Fixes:
- fixed mob effect item effects not working
Technical changes:
- added ambient, visible and showIcon flags to mob effect item effect outcome
Fixes:
- removed transparent pixel from crude short blade texture
- fixed damage stat bars not showing
Technical changes:
- changed the 'tetra:apply_hit_effects' to also trigger for bows and crossbows
- added item effect outcomes and providers for dealing with entity properties
- added item effect outcomes and providers for dealing with persisted entity data
- added number provider for different types of time values
- added canFreeze, isFreezing and isFrozen fields to the entity item effect condition
- updated json schemas (incorrect type for default tooltip getter, missing replace field for crafting effects)
Changes:
- nerfed amethyst sockets
Fixes:
- hopefully fixed null issues with the forged container
- fixed scrolls not dropping when broken by water
- fixed save/world screen crash when some other mods are present
- fixed gild scroll advancement not triggering
- fixed holosphere concussion scanning triggering incorrect advancements
- fixed issue where tetra items could be merged in a grindstone
Technical changes:
- added datadriven item effects
- added datadriven stat sorters
- added datadriven statbars
Changes:
- added chinese translation (cred: Haiyanbaka)
Fixes:
- fixed reaching effect tooltips displaying lower values than what was actually used
- ruins can now spawn in modded mountaineous biomes
- fixed thrown bucklers covering the screen
- fixed "open toolbelt" ignoring modifiers?
- fixed quality improvement not applying the appropriate stats
Technical changes:
- added tool action ingredient
- stopped handheld tetra items from being consumed when used in regular crafting (also gains honing progression and takes durability damage)
- the tetra command can now be run directly on items that can be converted into a tetra item
New features:
- sickles with silk touch will now ignore crops that are no fully grown, and replant harvested crops
Changes:
- jab now swings even if it misses a target (and triggers cooldown, and some other effects)
- reduced efficiency and speed for sickles
- reduced efficiency for machete
- re-added cherry wood, but for vanilla cherry
Fixes:
- fixed sickles not breaking crops
- fixed holosphere map not rendering properly
- fixed extractor module advancement not triggering
- added missing localization for pristine amethyst
Technical changes:
- made it possible to define new types of modular items through data
Changes:
- replaced all pristine gem textures (cred: rappenem)
- added pristine amethyst, found in tetra geodes
- reworked workbench visuals
- added aspect info to module details view
- changed sweeping strike drain: now drains 0.5 at a minimum rather than adding 0.5 to drain for each block
- efficiency honing for stonecutters to start out stronger (still hits 15 at rank V)
- the cobblestone material should now better match modded cobblestone
Fixes:
- fixed sweeping strike not alternating direction without truesweep
- fixed how reaching affects sweeping strike to align with tooltip (reduced the entire drain, not just drain from block hardness)
- added expanded tooltips for medial, lateral and axial limiters to explain what that actually means
- fixed spearheads accepting tool enchantments
- fixed looted stonecutter not being repairable with scrap
- clicking outside the holosphere filter button now blurs the input
- fixed holosphere material icons rendering in front of text (again?!)
- fixed typo in spearhead serrate hone schematics
Technical changes:
- added ModularLooseProjectilesEvent, fired before bow spawns projectiles
- added ModularProjectileSpawnEvent, fired for each projectile spawned by bows
- renamed all aspects from camelCase to snake_case
- moved chthonic extractor hammering config option to feature flag
- put multislot schematics in a working state
- moved some localization entries
- fixed multislot modules defaulting texture namespaces back to tetra
- fixed source information merging in the wrong direction
- fixed schematic module requirement not matching the material field
- fixed long and recurve bow not picking up improvements from their respective improvement folder
- added schematic requirement that's always false
- added feature flag system, with schematic support
- removed a bunch of old, unused config options
- fixed materials not transferring aspect data to modules
- tool action icons are now datadriven
- rearranged minor module glyphs
- moved stat indicators to glyph sheet, resized to 8px
- split several aspects, changed aspects for lots of modules
- added rarity field to module data
Changes:
- added source display in the schematic gui
Fixes:
- fixed incorrect dependency on mutil
Fixes:
- added missing localization for extractor limiter tweaks
- fixed placed holosphere missing block name for mods that display that
- added core extractor pipe to creative inventory
Technical changes:
- added nbt outcome for crafting effects
- added module requirement for crafting effects
- added crafting effect outcome for conditionally choosing between sets of outcomes
Changes:
- updated to 1.20.1
- move most mod compat into a separate mod
- pristine sockets can now be repaired using regular gems (with increased xp cost)
- tweaked hardness for most fibre materials
- most modules that cost experience to craft now cost experience to repair (in addition to possible magic instability costs)
- bleeding now bypasses armor and iframes
- added source display in the schematic gui
- tweaked creative tabs
Fixes:
- added missing localization for rod materials
- fixed incorrect armor pen for tempered heavy blades
- fixed several issues relating to the holosphere sorting button
- tweaked serrate tooltip
- fixed modules settling not updating integrity until cache reset
- fixed crafted toolbelt having the wrong strap variant
- the tooltip for replacing the next module in the repair cycle no longer shows when the item has full durability (matches the underlying behavior)
- fixed rack advancement not working
- added missing localization for the holosphere block
- fixed tops of shafts and rooms in ancient ruins ending abruptly
Technical changes:
- cheesed in module dependent tags
- improved logging for faulty replacement data
- added datadriven block predicates for determining unlocks
- module textures now need to be placed within textures/item/[modules] (rather than textures/items/[modules])
- expect significant technical changes moving forward, if you make modpacks or addons and want to be kept in the loop please send me a DM
Fixes:
- fixed faulty and missing localization entries for ancient schematic content
Changes:
- tweaked rack inventory model
Fixes:
- fixed sculk taint actual chance being off by two decimal points, tweaked sculk taint proc chances
- fixed ruins not generating in modded cold biomes
New features:
- added command for modifying modular items
- implemented the ancient stonecutter schematic
Changes:
- added advancements for ancient schematic content
- made forge hammer rooms more common and sculk rooms less common
- removed temporary hammer tier bonus from obsidian and netherite hammer heads (should have been removed when the ruins were reintroduced)
- sword binding tweaks now affects tool efficiency
Fixes:
- fixed "required maintenance" advancement not triggering
- greatly increased despawn timer for thrown items
- removed ruin loot recipes
- fixed data reload not clearing model caches
- fixed striking effect indicator label not being localized
- fixed thermal cell advancement triggering for other items
- fixed "seconds between swings" value being based on harvest speed modifier rather than swing speed
- fixed incorrect tooltip for overpower defensive modifier
Technical changes:
- added support for perspective-specific module models
- added improvement crafting effect requirement
- fixed tmdev command not working after reload
Fixes:
- fixed botania mana repair
- hammering a holosphere now plays a different sound when swinging too fast
- fixed hammering a holosphere not progressing or damaging the hammer
- fixed howling effect overlay being incredibly laggy
- fixed long gone advancement triggering incorrectly
Technical changes:
- added enchanting outcome for crafting effects
- added schematic requirement for crafting effects
- changed crafting effect requirements to work the same way as schematic requirements (chaining and/or/not objects instead of an array for the field)
New features:
- The holosphere can now be placed on the ground
- placed with shift+rmb
- can be right clicked to open holosphere UI
- enabled holosphere lookup when near a workbench
- added percussion scanner module for the holosphere
- allow scan mode to be toggled for placed holospheres
- right clicking a holosphere in scan mode with a hammer scans nearby chunks for ruins
- chunks with ruins are indicated with a red/orange beam
- apprentice cartographers can now sell maps to the ancient ruins
Changes:
- tweaked keybind UI elements
- changed notification sounds when items settle and when honing becomes available
Fixes:
- diamond sockets now also improve hammer efficiency
- fixed "Thermal Transfer" advancement not triggering
- fixed shield model console warnings
- fixed sweeper not working on some resolution/fov combinations
- holosphere improvement schematics no longer show when the holosphere already has the improvement
- fixed Long Gone, Restored Machinery, Combustion Power-up and Magmatic Press Channel advancements not triggering
- fixed multiblock schematic creative logspam
- fixed good quality modifier making items able to perform actions they shouldn't
- fixed missing and faulty decoration in ruin worldgen
- fixed ruined schematics sometimes working without repairs
- fixed banners not rendering on heater shields
- fixed stonecutter accepting unapplicable improvements
Technical changes:
- added data merging functionality for module variants
- added per-model render layering sorting
- added secondary interaction system