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Releases: SlimeKnights/TinkersConstruct

Traveler's Update for 1.20.1

16 Jul 23:52
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General

  • Fix shape of custom explosions being skewed. Affected EFLNs and some fluid effects.

Tools

  • Modifier worktables can now be made using tuff, calcite, dripstone, and various rocks from Quark or Create.
  • Offhand attacks now handle attack speed and attack knockback better.
  • Disallow putting bundles in tool inventories to fix an bug leading to infinite storage (#5431)
  • Fix shields going in the "wrong" hand on armed armor stands.
  • Fix errors from longbow referencing models that no longer exist (and are no longer needed).
  • Fix melee attacks applying critical multiplier to "enchantment" damage.
  • Fix travelers gear and ancient tools not supporting modifier extraction.
  • Fix block breaking preview mismatching blocks broken (#5426)

Modifiers

  • Slurping now runs on shields/staffs/bows as soon as you slurped long enough instead of waiting for you to stop blocking.
  • Anti-aquatic now costs 5 pufferfish instead of 20.
  • Quick charge now uses magma cream instead of sunflowers.
  • Double jump, pockets, reach, and strength now have a max level of 2. This won't affect most people as its hard to get 3 ability slots on a tool. If you are affected, put some variety into your ability choices!
  • Invisible ink now uses skyslime instead of invisibility potions.
  • Fix freeze based effects setting duration half as high as the books describe (#5427)
  • Fix fiery adding too little time in melee attacks (#5427)
  • Fix equipment change hooks being called on tools in the wrong slot, allowing you to use for instance bouncy on held boots (#5448)
  • Fix disguise modifiers (from slimeskull traits) not applying their visibility change.
  • Fix boots having a recipe for stripping (which they can't use) instead of tilling (which they can use) (#5449)
  • Fix protection modifier hook combining multiple matching types or multiple pieces wrongly.
  • Fix lacerating shield cores not triggering their damage effect (#5453).
  • Fix lightspeed's armor tooltip showing on non-boots.
  • Fix item frame and shield strap display items persisting on switching worlds if your new world was not wearing the matching armor type.

Materials

  • Endstone now costs 1 block per unit instead of 2.
  • Chorus now costs 1 popped chorus per unit instead of 4.
  • Added pewter as a new compat alloy, present if any mod adds pewter, tin, or lead. It's trait is raging (deals more damage at low health) or on armor is vital protection (reduces damage taken when health is low).
  • Oxidized copper can now be used in the part builder to craft the oxidized copper material variant.
  • Reduce attack damage bonus for steel's trait slightly.
  • Fix flamestance using the wrong multiplier making it stronger than intended.
  • Fix bone being too permissive with items used to craft the material.

Shield Cores

  • Several new materials were added as alternatives to the wooden part in shields.
  • Added ice shield core. Its trait turns cold damage you would have taken into temporary durability.
  • Added cactus shield core. Its trait is thorns, letting you exceed the typical max level or otherwise just save an upgrade.
  • Traveler's Shield now supports a shield core material. This is selected on crafting the shield based on the items used to craft it.
  • Travelers shield can be repaired with its shield core material (instead of wood as before).
    You can use part swapping in the tinker station to swap the shield core type after crafting.

Leather Composites

  • Leather's material palette has been changed from the leather item to closer to leather armor (when undyed).
  • Travelers gear now supports leather composites for a second material.
  • Travelers gear can be repaired with its leather material repair kit (instead of leather as before).
  • Ancient hide is the first such material, granting +1 defense slot.
  • Slimeskin is another existing leather composite grading overgrowth. In addition to supporting travelers gear, it also works as a bowstring now.
  • Casting skyslime on leather gives a slimeskin variant granting skyfall.
  • Casting enderslime on leather gives a slimeskin variant granting enderporting.
  • New material: ichorskin. Casted from ichor on leather. It's trait overshield increases protection by up to 5% by consuming 5 extra overslime.

Fluid effects

  • Prevent breaking and placing blocks using fluid effects while in adventure mode (#5441)
  • Fix wrong subtitle for fluid spit (#5423)

Smeltery

  • Updated alloy recipe for pewter to support alloying from just iron and tin, as its crafted in the upcoming Metalborn mod. Before it had variants for lead and tin, and for lead and iron.
  • Casting slime dirt now costs 2 slimeballs instead of 4.
  • Added recipe for wetting a wet sponge in a casting basin.
  • Added compatibility for melting and casting nicrosil (from the upcoming Metalborn mod)
  • Fix ceramics clay bucket compat using the wrong empty IDs.
  • Fix gauge recipe giving only 1 gauge instead of 4.
  • Fix wrong ID for cracked clay bucket filling.
  • Fix z-fighting with faucets below drains (#5433), and with controllers next to slabs (#5438)
  • Fix wrong ID for cracked clay bucket melting.
  • Fix melter, alloyer, smeltery, and foundry pausing melting/fuel usage when invalid or the tank is removed (#5425)

Gadgets

  • Fix piggybackpack allowing you to target entities riding entities riding you (#5446)

Books

  • "Melee/Harvest" materials are now called "General" materials, as this shows better in titles.
  • The ancient material now shows information in Tinkers' Gadgetry. Since its loot exclusive, it currently is not listed in the encyclopedia.
  • Icon lists now ensure for even number of index pages they are shown without turning the page.
  • Tool material pages no longer show tool parts not relevant to the page stat types.
  • Fantastic foundry now shows a page about ichor melting under blazing blood.
  • Move section on the modifier worktable from Tinkers' Gadgetry to Puny Smelting.
  • Fix outdated staff icon in worktable book pages.

Language

  • Simplified Chinese Translation Update (1.20.1) by @Don-Trueno in #5450
  • Fix many typos as is typical in these sorts of updates. Not the most interesting thing to list.
  • Fix books not loading when language is set to Brazilian Portuguese (#5417).

JEI and creative

  • Mark various items that are unused (planned future content) or internal as hidden in recipe viewers
  • Tool casting recipes now show the input part material on the output.
  • Tool part swapping recipes now show in JEI.
  • Add recipe quick move to crafting tables in tools such as pants (#5447)
  • Show all material variants in tool building recipes, instead of just base variants.
  • Allow any tool in the singleparts tool tag to take advantage of the slimeskull recipe lookup special case for modifier crafting recipes.
  • Fix terracube spawn egg not showing (#5455)
  • Fix blazing bone item not showing
  • Fix inconsistent handling of material variants in the material subtype interpreter.
  • Fix recipe transfer not working in the tinker station.
  • Fix recipe transfer not working in the tinkers' anvil if a modifier has modifier slot costs.
  • Fix too small count showing for items that need more than 1 in JEI part building (#5436)
  • Fix stone plating recipe showing no input items.

Technical

  • Increase network version to 2. Should cause out of date server/client versions to disallow connection
  • Tool parts now show the item ID if the material ID is Tinkers. This means addon tool parts will no longer show as being from "Tinkers' Construct", which has confused some players in the past.
  • Material registry is now initialized on mod construct, making it easier to register material stat types. We recommend common setup for registering your custom material stat types.
  • Fluids are now registered after smeltery, ensuring they show up later in the JEI listing.
  • Missing materials hook has new functionality to run when the tool has fewer materials than expected.
  • Fix material recipes with both value and needed set returning wrong leftovers (#5430)
  • Fix entity persistent data getting lost on player clone. This likely did not affect any base mod features but some addons might have been affected.
  • Remove silky jewels and silky jewel blocks. They have been unused and hidden for several years; we had no intention of bringing them back as silky cloth alone is sufficient.

Data packs

  • Added new "unrecyclable" tag to mark tools that do not support the tool recycling recipe. Previously used "unsalvagable" here.
  • Shaped tool recipe for the crafting table now supports setting extra starting materials.
  • Added a new tag tconstruct:bones for items that should craft the bone tool material. No longer use the forge tag as its cluttered with things that have no equivalence to vanilla bones.
  • Fix necrotic bones not being tagged as forge:bones/wither, because some mods can't use the standard tag the rest of us are using of forge:wither_bones. There is not a bone hierarchy. See (#5445)

New Contributors

Full Changelog: v3.10.1.76...v3.10.2.92

Growth Update for 1.20.1

10 Jun 05:47
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Tools

  • Make plate shield, battle sign, and frying pans use repair kits for recycling instead of random armor plating. Its just more reasonable of a result.
  • Travelers gear can now be recycled into repair kits for the metal.
  • Remove legacy behavior of held tools opening inventories on right click as modifier modules handle that. The legacy behavior got in the way of some right click modifiers/offhand behavior (#5414).
  • Fix casting shield core composites not working (blazewood, treated wood, see #5415) due to a bug in the tool casting recipe. This may also have led to some desyncs when casting tools or getting invalid casted tools.

Materials

  • Leather is now available as a bowstring material, granting its tanned trait. Great for crystalshot or melee bows.
  • Ancient hide is now available as a bowstring material, granting +1 defense slot. Lets you use your bow as armor more effectively.
  • Vines now work as an armor maille material, granting their solar powered trait.
  • Skyslime vines are now an armor material, granting skyfall: reduces the impact of gravity and increases the safe fall distance.
  • Enderslime vines grant enderclearance, a trait reused from chorus. This trait randomly teleports attackers away.
  • Ancient, lead, and tungsten all now increase your gravity as a downside. 1 tool alone won't be enough to reduce your height below 1 block, but it will make leaping gaps notably harder. A full armor set may make jumping difficult without skyslime vines to help out.

Twisting Vine

  • New material made from nether twisting vines. Previously those just gave "vine".
  • Allowed on tool bindings, bowstrings, and armor maille.
  • Grants trait "Entangled".
  • Entangled boosts mining speed (harvest), drawspeed (ranged), and knockback resistance (armor).
  • When unequipping an entangled item, the player will take 1 damage, or 2 if its armor. For reference, changing hotbar slots or swapping hand items both count as unequipping.

Weeping Vine

  • New material made from nether weeping vines. Previously those just gave "vine".
  • Allowed on tool bindings, bowstrings, and armor maille.
  • Grants trait "Flamestance"
  • Flamestance boosts attack damage (melee), projectile power (ranged), and protection (armor) in hot biomes.
  • In cold biomes, flamestance will reduce the stat by the same amount its boosted in hot biomes.
  • Boost is granular, so the hotter the biome the stronger it is and the colder the biome the weaker. Makes it notably good in the nether.
  • This is the first temperature trait that is not a compat exclusive material. Constantan and invar both have temperature related traits for different biomes.

Modifiers

  • Slurping now works on ranged weapons, drinking the fluid after you fire a projectile.
  • Slurping also now works on melee/harvest tools such as pickaxes, so you can for instance drink potions from your excavator, recently mined metals from your pickaxe, or the blood from your sword.
  • Swashers now support all the new ranged modifiers bows got last update, such as sling modifiers.
  • Swashers now can receive power and quick charge to buff your fluid output.
  • Leaping now costs an ability slot for its second level, as my recent usage of it in survival shows its very strong. The first level continues to cost an upgrade slot.
  • Fix momentum showing a wrong tooltip about resistance when found on a battle sign.
  • Fix double jump modifier not properly granting triple jump, quadruple jump and alike at higher levels.

Smeltery

  • Increase channel tank size slightly. This allows consistently having two intersecting channel lines with the same fluid.

Gauges

  • Added copper and obsidian gauges, porting the feature over from Ceramics.
  • These gauges may be placed on any tank block (including smeltery drains and casting channels) to get information about the fluid inside.
  • Looking at the gauge directly shows a tooltip with fluid name and amount.
  • Clicking the gauge shows a tooltip with amount and max capacity.
  • The obisidian gauge additionally renders the contained fluid in the gauge model. Copper gauges do not have extra rendering making them more efficient if that's a concern.
  • In addition to being super useful for working with tanks and the smeltery, gauges will allow us to add solid walled channel variants in the future, since the gauges work instead of the renderer for debug.

Books

  • Melee, harvest, and ranged materials now show category icons giving you a hint as to the intended usage for each tool material.
  • For melee/harvest, categories are melee (for melee weapons), harvest (for harvest tools), and general (for all around materials).
  • For ranged, categories are light (for high drawspeed), heavy (for high velocity or damage), and balanced (for high accuracy or balanced stats).
  • Categories are controlled entirely by material tags, addon authors can find relevant tags in TinkerTags.Materials.
  • General improvement to tooltip formatting in books, with white text "titles" and grey text "descriptions" in more places.
  • Update carrying blaze page to say "bonking" instead of "ichor slime sling" since ichor slings no longer exist.

Compatibility

Ceramics

  • Bring back gold byproducts for golden bricks at the new rate (1 ingot per 9 instead of 1 nugget per 8).
  • Allow once again casting golden bricks at a rate of 1 nugget per block.
  • Fix some porcelain bricks melting into molten clay.
  • Fix weird glass fluid values for gauge melting and lava for lava brick melting.

JEI

  • Fix JEI inconsistently showing recipe IDs and fluid IDs.

Mantle

  • Removed now redundant fluid tooltips and fluid transfers for soups, honey, and potions as Mantle handles them now.

Translations

Internal

  • Jump boost attribute no longer increases safe fall distance, instead a new attribute grants that function.
  • ProtectionModule now supports JSON formulas like many modules before it. It uses a new ProtectionVariable variable type. One day I'll get all this info on the slimeknights documentation.
  • ReduceToolDamageModule now supports ConditionalStatVariable variables in its formula.
  • Added entity and mining speed variables for biome temperature.
  • Fix opening tool inventories on laggy connection sometimes desyncing if other inventory changes were made. (#5421).
  • Fix energy, tank capacity, and overslime stats possibly not being registered for usage in datapacks.
  • Fix SlotInChargeModule not always responding correctly to unequipping equipment.
  • Fix accidental removal of BowAmmoModifierHook#hasAmmo.

Full Changelog: v3.10.0.67...v3.10.1.76

Engineering Update for 1.20.1

01 Jun 00:22
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For the update blog post, see https://slimeknights.github.io/posts/2025/05/31/engineering-update/

Tools

  • Scythes no longer require being "fully charged" to use their AOE attack. Means you can "spam click" low damage AOE if you must.
  • When right clicking with armor piece in hand, it only opens inventory if you are sneaking, using the standard armor swap when not sneaking.
  • Plate shields and ancient tools now support tool recycling in the part builder, like other tools.
  • Piglins will now sometimes barter tool parts.
  • Damaging tools now uses venom, magma, lava, and blazing blood instead of potions of harming.
  • Fix some pickadze modifiers being the wrong shape (#5372)
  • Fix negative slots not displaying (indicates a tool that did not migrate well).

Travelers Materials

  • Travelers gear now has material variants.
  • Material is chosen by the type of ingot used to craft the travelers armor piece.
  • Materials apply plating stats at 75%, plus plating traits.
  • Since this effectively gives travelers 1 extra modifier slot, they start with 1 less upgrade slot. Old travelers gear will automatically receive rose gold as its material to prevent breaking.
  • Can change the material used by casting molten metals on the travelers gear (like shield part swapping). Plate armor also now supports this feature to swap the primary plating.
  • As a result of this change, the golden modifier was removed since only slimesuit still uses it. You can still get golden as a material trait for travelers, plate, and now piglin/piglin brute slimeskulls.

Fluid Effects

  • Ichor now places blocks instead of breaking blocks. This effect was previously on ender. Ichor's previous "break any block" effect is replicatable by enderslime.
  • Ichor's entity effect is now slow falling instead of levitation, as levitation now has a potion from tinkers.
  • Ender now interacts with the target block using the item in either hand. Allows for some neat long ranged interactions.
  • Enderslime no longer places a block if it could not break a block. It also now applies returning to entities, causing them to return to the original location before the teleport after a few seconds.
  • Fluid projectiles now go up if lighter than air.
  • Less than full levels of explosive fluid effects now have a smaller effect, even if normally fixed.
  • Fix extinguish fire, random teleport, and calcified fluid effects running on simulate (notably when you start drinking with slurping).(#5395)

Modifiers

  • Added brush modifier, allows the tool to brush suspicious sand and gravel.
  • Tank capacity is now shown in the modifier list instead of the stats list.
  • Slinging and springing now have their effects scaled by knockback attributes, notably including ricochet.
  • Fix piglin heads being unavailable in severing (#5365)
  • Fix antitoxin applying when the player is not poisoned (#5364)
  • Fix several interaction modifiers not showing the toggled information in the tooltip.
  • Fix reflecting not damaging shields.
  • Fix crystalshot crystal not being able to be applied if crystalshot was previously removed from the tool and had a variant of random.
  • Fix inventory not syncing after opening a tinker's container via the inventory. Also increase allowed list of containers for the function.
  • Fix blast protection protecting against the wrong damage types.
  • Fix too much slime being consumed when restoring overslime with overworked.

Bows

  • Flinging, springing, bonking, and warping all now work on bows and can be stacked with other modifiers such as spitting.
  • Zoom and scope similarly work on any tool now and stack in the same way, for super zoom bows.
  • Longbows now show the arrow being used in their model while drawing back. This includes when they have no arrow for sling modifiers.
  • Crystalshot no longer takes priority over arrows in the inventory.
  • The new barebow modifier allows preventing the bow from using inventory arrows. Useful in combination with a sling modifier (to make a bow not for arrows), crystalshot (to prefer crystals), or bulk quiver (to use the quiver over inventory).

Counter

  • Unified inconsistent behavior for counterattack modifiers
  • Specifically, modifiers such as fiery and freezing when the level increased both got stronger and increased their chance, unlike thorns which only increase chance.
  • Now all counterattack modifiers scale by increasing the chance of a flat effect.
  • This includes wetting and bursting, which notably have a larger chance and do not consume durability.
  • To make up for the small nerf, counterattack modifiers now work passively on shields, but are still doubled chance when blocking.

Recipes

  • Feather falling now costs 15 feathers per level instead of 40.
  • Overslime recipes now restore a bit more overslime, and can be applied with bottles in the crafting table. In addition, enderslime can be used to apply overslime.
  • Increase max level for boundless from 1 to 2, allowing up to 95% protection with a single shield.
  • Workbench modifier is now slotless instead of an upgrade.
  • Scope and zoom both work on any tool now. Both now cost 1 spyglass, plus either string (zoom) or sugar (scope).
  • Bucketing now uses steel instead of ender pearls
  • Dual wielding uses slimesteel instead of manyullyn
  • Impaling now uses dripstone instead of end rods
  • Pierce now uses punji sticks instead of dripstone.
  • Experienced can now be applied to staffs.

Materials

  • Hepatizon now costs 1 quartz per craft (2 ingots instead of 4).
  • Seared and scorched now cost 1 brick per unit of material instead of 2, and half a brick for composite casting. Means you lose a bit more stone from the composite recipe but get cheaper parts overall.
  • Slimesteel and cinderslime blocks now push entities when pushed by pistons. Finally replaces the missing bloodslime behavior.
  • Slimesteel and cinderslime now use solid render type for the metal part; should reduce graphical glitches.
  • Crumbling now grants +1 mining speed instead of +0.5. Since this is typically used for ineffective blocks, it means a single level doubles your mining speed against the wrong block.
  • Recurrent protection (hepatizon's armor trait) now performs a flat reduction of half the damage you took instead of a percentage. Higher levels scale up the duration of this effect.
  • Moved non-nether wood material variants (specifically oak, spruce, birch, jungle, acacia, dark oak, mangrove, and cherry) as they did not quite fit my newer vision of material variants. For those who enjoyed them, they are now in Tinkers' Wood, which is either available or soon to be available on all modding sites.

Slimeskin

  • New maille exclusive material created from casting earthslime on leather.
  • Has the overgrowth trait like slimewood, which was previously not available to armor.

Ancient

  • New loot exclusive material found primarily on ancient tools, though also available via bartering.
  • Grants the tool +1 ability slot at the cost of reduced speed.
  • Repaired with ancient debris.
  • Has a lovely ancient debris palette.
  • Rarely obtainable on plate armor via bastions.

Treated Wood

  • New compatibility for Immersive Engineering (or any mod adding creosote oil).
  • Crafted from treated wood planks or casting creosote oil on wood.
  • Positioned in tier 2 general.
  • Trait is preserved, which grants +15% durability and +15% repair efficiency.

Smeltery

  • Tank comparators now show 0 only when the tank is empty, having a minimum of 1 when there is fluid inside. 15 likely means completely full.
  • Increases melter capacity from 12 ingots to 24 ingots to more closely resemble tanks.
  • Lighter than air fluids now render at the top of the melter, alloyer, and alike.
  • Moving fluids via tank items and UI tank areas now plays fluid sounds.
  • Spider eyes now produce 250mb of venom instead of 50mb.
  • Wither bones can now be purified into regular bones by casting milk on them.
  • Ichor melting now produces 200mb ichor byproduct but only 10mb blazing blood. This is to address it being a little too easy to farm blazing blood from ichor geodes.
  • Fix no min unit for the steel part of chainmail melting.
  • Fix part casting swapping not validating the tool, causing -1 upgrade slots in some circumstances.
  • Fix possible loss of stacked fluid tank when interacting with a full inventory or the first slot in the hotbar.
  • Fix emptying smeltery tanks not updating liquid heights.
  • Fix channels being unable to move lighter than air fluids (#5387).

Fluid Cannon

  • New tank variant that can fire contained fluids as projectiles or interact with an adjacent block.
  • Adjacent block interaction behaves like splashing, while the projectile behaves like spitting.
  • Can be used to perform most fluid modifier effects, such as damaging monsters, breaking blocks, placing blocks, pulling blocks, and applying effects.
  • Comes in two variants:
    • Copper: made from copper and seared bricks, more conservative on fluid usage.
    • Cobalt: made from cobalt and scorched bricks, fires stronger projectiles by consuming more fluid.
  • Can hold a single item stack, which is used with fluid effects such as ichor (place blocks) or ender (interaction).
  • Notably does not count as a player, which means it does not count as a player kill and some interactions are restricted.

Casting Tank

  • New block created from copper and seared stone.
  • Special tank with an item slot, which will be automatically filled or drained when an item is added.
  • Designed to allow filling and em...
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Byproduct Hotfix for 1.20.1

05 Mar 06:51
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Hotfix release to resolve some melter and smeltery issues. For a full changelog for 3.9.2, see v3.9.2.34.

  • Added compat fluid effects for thermal (redstone, glowstone, enderium, lumium, signalum) and mekanism (refined glowstone, refined obsidian)
  • Change signalum (thermal compat) to not require blazing blood
  • Switch hurt sound for magic damage from thorns to normal
  • Fix fluid effects for compat materials being disabled even when the metal is present
  • Fix ductile trait description inaccuracy
  • Fix smeltery crashing on NeoForge
  • Fix melter not detecting heaters
  • Fix melters not detecting changes in tanks. This was accomplished by splitting the fuel module, so on the rare chance you are an addon with a smeltery feature you may need to update.

Full Changelog: v3.9.2.34...v3.9.2.37

Byproduct Update for 1.20.1

03 Mar 02:40
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Beta release for 1.20.1. This means the API should be stable enough for addons, however game content may still get changes and rebalances. There may still be bugs.

Smeltery

  • Nether grout can now be made from magma blocks instead of just magma cream.
  • Casting seared bricks via composite is now clay on flint, for consistency with scorched bricks.
  • Allow faucets to move lighter than air fluids.
  • Smeltery structure checking now ignores light blocks and glows. There is also a tag to mark other blocks as "fake air" for compatibility with mods that do weird block things.
  • Fix tank scala rendering behind fluids.

UI Improvements

  • Smeltery tank in UI is now 200% bigger, making it easier to click fluids.
  • Added a slot for auto-dumping of fluid items into the smeltery.
  • Added ability to fill fluid items by left clicking fluids in the smeltery, melter, and alloyer UI.
  • Added ability to empty fluid items by right clicking fluids in the smeltery, melter, and alloyer UI.
  • Tank items can now interact with other fluid items by right clicking them in the inventory.
  • Tank item tooltip now displays fluid in units.

Ichor melting

  • Ichor can now be melted using blazing blood.
  • Melting in the smeltery just returns some blazing blood.
  • Melting in the foundry gives blazing blood plus some pure ichor.
  • Ichor can be used for some unique fluid effects, along with alloying cinderslime.

Cinderslime

  • New alloy from ichor, gold, and seared stone.
  • Trait gradually converts fuel into overslime.
  • Works as a armor trim material.

Steel

  • No longer a compat material, we now natively provide steel.
  • Steel is made as a byproduct from melting iron ore, or alternatively as a byproduct from melting chainmail in a similar recipe to ichor.
  • Steel can also be found on skyslime helmets. Yes, its significant that skyslimes give you steel and are used to make slimesteel.
  • Steel's palette is more bluish and now works as an armor trim material.

Byproduct rework

  • Byproducts overall have been reworked to give more useful results.
  • Gilded blackstone and nether gold ore both give copper (unchanged).
  • Overworld gold ore gives cobalt.
  • Cobalt ore gives diamond.
  • Diamond ore gives debris.
  • Debris gives netherite.
  • Quartz ore gives iron.
  • Iron gives steel.
  • Tin now tries to provide nickel if present.
  • As a reminder, byproducts require the foundry, so there are no progression breaks from this; we checked. Remember some of these ores require blazing blood to melt.

Compat

  • Added melting and casting for dawnstone from Embers.
  • Greatly improve smeltery metal recipe generation, allowing easier compat for specific mods and not requiring generating so many unused recipes.
  • Added melting for oreberries from Oreberries Reforged
  • Tools complement and railcraft tools can now be melted.

Fluid Effects

  • Fluid effects have been totally overhauled for this update, with many new effects.
  • Splashing now consumes fluid per AOE target.
  • Fluid effects now consume a minimum of 1mb if any effect happened.
  • Fix fluid effects that only apply to blocks not working in the projectile or splashing.
  • Removed generic effect tags, I want to treat fluid effects like materials where behavior is opt-in and intentional.
  • Summary of effects below, for a full list see https://slimeknights.github.io/docs/design/#modifiers or check out the new listing in the encyclopedia of tinkering.

Improved fluid effect projectile

  • Projectile now can survive underwater.
  • Projectile no longer applies multiple times to one block.
  • Instead, it will either keep flying (if the block was removed), or apply to surrounding blocks (if the block is still present).
  • Block removing notably has cool interactions with gem fluids.

Gem

  • Gem fluids are used to mine blocks.
  • Amethyst is the cheap mining fluid.
  • Quartz is more expensive, but mines stronger blocks.
  • Emerald mines using silk touch.
  • Diamond mines using fortune.
  • Debris is the strongest mining fluid.

Slime

  • Slime fluids grant unique effects.
  • Earthslime pulls hit entities and blocks, like a piston.
  • Skyslime pushes hit entities and blocks, like a piston.
  • Ichor levitates hit entities and breaks hit blocks, ignoring hardness but consuming more fluid.
  • Enderslime teleports hit entities and swaps hit blocks with the block in your hand.
  • Magma creates a small explosion.
  • Ender places a block at the target.
  • Venom grants strength and poison.

Slime Metal

  • Slimesteel generates explosions with no damage, perfect for rocket boots.
  • Queens' Slime generates large explosions that don't damage blocks, good for combat.
  • Cinderslime generates explosions with inverted knockback.

Metals

  • Metals now have damage based on their tiers.
  • Metals no longer place fires or light the target on fire. Instead, they place effect clouds at the target.
  • Some metal effects were adjusted, notably anything that was using the generic metal tags before.

Misc

  • Water extinguishes fire, damages water weak mobs, and breaks some fluid breakable blocks.
  • Milk cures effects.
  • Powdered snow deals cold damage and applies freezing.
  • Lava deals fire damage and applies fire.
  • Blazing blood deals fire damage, applies fire, and glowing. If hitting a block, places a glow.
  • Clay fluids place either bricks, slabs, or blocks. Includes seared stone, scorched stone, and clay.
  • Glass fluids place glass panes or blocks. Includes glass, soul, and obsidian. May switch these to glass spikes in the future.

New effect API

  • Implement scaling effect - to apply different results based on effect level.
  • Implement block break effect - to mine targeted blocks, used mainly by gems.
  • Added drop item fluid effect, drops an item on hit.
  • Added push and pull block and entity effects.
  • Added explosion fluid effect with highly configurable explosion.
  • Place block effect can now place from the player's hand, and override the place sound.
  • Fluid effect provider has many new helpers for generating new effects.
  • Added many new fluid damage types, including cold, impact (standard hit), and spike (piercing).

Tools

  • Right clicking fluid items onto tools with tank now transfer the fluid.
  • Right clicking a tool with inventory now opens the tool UI.
  • If a tool has a tank, it now shows in the tool UI.
  • Tools can now be repaired by right clicking them with a repair kit.
  • Fix shields breaking when damaged on block.
  • Fix multishot firing too many arrows when stacks are split between slots.
  • Fix tool tank modifying the input fluid, which breaks some other mods fluid handlers (its the annoying thing with fluid handlers, have to copy on input and copy on receive).
  • Workaround double jump not resetting under slowfalling by resetting it upon jump from the ground. Still won't reset if you leave the ground by other means.
  • Fix bulk quiver not respecting levels.
  • Fix invariant damage being too high, was not lowered when the rest of conditional modifiers were.

New modifiers

  • Added headlight - new compat upgrade for https://www.curseforge.com/minecraft/mc-mods/headlight
  • Added crafting table - new pants ability adding a crafting table to the UI.
  • Added workbench - miniature crafting table costing just an upgrade slot.
  • Added glowing to boots - places light when you walk into a too dark area.

Tweaks

  • Steel's trait is now slightly stronger, granting more durability and damage.
  • Lead and tungsten are now slightly higher stats to make up for the speed debuff.
  • Power now grants an extra 0.5 power on first level to match vanilla.
  • Removed sturdy as its redundant to ductile (sturdy is the old now unused iron trait).
  • Earth staffs have a bit less power to conserve fluid for certain fluid effects. They also use pickaxe style AOE.
  • Sky staffs have more durability. They retain circle AOE.
  • Ichor staffs now use veining AOE.
  • Enderstaffs now use cubic AOE, and have less block angle.
  • Tank is now allowed on any held tool and any armor, instead of an ever growing list of options.
  • Merged pathing and path maker; tilling and plowing; and the two modifiers named lightspeed. You shouldn't notice any notable differences.
  • Interaction modifiers now use steel instead of cobalt to apply.
  • Experimental: reduce melee and projectile protection from 10% to 8% due to how common these damage types are. Will further incentivize using the other types, or otherwise just charge a bit more to make full melee protection builds.

Creative Tool Crafting

  • Creative slot items are now applied by right clicking the tool with the creative slot.
  • Right clicking the creative slot with the tool will reduce the slot count.
  • Removed the recipe to apply creative slots at the tinker station.
  • Both of the above interactions require being in creative mode. As a result, creative slots are no longer usable outside of creative. If you wish to add a modifier slot as a reward, make use of our fantastic datapack features to add a modifier that you can configure with both limits and an interesting recipe.
  • Modifier crystals in creative can right click on a tool to apply the modifier.
  • Tools can right click a modifier crystal to remove the modifier.
  • Both modifier crystal interactions ignore slots and are creative only. Survival can continue to use modifier crystals to apply modifiers for a cost.

Misc

  • Added rotation controls to the Armor Stand preview by @paypur in #5316
  • Adjust placement of slime islands to be less gridlocked.

JSON

  • Introduce new stat copy module, used to migrate overlord to JSON.
  • Introduce new overgrowth module, to allow configuring overgrowth in JSON.
  • Modifier slot and inventory module now use the scaled level for their effect, rounding down at ...
Read more

Swasher Hotfix for 1.20.1

20 Jan 23:44
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Pre-release

Hotfix: released hotfix 3.9.1.19 to fix a crash with projectiles on NeoForge (#5315). Requires Mantle 1.11.36 or later.

Changelog for 3.9.1.17 below.

Tools

  • Plate armor default random materials now goes up to tier 2, since tier 1 is so small on armor.
  • Switch tinker station recipes to using LazyToolStack for results, reducing the amount of NBT parsing required.
  • Cleanup usages of ModDataNBT, migrating NamespacedNBT to use it.
  • Tool parts now show trait descriptions when pressing Control.
  • Cobalt, amethyst bronze, hepatizon, manyullyn, pig iron, rose gold, slimesteel, queens slime, and all 4 slime crystals are now armor trim materials.
  • Armor trim models now tint the base texture instead of using a missing texture for missing trim material/pattern combos, plus missing material item textures (#5303).
  • Added advancement for collecting all ancient tools.
  • Disable item tag validation on the material stat builder. This feature was meant to reduce NBT size of tools slightly, but keeps causing bugs so was easier to just ditch.
  • Fix tool stats not loading properly when connecting to a server without having first joined another world (#5309)
  • Fix daggers not being stackable.
  • Fix Tinkers' Anvil resetting names set by vanilla Anvil on any modification.
  • Fix battlesign using dagger modifier textures.

Swasher

  • Newest ancient tool.
  • Located in buried treasure and shipwrecks, plus the hands of drowned. Can also be found while fishing.
  • Has a tool head, a handle, and a bow grip, giving it two melee/harvest traits and a ranged trait.
  • Starts with spitting and spilling.
  • Has 3 upgrade slots and 1 ability slot.

Modifiers

  • Netherite now requires a smithing template in addition to an ingot, but no longer requires diamond.
  • Restore melee protection to not protecting against fall. 1.19 did not do that, we just had a stray comment suggesting it did.
  • Projectile hit hook now returns a forge ImpactResult instead of a boolean for entities, to respond to the new event parameters.
  • Severing now works on ranged weapons such as staff or bows to make the projectile sever. Luck also works on staffs now.
  • Fix severing and other loot modifiers not working in the offhand or on projectiles correctly (#5283).
  • Fix exploit using modifier crystals to bypass the cost for higher levels of luck or tool belt.

Smeltery

  • Switch to using fluid output for all fluid recipes. Shouldn't require any changes in Java datagen to support; JSON format is guaranteed backwards compatible.
  • Improve stability of fluids in the smeltery drain.
  • Melting fuel now has speed separate from temperature, allowing high temperature low speed fuels and vice versa.
  • Solid melting fuel is now controlled by JSON. There is still only one temperature and rate for all items but modpack makers can change it.
  • Alloy recipes now support catalysts. Notably used to alloy obsidian from water and lava without consuming the water.
  • Fix fluid highlight in GUIs not rendering.
  • Fix casting table redstone click sometimes playing when a recipe swapped slots.

Books

  • Fix some typos.
  • Fix some index page icons being slightly transparent.
  • Fix repair kit showing "missing material" texture on its page.
  • Fix encyclopedia descriptions for melting pan and war pick being too long.

JEI

  • Switch to using JEI's c:hidden_from_recipe_viewers tag to hide unimplemented fluids. Should keep them hidden from various mod compat if they properly use the tag.
  • Moved a few JEI utilities from being nested in JEIPlugin to their own class locations.
  • Increased minimum JEI version to the beta we require that ensures entity melting works. Apparently JEI has not marked a build as release in awhile.
  • Fix potion fluid not showing in JEI and potion buckets not showing in creative.
  • Fix smeltery fluid lookups being upsidedown.

Texture improvements

  • Added new melting pan textures, including a charged state.
  • Updated tough collar textures.
  • Improve vein hammer grip texture.
  • Improve slime metal sword guard.
  • Improve shading on plate armor and maille.
  • Improve gold palette.
  • Make endstone the default variant of whitestone.
  • Fix some large plates not using slimewood or slimemetal texture variants.
  • Ancient tools no longer have unique textures generated for material variants, as those are unobtainable in survival on ancient tools.

Texture generation

  • Migrated MaterialRenderInfo to loadables. This may lead to some import/method name changes but shouldn't break any of the builders.
  • Material render info now support a parent field, which will copy properties from the listed material render info (like models)
  • Material render info now has a generator field to mark it as a variant.
  • Part sprites can be marked as skipping variants.
  • Improved texture sprite provider to use builders for sprite properties. Notably also lets tools stop supporting animations.

Misc

  • Switched the side inventories from a blacklist to a whitelist. For more details, see the update primer.
  • Added budding blocks to forge:budding.
  • Tools and tool parts added through JSON Things now have material variants shown in the creative tab/JEI. Requires a JSON Things update to 0.9.7 or later.
  • Added protections against mods hacking the dye color enum. Its a really messy way to add more dyes that is guaranteed to break mods; but at least we can avoid it breaking our books.
  • Updated JSON Things support, so tool and tool part variants show in Creative/JEI
  • Added support to the enchantment to modifier mapping for optional modifier or enchantment IDs.
  • Fix wrong render type on snowy slimy dirt.
  • Fix startup log error related to our sound credits.
  • Fix wrong tooltip color on cheese (#5276).
  • Fix errors loading generator part textures causing the command to fail with no error output.
  • Fix tank models not always respecting fluid amount.
  • Fix potential error on not-JEI loading JEI's API at the wrong time in our GUIs.

Pull Requests

  • Change some recipes to use LazyToolStack for results by @IACTU in #5288
  • New textures for ancient tools, fluid cannon, tough collar and a few other things by @RCXcrafter in #5308

Full Changelog

v3.9.0.6...v3.9.1.19

Swasher Update for 1.20.1

20 Jan 08:28
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Pre-release

Bug fix and small feature update. Requires Mantle 1.11.36.

Tools

  • Plate armor default random materials now goes up to tier 2, since tier 1 is so small on armor.
  • Switch tinker station recipes to using LazyToolStack for results, reducing the amount of NBT parsing required.
  • Cleanup usages of ModDataNBT, migrating NamespacedNBT to use it.
  • Tool parts now show trait descriptions when pressing Control.
  • Cobalt, amethyst bronze, hepatizon, manyullyn, pig iron, rose gold, slimesteel, queens slime, and all 4 slime crystals are now armor trim materials.
  • Armor trim models now tint the base texture instead of using a missing texture for missing trim material/pattern combos, plus missing material item textures (#5303).
  • Added advancement for collecting all ancient tools.
  • Disable item tag validation on the material stat builder. This feature was meant to reduce NBT size of tools slightly, but keeps causing bugs so was easier to just ditch.
  • Fix tool stats not loading properly when connecting to a server without having first joined another world (#5309)
  • Fix daggers not being stackable.
  • Fix Tinkers' Anvil resetting names set by vanilla Anvil on any modification.
  • Fix battlesign using dagger modifier textures.

Swasher

  • Newest ancient tool.
  • Located in buried treasure and shipwrecks, plus the hands of drowned. Can also be found while fishing.
  • Has a tool head, a handle, and a bow grip, giving it two melee/harvest traits and a ranged trait.
  • Starts with spitting and spilling.
  • Has 3 upgrade slots and 1 ability slot.

Modifiers

  • Netherite now requires a smithing template in addition to an ingot, but no longer requires diamond.
  • Restore melee protection to not protecting against fall. 1.19 did not do that, we just had a stray comment suggesting it did.
  • Projectile hit hook now returns a forge ImpactResult instead of a boolean for entities, to respond to the new event parameters.
  • Severing now works on ranged weapons such as staff or bows to make the projectile sever. Luck also works on staffs now.
  • Fix severing and other loot modifiers not working in the offhand or on projectiles correctly (#5283).
  • Fix exploit using modifier crystals to bypass the cost for higher levels of luck or tool belt.

Smeltery

  • Switch to using fluid output for all fluid recipes. Shouldn't require any changes in Java datagen to support; JSON format is guaranteed backwards compatible.
  • Improve stability of fluids in the smeltery drain.
  • Melting fuel now has speed separate from temperature, allowing high temperature low speed fuels and vice versa.
  • Solid melting fuel is now controlled by JSON. There is still only one temperature and rate for all items but modpack makers can change it.
  • Alloy recipes now support catalysts. Notably used to alloy obsidian from water and lava without consuming the water.
  • Fix fluid highlight in GUIs not rendering.
  • Fix casting table redstone click sometimes playing when a recipe swapped slots.

Books

  • Fix some typos.
  • Fix some index page icons being slightly transparent.
  • Fix repair kit showing "missing material" texture on its page.
  • Fix encyclopedia descriptions for melting pan and war pick being too long.

JEI

  • Switch to using JEI's c:hidden_from_recipe_viewers tag to hide unimplemented fluids. Should keep them hidden from various mod compat if they properly use the tag.
  • Moved a few JEI utilities from being nested in JEIPlugin to their own class locations.
  • Increased minimum JEI version to the beta we require that ensures entity melting works. Apparently JEI has not marked a build as release in awhile.
  • Fix potion fluid not showing in JEI and potion buckets not showing in creative.
  • Fix smeltery fluid lookups being upsidedown.

Texture improvements

  • Added new melting pan textures, including a charged state.
  • Updated tough collar textures.
  • Improve vein hammer grip texture.
  • Improve slime metal sword guard.
  • Improve shading on plate armor and maille.
  • Improve gold palette.
  • Make endstone the default variant of whitestone.
  • Fix some large plates not using slimewood or slimemetal texture variants.
  • Ancient tools no longer have unique textures generated for material variants, as those are unobtainable in survival on ancient tools.

Texture generation

  • Migrated MaterialRenderInfo to loadables. This may lead to some import/method name changes but shouldn't break any of the builders.
  • Material render info now support a parent field, which will copy properties from the listed material render info (like models)
  • Material render info now has a generator field to mark it as a variant.
  • Part sprites can be marked as skipping variants.
  • Improved texture sprite provider to use builders for sprite properties. Notably also lets tools stop supporting animations.

Misc

  • Switched the side inventories from a blacklist to a whitelist. For more details, see the update primer.
  • Added budding blocks to forge:budding.
  • Tools and tool parts added through JSON Things now have material variants shown in the creative tab/JEI. Requires a JSON Things update to 0.9.7 or later.
  • Added protections against mods hacking the dye color enum. Its a really messy way to add more dyes that is guaranteed to break mods; but at least we can avoid it breaking our books.
  • Updated JSON Things support, so tool and tool part variants show in Creative/JEI
  • Added support to the enchantment to modifier mapping for optional modifier or enchantment IDs.
  • Fix wrong render type on snowy slimy dirt.
  • Fix startup log error related to our sound credits.
  • Fix wrong tooltip color on cheese (#5276).
  • Fix errors loading generator part textures causing the command to fail with no error output.
  • Fix tank models not always respecting fluid amount.
  • Fix potential error on not-JEI loading JEI's API at the wrong time in our GUIs.

Pull Requests

  • Change some recipes to use LazyToolStack for results by @IACTU in #5288
  • New textures for ancient tools, fluid cannon, tough collar and a few other things by @RCXcrafter in #5308

Full Changelog

v3.9.0.6...v3.9.1.17

Ancient Tool Update for 1.19.2

02 Jan 04:14
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Will likely be the last release for 1.19.2 unless major bugs are discovered. Development is moved onto focus on 1.20 now.

Ancient Tools

  • New tool variant which must be found in loot instead of being crafted.
  • Designed as a strong tool variant with a little less freedom of design. In addition, each ancient tool has very unique functions.
  • Materials on the tool are randomized, and part swapping is not supported. However, modifiers may still be applied.
  • Ancient tools get more slots from rebalanced.
  • All ancient tools can be bought from wandering traders.
  • Currently 3 ancient tools are in the mod.

Melting Pan

  • The melting pan is a cross between a mining tool and a staff.
  • Can mine any meltable blocks, but melts the result into fluid which is placed in its internal tank.
  • Can only hold one fluid type, meaning blocks that melt into a different fluid cannot be mined.
  • Has two materials - a shield plating (armor) and a limb (ranged).
  • Found in dungeons, igloos, and sometimes in the hands of husks.
  • Can also be obtained from a toolsmith villager as a hero of the village reward.

War Pick

  • Cross between a pickaxe and a crossbow.
  • Has three materials - a tool head (melee/harvest), a limb (ranged), and a bowstring (ranged).
  • Found in mineshafts, pillager outposts, woodland mansions, and sometimes in the hands of zombie villagers.
  • Can also be obtained from a weaponsmith villager as a hero of the village reward.

Battlesign

  • Cross between a sword and a shield.
  • Has two materials - a tool head (melee/harvest) and a shield plating (armor).
  • Found in bastions, and sometimes in the hands of piglins.
  • Can also be obtained from bartering.

Tools

  • Parts tooltip list now shows the stat type name next to the material name for materials that don't have a part.
  • Zoom and bonking now both support blocking while using.
  • Shields can now receive flinging, springing, bonking, warping, spitting, and zoom.
  • Fix animated sprite transformer not being registered, prevented using the generate part textures command to make blazewood properly.
  • Fix some tools not registering item colors properly, which potentially affects modifier models]
  • Fixed color in fixed texture data provider not being datagenned.
  • Fix broken crossbow string textures not being generated.

Modifiers

  • Deprecated modifier salvage having nullable slots, all salvage does is apply modifier slots.
  • Disabled cheating in modifier crystals from JEI if the crystal is unextractable (aka it is not usable in recipes).
  • Quick charge is now crafted from sunflowers instead of redstone.
  • Fix some severing recipe variants not syncing to client properly.
  • Fix freezing fluid effect consuming wrong amount of fluid when a mob is already frozen.
  • Fix mob effect fluid effects possibly increasing the duration of a high level mob effect.
  • Fix harvest modifier not using the tools enchantments on harvest.
  • Fix modifier sorting recipe letting you "sort" with just 1 modifier.

Smelting

  • New modifier for any interactable tools and any worn armor.
  • Costs 1 upgrade slot and 1 campfire per level.
  • Adds 2 slot per level for cooking items.
  • When using the tool (attacking mobs, mining blocks, etc.), slowly cooks the items inside using furnace recipes.

Smeltery

  • Compatibility alloy materials now are available if either a mod adds the relevant ingot, or a mod adds the relevant ingot for all components.
    • For example, bronze is available if either a mod adds tin or a mod adds bronze.
  • Molding recipes now properly ignore count on the output, since the table cannot store stack sizes above 1.
  • Remove broken recipes for golden bricks from Ceramics, they just cost too little gold.
  • Fix molting recipe lookup running twice when the player's hand is empty.

Command

  • Added /materials command to query material stats, traits, and modify materials on a tool. For more info, see the SlimeKnights Documentation.

Resources

Provided

  • Render types are now controlled by block models instead of in code.
  • Stained clear glass now has its color set in the block model instead of in code.
  • Protection modifiers are now all defined in JSON, adding new modules for the secondary effects.
  • Inventory modifiers now use modifier modules instead of specialized modifier serializers. This means all modifier serializers are now migrated.
  • The part sprite generator now supports setting multiple stat types on a single texture. If any stat type is present on the material the texture will generate.
  • Migrated melting to JSON using the new melting module.
  • Migrated searing to JSON using a new meltable item condition.
  • Fixed embellishment description in books not being updated since 1.19 early changes.

API

  • Loot table modifications that were previous done in code (e.g. modifying the spawn chest) are now JSON controlled.
  • Added the volatile flag tool module, same as the modifier module with the same name.
  • The tank modifier model now uses the partial texture for full if full is missing.
  • Fix slot count non-nullable serialzier network implementation.

Pull Requests

New Contributors

Full Changelog: v3.8.4.50...v3.8.5.58

Ancient Tool Update for 1.20.1

01 Jan 05:18
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Pre-release

Update to 1.20.1. This build is an alpha, meaning things might be broken and APIs may change. Don't add to a modpack unless you plan to continue to support the modpack for the next several months.

If you are an addon author, know that the API is not yet stable so you may have to make changes when the next release is made. Otherwise, if you wait for a Beta release the API will be stable. See #5281 for what to expect to change in future 1.20 builds.

Ancient Tools

  • New tool variant which must be found in loot instead of being crafted.
  • Designed as a strong tool variant with a little less freedom of design. In addition, each ancient tool has very unique functions.
  • Materials on the tool are randomized, and part swapping is not supported. However, modifiers may still be applied.
  • Ancient tools get more slots from rebalanced.
  • All ancient tools can be bought from wandering traders.
  • Currently 3 ancient tools are in the mod.

Melting Pan

  • The melting pan is a cross between a mining tool and a staff.
  • Can mine any meltable blocks, but melts the result into fluid which is placed in its internal tank.
  • Can only hold one fluid type, meaning blocks that melt into a different fluid cannot be mined.
  • Has two materials - a shield plating (armor) and a limb (ranged).
  • Found in dungeons, igloos, and sometimes in the hands of husks.
  • Can also be obtained from a toolsmith villager as a hero of the village reward.

War Pick

  • Cross between a pickaxe and a crossbow.
  • Has three materials - a tool head (melee/harvest), a limb (ranged), and a bowstring (ranged).
  • Found in mineshafts, pillager outposts, woodland mansions, and sometimes in the hands of zombie villagers.
  • Can also be obtained from a weaponsmith villager as a hero of the village reward.

Battlesign

  • Cross between a sword and a shield.
  • Has two materials - a tool head (melee/harvest) and a shield plating (armor).
  • Found in bastions, and sometimes in the hands of piglins.
  • Can also be obtained from bartering.

Tools

  • Parts tooltip list now shows the stat type name next to the material name for materials that don't have a part.
  • Zoom and bonking now both support blocking while using.
  • Shields can now receive flinging, springing, bonking, warping, spitting, and zoom.
  • Added the adze head, replacing the round plate for pickadzes and mattocks.
  • Added the tough collar, replacing a large plate in excavators and vein hammers, and a tool binding in broad axes and scythes. Tough collars act as a binding type.
  • Tool tables now show a preview of the tool being crafted.
  • Fix animated sprite transformer not being registered, prevented using the generate part textures command to make blazewood properly.
  • Fix some tools not registering item colors properly, which potentially affects modifier models.
  • Fix missing crossbow strings.

Modifiers

  • Added armor trim as a new modifier.
  • Added smelting modifier to smelt items in your tools.
  • Quick draw is now crafted from sunflowers.
  • Deprecated modifier salvage having nullable slots, all salvage does is apply modifier slots.
  • Fix some severing recipe variants not syncing to client properly.
  • Fix freezing fluid effect consuming wrong amount of fluid when a mob is already frozen.
  • Fix mob effect fluid effects possibly increasing the duration of a high level mob effect.
  • Fix rebalanced not being marked as extractable.

Smelting

  • New modifier for any interactable tools and any worn armor.
  • Costs 1 upgrade slot and 1 campfire per level.
  • Adds 2 slot per level for cooking items.
  • When using the tool (attacking mobs, mining blocks, etc.), slowly cooks the items inside using furnace recipes.

Smeltery

  • Compatibility alloy materials now are available if either a mod adds the relevant ingot, or a mod adds the relevant ingot for all components.
    • For example, bronze is available if either a mod adds tin or a mod adds bronze.
  • Molding recipes now properly ignore count on the output, since the table cannot store stack sizes above 1.
  • Remove broken recipes for golden bricks from Ceramics, they just cost too little gold.
  • Fix molting recipe lookup running twice when the player's hand is empty.

Misc

  • Added hanging signs for tinkers wood.
  • Improve display of items in creative tabs.
  • CraftingTweaks compatibility by @paypur in #5277

Command

  • Added /materials command to query material stats, traits, and modify materials on a tool. For more info, see the SlimeKnights Documentation.

Resources

  • Loot table modifications that were previous done in code (e.g. modifying the spawn chest) are now JSON controlled.
  • Render types are now controlled by block models instead of in code.
  • Stained clear glass now has its color set in the block model instead of in code.
  • Protection modifiers are now all defined in JSON, adding new modules for the secondary effects. (thanks to @Waterpicker in #5236)
  • The part sprite generator now supports setting multiple stat types on a single texture. If any stat type is present on the material the texture will generate.
  • Added the volatile flag tool module, same as the modifier module with the same name.
  • Migrated melting to JSON using the new melting module.
  • Migrated searing to JSON using a new meltable item condition.
  • The tank modifier model now uses the partial texture for full if full is missing.
  • Block entity rendering is no longer controlled by block models, rather using new Mantle JSON loaders.

API

  • Slot type colors are now registered in JSON.
  • Armor texture suppliers were reworked to support trims.
  • Inventory modifiers now use modifier modules instead of specialized modifier serializers. This means all modifier serializers are now migrated.
  • Remove supplier block state provider, it was no longer needed.
  • Remove ArmorSlotType in favor of ArmorItem.Type.

New Contributors

Full Changelog: v3.8.4.50...v3.9.0.6

3.7.2.167 for 1.18.2

23 Sep 02:53
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This will most likely be the last release for 1.18.2 barring any significant bugs discovered. It contains a ton of bug fixes and minor features backported from the 1.19.2 branch.

Tools

  • Sand casts can now be created in the part builder
  • Fix extra ingredients in tool recipes being ignored in the tinker station under some circumstances
  • Fix part builder not always updating the material value when materials change

Modifiers

  • Modifier crystal and modifiers in JEI both now show the modifier description.
  • Strong bones and boon of sssss will no longer function if cheated onto a non-helmet. before they partly functioned but some features required helmets.
  • Make magnetic run after firing a bow.
  • Made revitalizing cheaper, and removed the max level.
  • Mob disguise (slimeskull traits) are now a bit stronger and support multiple levels (not that we use it currently, 1.19.2 does)
  • Fix magnetic modifier running when tools are held.
  • Fix conditional mining speed module not checking the holder condition (affects airborne trait)
  • Fix incremental modifier recipes having backwards leftover calculation.
  • Fix tank module serializer having the wrong default keys
  • Fix feather falling not being marked as an incremental modifier
  • Fix a couple of modifier recipes that require durability being available to tools that lack durability.
  • Fix temperate not working properly on bows

Smeltery

  • Part casts now show the material cost in the tooltip.
  • Fix a couple of compat recipes for Ceramics containing invalid byproducts.
  • Fix being able to cast water on oxidized copper to make oxidized copper
  • Fix spectators being able to change the order of smeltery fluids

Misc

  • Modifier variant names (e.g. rebalanced or embellishment) now show in JEI recipe.
  • Added a new recipe category for tool recipes (thanks paypur!)
  • Blacklisted various crafting blocks as valid "side inventories" for the crafting station and part builder. This works around an issue with output slots and in most cases this is not the desired block for the connection.
  • Fix platform blocks defaulting waterlogged to true (affects setblock)
  • Fix slimy leaves suffocating players.
  • Fix mud brick slabs and stairs having no proper tool.
  • Fix wrong blocking model on broad axes
  • Fix potential crash if a modifier model exists on large but not small or vice versa

Books & Language

  • Merged the melee/harvest material sections into a single section. Also merge the ranged material sections into a single section. This keeps the index to a much more manageable size.
  • Encyclopedia pages no longer require advancements to unlock. The above change meant too few sections still used this feature, and ultimately there was not much gained by it.
  • Material pages no longer list composites from the material to itself (e.g. oxidized copper from copper)
  • Many typos fixed, too many to list
  • Fix tool pages in materials and you loading from the wrong folder
  • Fix book index links not working for sections with modifiers in multiple groups
  • Fix tooltip overlap on material pages

Translation

  • Update zh_tw localization (thanks StarlightCraft!)
  • Update Japanese translation (thanks koh-gh!)
  • Update Turkish Translation (thanks imsi32!)
  • Update Chinese Translation (thanks Cactusstudent and ChuijkYahus!)

Technical & API

  • Add default value to ModifierPredicate
  • Added ModifierHookProvider, interface to create modules that don't serialize to JSON. It just adds default hooks so you don't have to manually specify them in the module map builder.
  • Added BasicModifier, extraction of the base class for ComposableModifier which includes a builder for registering a modifier with modules statically.
  • Added modifier priority command, to list all modifiers, the hooks they implement, and their priority value. Useful for ensuring hooks run in the right order.
  • Moved modifier usage command from /tconstruct modifier_usage to /tconstruct report modifier_usage. Partly for organization, partly to make tab completion on /tconstruct modifiers easier.
  • Properly mark empty book sections as no-load, prevents possible weird errors.
  • Material render info will now skip stitching fallback textures that are never used by any material.
  • Modifier recipes now take advantage of the cached tool instance to speed up recipe matching. Likely won't be noticable, but every little bit helps.
  • Fix a potential race condition when loading material textures
  • Fix log spam from spilling fluid packet not properly setting handled (why does the API even require this?)
  • Fix ordering of tool part sprites in the texture generator not being consistent, causing the file to "randomly" change. Order is now consistent, but it might cause the order to swap when you run datagen.
  • Fix wrong recipe serializer in ageable severing recipes
  • Fix wrong generics on material registry get tag values
  • Fix modifier slot module ignoring its conditions (was unused but existed in datagen)
  • Fix mob effect module serializing target condition to entity instead of target.
  • Fix conditional melee damage module not serializing attacker condition.
  • Fix HasMaterialPredicate not serializing index
  • Fix tank capacity module scale capacity being ignored