2.5x power of a potion, but takes much longer to drink
  • Added splash and lingering bottles, can be filled with water for brewing. Created by "brewing" gunpowder or dragons breath into a glass bottle
  • Change piggybackpack recipe to casting blood on a saddle
  • Change clear item frame texture to make it stand out in the inventory more

World

Slime Helmets

  • Slimes now can render helmets
  • Earthslimes will randomly spawn with vanilla helmets, including leather, chain, iron, gold, diamond, and turtle shell
  • Skyslimes will randomly spawn with travelers goggles or plate armor, including some random modifiers
  • Enderslimes will randomly spawn with slimeskulls. They currently can use a majority of the effects, the remaining such as creeper are planned for future builds
  • Slimes have 4x protection from helmets since the helmet protects their whole body so well
  • Slimes will pass helmets to their children when possible

Compat

  • Earthslimes now use the vanilla loot table, improving compat with mods that add new green slime drops

JEI

  • Make modifiers a bit brighter in JEI
  • Fix molding recipe leading to some implied odd recipes (e.g. pickaxe head -> axe head)

Resources

  • New fluid textures, makes them more than recolored lava and water
  • Make mighty smelting pages a bit brigher to increase contrast between text and pages
  • Update mighty smelting for recent smeltery changes
  • Improve descriptions of many modifiers in the books
  • Ensure all modifiers are included in the book
  • Fix description on armor upgrade page
  • Fix articles on slime island pages
  • Fix config file typo in the word slimeballs
  • Fix liquid magma being called magma cream

API

  • Deprecate some non-library modifier utils
  • Fluid tooltips are now controlled via JSON as part of Mantle, means its easier for addons to add new fluid unit scales

Mantle

  • Color manager is now in Mantle, switching from tinkering to mantle for the folder. Utils are deprecated.
  • Migrate many JsonUtils methods to Mantle's JsonHelper
  • Migrate SafeClientAccess and TooltipKey to Mantle. TooltipKey deprecation is unfortunately messy
  • Migrate fluid transfer util to Mantle. Unfortunately required renaming the folder, so datagen will need to be rerun. Code referencing fluid transfer instances directly may also break, which was sadly unavoidable
  • Migrate fluid ingredient serializer and unplacable fluid to Mantle