Modifiers
Soulbound now is crafted using echo shards instead of totems or nether stars. Should make it more available and ties in nicely with the new worldgen.
Added soul belt, a pants modifier that causes your entire hotbar to remain with you on death.
Added swiftsneak modifier, works just like the vanilla enchantment. Applied using sculk sensors.
Unburdened (bamboo's trait) now works on armor, useful for addons.
Modifier variant names now show in JEI.
Chorus as a shield material now grants enderclearance instead of enderference. Instead of preventing the attacker from teleporting, it randomly teleports the attacker.
Fixed wrong icon for reinforced modifier
Fix splashing and blocking being applied to tools that lack durability.
Fix some potential cases for tools with no durability to get damaged, causing them to "break".
Fix whitestone's stoneshield not functioning.
Fix soulspeed not functioning.
Fix melting modifier duplicating the stored fluid under some circumstances.
Rebalanced (trait)
Rebalanced now has a new variant, trait, crafted using enderslime and manyullyn.
Tools with materials with this modifier will copy the traits of the main tool part on the tool (typically one of the heads).
Causes slimestaffs to grant 1 level of reach (reference to enderslime staffs starting with reach as a trait)
Flint and brick grants another level of scorching.
Slime boots grant another level of leaping.
Slimeshells grant another level of shulking.
Other tools (notably travelers gear and slimelytras) have no traits that could be copied, so they don't support this variant of rebalanced.
Modifier extraction now works using a crystal of the appropriate type with a wet sponge. Works like the dragon breath recipe, but is type specific and pre-end.
Extracting enchantments via enderslime crystals now returns the tool minus the one enchantment instead of clearing all enchantments.
Travelers gear now starts with the tanned trait, reducing durability loss.
Added stone parts for plating to make cast creation easier. These stone parts cannot be used to create armor, but otherwise work like other tool parts (made in the part builder, can create casts).
Fix shields being held too high when blocking.
Allow casting by dumping a fluid item into a casting table. Also allows fluid pickup using the same method. On the odd chance you wanted the fluid item in the table, you can do so via hoppers or a scorched table.
Make part swapping casting repair tools.
Part casts now show material cost in the tooltip.
Fix spectators being able to change fluid order in a smeltery.
Improved entity melting
Zombies and husks now melt into iron
Drowned now melt into copper
Piglins and zombified piglins now melt into gold
Frogs and shulkers now melt into potions of leaping
Bats and glow squids melt into potions of night vision
Phantoms melt into potions of slow falling
Ghasts and axolotls melt into potions of regeneration
Polar bears, panda bears, ravagers, and zoglins melt into potions of strength
Striders melt into potions of fire resistance
Dolphins, foxes, horses, donkeys, mules, llamas, and ocelots melt into potions of swiftness
Turtles melt into potions of the turtle master
Squids and pufferfish melt into potions of water breathing
Added a new JEI category for tool crafting in the tinker station or anvil (thanks paypur!)
JEI now shows variant names of swappable modifier recipes, such as rebalanced.
Correct disguise modifiers always showing "I" after the level, since they typically have just 1 level.
Fix slimy leaves being able to suffocate players
Fix JEI crafting table transfer failing if a table has a side chest
Fix many language errors and book errors. There are probably more; if you find any report them to #5201.
Update Japanese translation (thanks koh-gh!)
Update zh_tw translation (thanks StarlightCraft!)
Update Turkish translation (thanks imsi32!)
Update Chinese translation (thanks Cactusstudent!)
Update German translation (thanks maxomatic458!)
Added option to tool modifiers to force rendering of a modifier model. Useful mainly for those that display extra data such as tanks.
Remove special casing of bamboo in swords, since Forge added support for this via tool actions.
Added new modules for "wrench instant breaking", which make a block break as fast as possible without instant break. This may get used in a future tool, though that design is not yet finalized.
Improve efficiency of modifier recipes matching for many recipes.
Introduce LazyToolStack to make it easier for recipe outputs to work. This introduces a small API break for modifier worktable recipes. Will eventually be updating modifier recipes with this change on 1.20.
First Beta release for 1.19.2. API should not break after this point, if it does feel free to open a bug report. This means it is fully safe for addons to update.
There may still be balance changes in future builds, want to finalize a couple things before marking this as release.
Adjusted the handle stats for several materials in light of the updates to tool formulas.
Updated wood variant palettes to better match their planks (was based more on logs before).
All tool heads now repair the full amount given the material, instead of lower scaled heads repairing less. As an example, a cleaver with an iron blade and a stone plate no longer reduces stone repair to 33% (though stone does still repair less than iron).
Composite recipes are no longer valid if the result matches the input. This prevents casting molten glass on wrought iron to get wrought iron without disallowing creating wrought iron from raw iron.
Slimeskulls now tint the skull based on the embellishment color instead of always purple.
Shield casting now supports material composite recipes by pouring the second fluid on the shield. Note the fluid needs to not also be a valid shield plating option else it will just swap the base material (currently no such conflicts exist but a example would be if glass plating was added).
Fix recipe conflict between nahuatl shield cores and obsidian plating.
Fix tanned trait not reducing damage to 1 when the armor has custom protection types.
Fix shield stats getting reset to default.
Added Wings, allowing any chestplate to get elytra like behavior. Costs 2 ability slots (meaning plate maxes out its slot usage to get wings).
Half the amount of diamonds needed for revitalizing, and remove the max level.
Fix many modifier recipes checking the trait level for their requirements.
For some recipes (e.g. tilling or bouncy), they will continue to check the trait level in lieu of hardcoding the list of "tools that already have it". This means they will show up in JEI tool lists, but also means addons can avoid getting the relevant modifiers twice.
Fix tank modifier models applying an offset to the fluid and not rendering the non-fluid image.
Cleanup EFLN explosion code to be more consistent with vanilla explosions
While the blasting behavior is still the same, it no longer explodes over multiple ticks (as the explosion was way too small to bother with such optimizations).
Update entity pushing and damaging behavior to be more consistent with vanilla (though it still does less damage than a typical explosion).
The explosion should fire all the expected events for other mods detecting explosions.
Reduce the strength of the explosion by 33% to make it closer to TNT (since its already superior to TNT in most other ways).
Made fluids do something more than default Forge fluid behavior.
"Cool" fluids all can be swum in and extinguish fires.
"Hot" fluids all light entities inside them on fire, with varying fire burn times and damage per second.
Many fluids apply potion effects to entities inside them.
Removed mud bricks as vanilla has mud bricks now. Kept the old texture to potentially use on a new block variant in the future.
Added a page to puny melting about making sand casts in the part builder.
Fix various typos.
ModifiableItem no longer forces the stack size to 1 in favor of the tool properties stack size. We notably use this for daggers (no longer need a custom class). You may need to set the max stack size if you were not before.
ModifiableBowItem and ModifiableCrossbowItem are now part of the library.
Removed ModifiableStaffItem (and its Json Things equivelent) in favor of ModifiableItem supporting left click interactions (provided the tool is in the tag).
Material render infos can now datagen including alpha, since a few places that use the color support alpha (and future Minecraft will as well).
Make modifier models accept a consumer for the quads instead of returning a quad list.
Migrate process loot method to a modifier hook. This is the last method planned for migration.
Fix removal hook not being called for modifier traits in all relevant cases that remove modifiers. Note that the hook might not get called if a modifier is added causing the removal of a modifier trait (e.g. a trait that only exists at specific modifier levels). If you encounter such a case, report it on GitHub with details on what you are doing that caused it.
Reworked tank module significantly.
Instead of a modifier adding a tank module with some complex logic to ensure only one of them actually runs, modifiers just add tconstruct:tank_handler as a modifier trait.
Instead of setting the capacity as a volatile integer, now use a tool stat tconstruct:tank_capacity.
For the helper methods for working with fluid on a tool, see ToolTankHelper.
There is no direct support for adding custom ToolTankHelper instances in JSON as you need to register a custom stat and alike, however its pretty trivial to mirror the stuff we did in Java code for a custom tank. Figured it was not worth providing JSON impl when its a very little used feature.
Armor added in Json Things now properly gets the broken item predicate.
Modifier recipes can now choose whether to check the trait level or just recipe added modifiers.
Added tconstruct:modifiable/armor/golden item tag for armor that can receive golden (instead of hardcoded blacklist).
Added tconstruct:modifiable/bonus_slots for tools that can receive extra modifiers from gilded, writable, rebalanced, and alike. This will in the future allow tools that have materials but no modifiers, but notably requires addons to add the tag to their tool to continue allowing those modifiers.
Remove the tconsturct:default modifier serializer, just use tconstruct:composable (all the fields default to the same thing as tconstruct:default did).
Added a field to composite part casting to specify a conflicting material stat type. If set, and the fluid casts into a material that supports that stat type, the composite recipe will not match. Prevents conflict with tool casting recipes.
Added tconstruct:burning_liquid and tconstruct:mob_effect_liquid block types for Json Things support.
Now controlled by resource packs via assets/<namespace>/tinkering/armor_models
Can define fixed layers (which can be conditioned on a modifier), dyed layers (pulling a modifier color), and material layers (either embellishment or tool part).
Armor models support wings on chestplates, conditioned on having the wings modifier.
Armor models entirely replace MaterialArmorItem and MaterialArmorModel, so those have been removed.
Full Changelog: v3.8.2.32...v3.8.3.39
Hopefully should be the last major API changes. Marking this as an alpha mostly as it needs more testing, but addons should have a lot less risk of breaking when porting to the API from this alpha.
Plate armor now has 2 tool parts instead of being made in the crafting table.
Plating comes in four variants for helmets, chestplates, leggings, and boots and provides the majority of stats.
Maille has a single variant used for all 4 armor pieces. It has the same set of traits as plating but no stats.
Plating is made from metals (including gold!) and ceramics (seared stone, scorched stone, or obsidian).
Maille is made from anything valid for plating plus leather or ancient hide.
While maille can be created in the part builder and via casting, plating can only be created via casting. To aid this, sand casts can now be created in the part builder by placing sand in the pattern slot. This is in addition to creating them in casting tables.
All available materials have traits that are effective on armor, full list coming soon to the book.
Since golden is now added to plate via the gold material, you can no longer apply golden to plate armor.
Since plate can be created with overworld materials in the tinker station, its now covered in puny melting instead of fantastic foundry.
Plate shields are now created by casting molten metal or stone on a shield core
All non-composite variants of armor plating work as the casting
Shield cores can be made out of wood, including bamboo, nahuatl, and the new blazewood
Shield cores just provide traits, while shield plating provides durability, toughness, and knockback resistance
To reduce recipe overlap, travelers shields are now made from leather and patterns instead of copper and wood. As a result, they now use wood embellishments for the inner layer and dye the outer layer
All 5 protection types now use wood patterns as the base instead of obsidian panes.
Projectile protection is now made from iron instead of amethyst bronze.
Blast protection is now made from obsidian instead of emerald.
Projectile protection now boosts knockback resistance instead of reducing mob visibility.
Melee protection's secondary ability now boosts movement speed when using shields or bows instead of attack speed.
The emerald modifier now grants toughness instead of knockback resistance.
Durability reinforcements now use emerald instead of iron.
Modifier crystals and modifiers in JEI now show the modifier description in the tooltip
Fix a few armor modifiers applying to held modifiers when they shouldn't, such as magnetic
Fix double jump not working
Fix magnetic not triggering on bow firing
Fix momentum level scaling being broken
Removed chain tool material
For melee/harvest tools, the existing rose gold binding replaces it
For bows, the new rose gold bowstring replaces it. Created by casting molten rose gold on string tool parts
For the cool palette, the new wrought iron material variant replaces it. Wrought iron requires pouring molten glass on iron.
Plate armor was moved to puny melting alongside travelers
Puny melting, mighty smelting, and fantastic foundry now have sections on armor materials. Puny melting is notably both tier 1 and 2 (since you cannot create armor without casting)
Encyclopedia now has 1 section per material type (melee/harvest, ranged, armor) instead of 1 per tier per type
Encyclopedia no longer uses advancements to unlock sections; all start unlocked. This is because after merging materials, only modifiers were left unlocking making the feature a little lack-luster
Material pages will n o longer show composites from themselves (e.g. casting water on copper to get oxidized copper)
Furnaces, brewing stands, melters, and foundries are now blacklisted from the side inventory for crafting stations and tinker stations.
Silky cloth is now crafted by pouring rose gold on cobwebs
Severing on spiders now can drop cobwebs
Updated slimes to work with frogs
Fix small tool models having z-fighting in some cases
Fix small tool models not processing material luminosity
Fix stray slimeskulls having no face texture
Fix platforms defaulting to waterlogged when placed with commands
Cleanup material ingredient, now supports material tags (though the change that led to this refactor ended up being reworked, so material ingredients are still not used to their potential)
Use data generator to create cast and tool part models since they are mostly just repetition of a texture name
Multiblocks (e.g. the smeltery) now store their positions in NBT relatively. This should make them friendlier to being relocated by things like structure blocks.
Material sprite generator now supports animated materials
Protection module builder now defaults to CAN_PROTECT
Modify damage hook no longer requires shields to be blocking, as that is almost never the case in that hook
Fix ordering of part sprites in the material generator being inconsistent for tool models
Added a builder for part models for datagen
Tool brokenness is now handled via an item override instead of being special cased in the tool model. This should simplify modifier model code and give more flexability, though its a bit more JSON
Added a data generator to help make broken and blocking models for tools, since they are all the same general structure.
Unknown materials now render as an outline instead of solid white.
Tool models now pass unknown instead of null for missing materials.
Item display on blocks (casting, crafting station, etc.) now use custom transform types allowing you to change how they display in resource packs.
ModifierModule#defaultHooks moved to HookProvider#defaultHooks to make it easier to find for tools. Unfortunately static interface rules forbid that being an easy reference update.
Move TooltipDisplay to BasicModifier since it was weird the modifier used an enum defined in a subclass.
Renamed ModifierHookMap to ModuleHookMap and ModifierHook to ModuleHook for the sake of tool modules.
Renamed TinkerHooks to ModifierHooks, they are now registered to ModifierHooks#LOADER.
Now uses modules and hooks instead of a bunch of hardcoded fields. This provides a lot more flexibility as addons can more easily define custom tool behavior.
Notable hooks granting new functionality: volatile data, material repair and missing materials
Material repair for non-multipart tools is notably defined using MaterialRepairModule
Tool definition random material tier is now part of the default material module
Tool definition stat provider is now part of the material stat or part stat module.
With the above changes, tool definitions no longer directly contain data, its all handled by JSON.
In the future, this set of changes may allow "global tool definitions" which add extra modules to all tools. Allows things like a global trait, a global stat multiplier, or adding behavior to existing tools.
Material stats (additive and multipliers) are now applied at the same time as modifier stats.
This means a handle multiplier will now multiply modifiers, e.g. a mining speed multiplier will affect haste.
Goal was partly simplicity of API, but mostly just reducing the difficulty in explaining the formulas.
On average tools will likely be a bit stronger due to this change.
Its possible handles will get further changes in the future to make bow limbs and handles more consistent.
Modifier stat builder now supports fetching a partially built stat
Tool stats can now access the modifier stat builder object on final stat build.
Now use loadables instead of GSON for parsing, should reduce boilerplate for packet buffers and allows reusing a single class for multiple types.
Bowstrings and bindings are both part of StatlessMaterialStats now, attempted to deprecate the old locations but it was not always feasible.
Handle stats now uses a builder instead of a bunch of with methods.
Material stats are now handled by the stat object directly.
Removed MaterialStatsBuilder and IToolStatsProvider due to the above. As a result, any stat types can be combined on a tool.
Tools now use stat scales instead of weights for parts, which allows going above 1 in the total amount notably. See this commit for more details.
No longer contains stats due to the stat rework changes above.
No longer contains volatile data, as that was only populated for a single hook.
Added a new tool stack predicate for predicates wanting that additional context.
All usages of ToolRebuildContext in hooks are now IToolContext
Volatile flag modifier now supports conditions, used to migrate offhanded to JSON
Overslime friends is now a modifier tag instead of a volatile flag
Overslime capacity is now a tool stat, allowing migrating overcast and overforced to JSON
As a result of this, overcast now multiplies overlord
Process loot hook now takes modifier entry as a parameter. Still not sure what I'm going to do with that one...
Protection enchantment subtraction is now a new module instead of part of the protection module. Reduces JSON boilerplate with repeating the enchantment settings.
Armor level and armor stat modules can now be used in JSON, due to a registry of standard types. This means modifiers such as haste are now defined in JSON
Added effect immunity module, implements mithridantism
Full Changelog: 3.7.1.155...v3.8.2.3
General
Prevent pick block from deleting tinker tools (#4939)
Fix invalid fluid handler on ichor bottles which broke several mods in weird ways (#5202)
Fix incremental recipes returning wrong leftovers
Fix entity ingredient in JEI conflicting with Create (#5203)
Fix longbow ignoring charge time (#5206)
Fluid Effect Modifiers
Fluids can now affect blocks, currently doing things like placing snow or fire or leaving potion effect clouds
Spilling now only affects melee entities
Added bursting for applying fluid on counterattack (previously part of spilling)
Added splashing for applying fluid on interact (previous part of spilling). Works on blocks and entities
Spitting now can affect blocks
Slurping no longer slurps when you cannot slurp the fluid
All fluid effects are more conservative, consuming less fluid if they only apply a partial effect
API
Modifier and LazyModifier are now IdAwareObject, makes some method overloads simplier
Revamp spilling AP
Incremental
Incremental modifiers are now handled through the modifier entry instead of the modifier/modifier modules.
This makes it way more efficient and way more practical to use
To get the incremental level, use ModifierEntry#getEffectiveLevel. Can also use ModifierEntry#intEffectiveLevel in integer contexts.
When modifying modifier entries, make sure to use the provided helpers like merge, addAmount, and withLevel to preserve the incremental amounts.
Fluid effects
Revamp spilling effect API into fluid effects
Now support effects on hitting blocks, not just entities
Much better handles the different needs among all the fluid modifiers
Full Changelog: v3.8.0.14...v3.8.1.16
Obligatory Alpha Warning
This build is an alpha. Alpha means things might break. Specific points:
We will do our best to prevent worlds from breaking, but make backups of worlds just in case.
Do not include this build in a modpack unless you plan to stick around on 1.19.2 long enough for us to get a stable release out. We don't want to constantly get reports of issues we have long since fixed because a modpack did not make a stable experience.
If you are an addon author, know we make no API stability guarantees until we make a beta. Check out the Roadmap for specifics on what we plan to change. Feel free to ask on our discord if you have any questions on updating.
Specific changes in this build are below.
Blood rework
After thinking it over for awhile, blood does not really have a good place in TiC 3. Originally in TiC 1, blood was a slime substitute with a few funny plans, but mostly was a placeholder for future content that never got implemented. TiC 3 has so many ways of obtaining slime that a slime substitute is less necessary, and most of its plans were scrapped.
Removed blood slime variant, including the blood block, blood balls, congealed slime, and the blood fluid.
The fallback for mob melting is now liquid soul (also obtained from melting soul sand). Figured 1 underutalized fluid is better than 2.
Blood embellishments still exist, crafted using bloodshroom planks. Other slimy planks craft the appropriate embellishment.
Blood cake now uses honey in place of blood, providing much nicer flavor.
Piggybackpacks are now crafted using skyslime on a saddle.
Blood foliage (such as bloodshrooms) is unaffected, except getting the word "slimy" replaced with "bloody".
Blazing blood is also unaffected by this change.
Meat soup
Edible animals such as cows, pigs, rabbits, fish, and sheep melt into meat soup instead of blood.
Can be poured into wooden bowls to use as a food, or used with modifiers such as slurping.
Since its just farm animals, there are no downsides to eating it unlike blood.
Used in alloying pig iron alongside honey and iron.
Venombone
Replaces bloodbone as we need blood for bloodbone
Created by pouring venom (from melting spiders and spider eyes) on bone or bone tool parts.
Stats are the same as bloodbone used to be, putting it in tier 2 melee.
Trait boosts damage when poisoned, higher levels of poison grant more damage.
Consider drinking liquid venom, which grants poison and strength.
Raging (bloodbones trait) will return on a different material in the future.
Smeltery
Ducts (the filtered drain) are crafted using gold instead of cobalt. This is to free up cobalt for use in the sublimery (and allow earlier access to filtered drains).
Tools
Added magma embellishement from magma blocks and magma cream.
Added mangrove as a new wood variant
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.
Removed slime slings, they were replaced by flinging, springing, bonking, and warping (from 1.18). Apply to a slime staff for the most comparable experience.
Fix conditional mining speed module not checking the holder condition (affects airborne trait)
Fix being able to cast water on oxidized copper to make oxidized copper
Fix tank module serializer having the wrong default keys
Fix extra ingredients in tool recipes being ignored in the tinker station under some circumstances
Fix feather falling not being marked as an incremental modifier
Fix part builder not always updating the material value when materials change
Slime Staff aesthetics
Slime staffs no longer receive metal embellishments.
Instead, they receive wood embellishments using 2 planks and a pattern, which changes the wood variant of the handle.
Dyeing now changes the color of the crystal (previously was the handle).
The metal band is now the part of the texture which remains the same regardless of embellishments and dyeing (was the crystal before).
This should overall allow better matching your staff look to the modifier thematics, and also sets up wood embellishments for future content.
World
Added ichor cake, it is currently uncraftable but that will change in the future.
Skyslime islands no longer spawn with congealed earth slime in the lakes, instead having just congealed skyslime.
Blood islands no longer spawn with congealed blood, instead having just congealed ichor. The lakes also now have magma blocks at the bottom.
Removed the earthslime mob, it only existed to work around a Minecraft limitation that prevented us from spawning vanilla slimes on the islands. Forge has a new API that fixed that. Only change in behavior is vanilla slimes cannot spawn with armor.
Emberbark
The end slime island trees have been revamped
Trees are now styled after mangrove trees, meaning leaves no longer drop saplings, but can be bonemealed to grow "propagules".
Trees also notably will grow enberbark roots under the stem, which can grow though congealed slime making slimy enderbark roots.
Slimy enderbark roots can also be created by casting slime onto enderbark roots, and can be used as a slime dirt alternative. They may get more uses in the future.
Enderbark is now used to craft enderslime staffs, and works as a slimewood material variant.
Datapacks and resource packs
Fluid ingredients referring to static fluids now use the key fluid instead of name for consistency with item ingredients and fluid stacks.
Use no-load data key to stop sections with no data file from erroring. Apparently this was a problem on 1.18 but it did not produce visible errors?
And, Or, Any, and Inverted predicates are now registered under mantle instead of tconstruct for all types.
Defaulting fields in JSON will now often not include the default in our provided resources (e.g. most uses of mantle:any)
Ore melting recipes can now specify ore rate types of default (same behavior in byproduct as not specifying) and none (no boost on the fluid or byproduct from ore config). Note if you are just going to none or default everything, you might as well not use the ore loader.
Tools
Modifier requirements are now defined in the modifier JSON instead of the recipe JSON. Recipes that just wanted a lower level of themselves are defined using the new min level field.
Modifier recipes no longer have a output level, instead restricting to 1. This was done as it caused issues with incremental modifiers and modifier removal when higher than 1, and was never used in our content.
Removed tconstruct:tool predicate in favor of the improved tconstruct:tool_stack predicate.
Simplify JSON for variables: mining speed, melee damage, and conditional stats all automatically have access to tool variables now. Mining speed now automatically has access to conditional stat variables.
Tags
Moved tconstruct/modifiable/melee_or_harvest to tconstruct/modifiable/loot_capable_tool as all recipe usages got switched to compound ingredients (as we wanted more fine grained control between unarmed and ranged also wanting many modifiers). You probably should migrate to fine grained control instead of the loot tag unless doing loot.
Removed tconstruct:tooltips/water as we did not end up encountering any other bottleable water variants, the default behavior handles buckets and milibuckets.
Models
Fallback textures for large tool models with no parts are now large_tool and large_broken instead of tool_large and tool_broken
Replaced CopperCanModel with FluidContainerModel. Its basically a specialized version of forge's fluid container model, ditching covers (which we don't need) but handling fluid stacks and static fluid tints.
Moved fluid textures from textures/block/fluid/ to textures/fluid and organized into folders.
Fluid textures are now controlled by files in mantle/fluid_texture/ instead of the block model, means JSON exists for powdered snow and potion fluids now.
Bow and crossbow charging states are now under tconstruct:charge and tconstruct:charging instead of the pull IDs. This is for consistency with non-bows.
Worldgen
Slime islands are now registered in JSON, this allows modifying them or adding your own islands more easily.
Cobalt ore and geodes are now registered in JSON, meaning their config options were removed. Forge has documentation on how this registration works which is applicable to modpack makers.
Books
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
API and technical
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.
Datagen now sorts the keys due to a change Mojang made. This may cause some files with trivial updates when you regenerate data.
Casting recipes now pass their serializer in as a constructor parameter to handle basin/table recipes instead of using subclasses and factory methods.
Ditch various registry migrations, including materials, items, fluids, etc. from 1.16 and 1.18 features. We assume if you are updating, you are updating from the latest 1.18 build.
Migrate many serializers to the new Mantle Loadable API
Seared and scorched blocks no longer have block entities when not in a smeltery structure unless they were using it for other data (e.g. tanks for the fluid). This makes them a bit faster on world load/save when used for decoration.
Fix spilling fluid packet not setting handled, which for some dumb reason is something you have to do even though there is no case you would not.
Models
MaterialRenderInfo.TintedSprite now contains emissivity (renamed luminosity).
Simplify quad getting on MaterialModel, notably means ToolModel should create fewer quads during model baking.
Added BakedUniqueGuiModel, common logic between TankModel and ToolModel. There is a more advanced version in forge though its very bulky to construct.
Models no longer stitch the fallback texture if they have a unique texture. Likely will have no impact on addons as fallbacks are only used if the unique texture is missing, but maybe someone was doing something weird.
Fix race condition between material render info and tool/tool part models.
Tools
Removed tool modifier slot migration from the old NBT format, you should only update from recent 1.18 builds.
Modifiers
Added CureOnRemovalModifier, common logic between a couple slimeskull traits.
IncrementalArmorLevelModifier, ScaledArmorLevelModifier, and TotalArmorLevelModule were migrated to either ArmorStatModule or ArmorLevelModule, based on your goal.
InteractionModifier was migrated into the existing ShowOffhandModule
HasteModifier#HASTE is now a percentage boost instead of the total haste level.
Added default value to ModifierPredicate
Enchantment modifiers now take advantage of the new forge hook. This means they will be available to other mods looking for enchantments, and they will no longer overwrite enchantment NBT.
Looting hook and enchantment hook now have an armor hook that contains slot context, instead of reusing the tool hook.
Fix mob effect module serializing target condition to entity instead of target.
Fix conditional melee damage module not serializing attacker condition.
Removed FAST_USE_ITEM flag, as the toolstat exists.
Removed IncrementalModifier#getScaledLevel as Modifier#getEffectiveLevel exists.
Removed the non-chargeable variant of "General Interaction" hooks, you are now required to use the chargeable variant which has been renamed to GENERAL_INTERACT. This simplifies implementation notably by removing the return on the finished using methods.
Removed capability variant of drawspeed, since we moved to a NBT variant. See bows for an example of how to use the new method.
Removed TankModifier, use TankModule instead. Note some helpers were ditched as they were just less efficient ways of manually working with the tank.
Removed old module API (that is, Modifier#getModule(Class<T>)).
Removed all methods on modifier that have been migrated to a modifier hook or another form. With the exception of processLoot, remaining methods are not getting migrated to hooks.
Removed all modifier classes for modifiers migrated to JSON
Utility relocation/renaming
Many deprecated constructors/methods were removed, check for an alternative with different paramters.
Many classes where repackaged, notably modifier hooks. A reimport may be needed for static usages/custom modules but the functionality should still be there.
TooltipKey and SafeClientAccess` were moved to Mantle.
IJsonPredicate was moved to Mantle, this notably means the IDs for many predicates are now under Mantle.
ModifierUtil: Looting and harvest enchantment static helpers were moved to the related modifier hook interface.
ToolDamageUtil: Removed durability display hooks as they exist in the durability display interface
ValidatedResult was replaced with RecipeResult<ItemStack>, though some usages were migrated to nullable components as they did not use the result.
TagNotEmptyLootCondition -> TagEmptyLootCondition
StatPredicate -> StatInRangePredicate
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.
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
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
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
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
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
Update zh_tw localization (thanks StarlightCraft!)
Update Japanese translation (thanks koh-gh!)
Update Turkish Translation (thanks imsi32!)
Update Chinese Translation (thanks Cactusstudent and ChuijkYahus!)
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
See the 3.7.0 changelog for a more complete list of changes in the 3.7 update. This build is a hotfix to fix a critical crash related to bows.
Book tool pages now show the "extra requirements" for tool crafting alongside the tool parts
Fix powdered snow buckets deleting the bucket when dumping in a container
Fix a crash related to conditional stat modifiers on bows
Fix some missing generated textures for slime staff embellishments
Fix miscellaneous typos
This will be the last major content update for 1.18.2. From this point on we will be focusing on 1.19.2, though we may return to 1.18.2 for bugs and technical changes. Requires a Mantle update.
This update implements several new APIs for addons to use which replace some of the older APIs. The old APIs are left in place for 1.18 so no addon should break (make a bug report if one does), however 1.19 will ditch the old APIs.
Tools
Renamed "Attack Damage" to "Melee Damage" to make it more clear it does not affect arrows
Renamed "Projectile Damage" to "Projectile Power" as some new modifiers use the stat for non-damage reasons
Renamed "Harvest Tier" to "Mining Tier" as all melee stats started with "Melee", so it makes sense mining stats start with "Mining"
Excavators now apply the "bonk" particle on attack, from frypans in TiC 2
Pickadzes no longer get bane of sssss for free, and mattocks no longer get sticky. This was partly done as sticky is being removed, and partly as both tools do so many harvest things that the melee trait feels kinda tacked on.
Kamas once again start with tilling like they did in 1.16. This means either a mattock or a kama lets you till, giving a bit more flexability in getting that important modifier. If you manually added tilling to your kama, consider salvaging it using the modifier worktable
Gave skyslime, earthslime, and ichor staffs different ranged weapon stats.
Fix indestructible tools despawning after 10 minutes
Enderslime Staff
New staff variant made from enderslime crystals, nahuatl, and netherite. Repaired with nahuatl
Starts with reach 2, 3 upgrade slots, 1 defense slot, and 2 ability slots
Higher block amount than other staffs save earthslime staffs
Recipe may change as future content gets implemented
Modifiers
Emerald now grants a 50% repair bonus (sorta like the cultivated modifier)
Many ranged modifiers got the applicable tag adjusted to allow new modifiers to use the applicable modifiers. Some got broadened from BOWS to RANGED, some the opposite, and some special cased to allow staffs specifically.
Disallow applying a swappable modifier recipe (e.g. rebalanced) if that variant is already on the tool
Scope now works on crossbows and on staffs that are charging up
Bucketing now has the default priority, so you can reorder it more freely
Parrying on daggers now only works in the offhand, as it was providing undesirable results with dual wielding when used in the main hand
Fix tool belt salvage not having a max level
Fix too little fire protection on staffs and shields. The fire tick time reduction from fire protection requires modifying the vanilla enchantment, which is tied behind a config option just in case it breaks something.
Fix spilling effects not properly applying partial levels after level 1
Fix vanilla enchantments added via modifiers sometimes receiving arbitrarily inflated values on tools
Sling Modifiers
Added flinging, causes you to launch away from the targeted block (like earthslime slings)
Added springing, causes you to leap forward in the air (like skyslime sling)
Added bonking, causes the targeted mob to fly away (like ichor sling). On melee tools, bonking deals damage when targeting (like frypans in TiC 2)
Added warping, causes you to teleport forwards
All sling modifiers support using power and velocity to boost the distance, and can reduce draw time with quick draw
Flinging, springing, and bonking also are boosted by knockback, for when they are used on melee tools
In 1.19, slime slings will be removed in favor of these new modifiers.
Counter attack
Fiery and freezing now both work on armor as new counterattack effects
Freezing also works on melee tools now
Sticky is no longer craftable, will likely be removed in 1.19 as its just inferior freezing
Wetting now only applies if the damage is not blocked, notably meaning you won't consume fire resistance potions from fire damage if the effect is active.
Spitting
Launches fluid from the tools tank as a projectile that behaves like llama spit
Projectile applies an effect to the target
Can be applied to any tool that interacts on right click (mostly melee weapons and staffs)
Higher levels launch more fluid like multishot
Staffs can receive power to boost the amount of fluid in each shot (which makes the effect stronger)
Staffs can also receive velocity to boost the speed and range, and drawspeed to fire faster
Staffs can receive punch to boost the knockback of the fluid
Blocking
Can now be applied to longbows and crossbows to block while you charge up. Don't ask how you shoot straight from a sideways bow.
With tools that have modifiers that charge up (like sling modifiers or spitting), blocking can be applied to block as it charges.
Piercing rework
Costs pointed dripstone instead of cactus
Instead of dealing extra damage that ignores armor, now cancels 1 point of armor per level
Grants a flat melee damage boost of 0.5 per level
Reduced max level to 3; by combining vein hammers and bone that means a max of 9 levels
Renamed to pierce to better disambiguate from the vanilla enchantment
Thorns no longer grants piercing to unarmed attacks, unarmed uses the same pierce modifier as tools now.
Old behavior still exists under the ID tconstruct:piercing, with the new behavior under tconsturct:pierce. This also means old tools will still be using the old version of the modifier, you can use the modifier worktable to manually migrate if desired.
Smeltery
Added cheese, cast milk into a basin or ingot cast then wait several minutes for it to congeal. Can be used as a building block or eaten to restore a bit of hunger and remove a random status effect.
Made powdered snow a fluid so you can store it in tanks. May get a use in recipes in the future
Added tinted seared glass and tinted scorched glass, can be used to build a smeltery/foundry with windows without letting light through, because that might be useful
Added seared soul glass and scorched soul glass, can be used to build a smeltery/foundry but can also be walked though to make easy doors into the structure
Pistons now break seared tanks instead of being blocked, and dispensers can place seared tanks. Has some neat potential smeltery automation.
Fix scorched glass not being registered to its block entity properly. This could possibly cause issues breaking a foundry with a large window after a reload, however the lack of reports suggests that it somehow did not break anything?
Fix some recipes using tanks allowing filled tanks, causing the fluid to get consumed instead of the tank itself
Guide
Books
Added icons to modifier pages in materials and you.
Moved travelers gear pages from materials and you to puny smelting.
Book sections on tools and modifiers now load pages based on item tags/modifier tags, meaning its possible for addons to add new pages to the books.
Presently supported sections include materials and you (small tools), puny smelting (upgrades and slotless modifiers), mighty smelting (broad tools, abilities and defense modifiers), tinkers gadgetry (slimestaffs), and the encyclopedia (all 3 tool types, armor, and all 4 modifier types). First 5 books also have an armor section that shows if the tag is filled (materials and you/mighty smelting are hidden by default).
Filtered the tool lists on many modifier pages to show only tools relevant to the topic for modifiers that have different effects based on tool type. For instance, fiery works differently on bows vs swords, so now the bow page displays just bows in the tool preview.
Modifier pages no longer show "missing modifier" if the modifiers recipe is removed, should make the book more usable if packs change recipes.
Fix many typos across the books and language, probably added some new ones
Advancements
New Advancement: Netherite Tier - create a tool with the netherite harvest tier
New Advancement: Perfect Aim - create a bow with 1.0 accuracy
New Advancement: One Shot - create a melee weapon that does 21+ flat damage
Goal of these was mostly to test out some new datapack tool predicate features, will be useful in the loot modifier hook rework
Updated existing advancements with new materials and modifiers
Misc
Added support for Diet. Tasty now counts as eating Tinkers Construct bacon, while slurping fluids are all mapped to their related food item (with blood mapped to bottle o' blood and molten pig iron mapped to bacon).
Fix "large" cobalt ore veins averaging 4 blocks instead of 6 making cobalt slightly less common than it should be
Fix fluids tagged as water getting turned into water bottles (as the vanilla tags unfortunately do not represent water with mods)
Fix a crash with "School of Magic" which is entirely their fault (returning null from a vanilla nonnull method), but given its a trivial fix and that mod seems to be dead figured I might as well patch it
Fix multiple overlapping sounds when shift clicking in part builders or tinkers stations/anvils
Translation
Update Japanese translation (thanks koh-gh!)
Update Korean translation (thanks Sn0w0wl and gisellevonbingen!)
Update Ukrainian translation (thanks BetaCarotina!)
Update Chinese translation (thanks ChuijkYahus and Cactusstudent!)
Note that due to the timing of the translation updates and other book changes, even updated translations may still need some additional work. We are looking into a better way to process translations to make it easier to contribute and to get the updates faster.
Technical
You can now use overrides to add an existing material to a new stat type for the sprite generators.
Advanced tooltips now show material and modifier IDs for tools (though modifier IDs is locked behind config since its pretty bulky)
Migrated aqua affinity to the vanilla enchantment, the APIs that implemented it before are now deprecated for removal in 1.19
Starting modifier slots from the tool are now stored in volatile data instead of persistent data. This means they will automatically update if the datapack changes, and are guaranteed to be added to new tools no matter how they are created
To make the above change work without breaking old tools, the item stack NBT tic_persistent_data has been renamed to tic_persistent. This will automatically be migrated, but the semantics of the two are slightly different so it may be worth updating code that uses the name directly.
In recipes that support material variant inputs (e.g. composite casting), you can now use mod:name#default to match only mod:name with no variant (as mod:name ignores variants).
Diamond, Emerald, and Netherite no longer apply larger effects at higher levels. This was done as it makes the modifiers a bit more efficient and we never used the higher levels in the mod.
Skyslimes now use the modifier tag tconstruct:slime_defense to select protection modifiers that randomly appear on their helmets at higher difficulties.
Composable modifiers
New modifier serializer intended to replace almost all existing serializers
Instead of having a serializer per behavior, the composable serializer handles common properties and has a registry of modules that can be added
Modules can do things like add enchantments, add stats, add attributes, add modifier slots, etc.
Many conditional stat modifiers are migrated to this system by taking advantage of formulas and serve as examples until we get the documentation written. These are expressed in reverse polish notation, at this time whether we add a standard infix formula parser is undecided.
Formulas can take advantage of variables to give them more flexability. Loosely speaking, a variable is just an additional property from the world, tool, or other context included in the formula. Variables allows us to load those properties only for modifiers that need them.
We choose reverse polish notation as its much simpler to parse, and internally most infix formula parsers store the formula as reverse polish so we needed that logic anyways.
If you do not understand how to use it, feel free to ask for help on our discord.
Modifier modules
Many methods on Modifier have been migrated to the modifier module API
At this time the main thing unmigrated is the loot table hook, as I want to reconsider whether to just commit to global loot managers for that instead of java implementations.
This should make it easier to both combine modifier effects and migrate them to dynamic modifiers for flexibility
Modifier traits
Modifiers can now automatically add another modifier whenever they are applied
Main usecase is getting around technical restrictions for hardcoded modifier effects
Can also be used for dynamically added modifiers, such as from an Iguana Tinker Tweaks style random modifier kit
Tools
Make tool slot outline in containers more obvious
Velocity no longer increases inaccuracy of projectile weapons
Iron now uses magnetic as a trait instead of sturdy, experimental change
Fix a couple of dupe bugs related to stacked daggers
Fix possible duplication bug in the tool inventory container
Modifiers
Added Boundless: New ability modifier for shields to increase protection cap from 80% to more
Reduce all recipes using reinforcements to only cost 20 instead of 24
Revitalizing now has a cap of 5 on all pieces, use it wisely
Simplify fire protection, should be more consistent/reliable now
Make spilling cache concurrent to prevent possible crash
Prevent reflecting from letting you duplicate skeleton arrows
Make necrotic restore a flat 5% per level instead of the previous formula
Make sinistral take priority over punching with the crossbow
Stringly now can use string repair kits for repair
Cap knockback at 3
Cap severing at 3, and make luck boost the 5% per level to 6%, 7%, 8%, etc. instead of being a flat boost
Make zoom cheaper now to respect it being an upgrade
Nerf lightweight on bows a bit, that was way overtuned
Fix potential crash with reflecting and piercing arrows
Fix reflecting triggering when it shouldn't and ignoring higher levels
Fix reflecting not syncing projectile motion
Fix emptied tank daggers not stacking under some conditions
Fix sweeping edge at max level doing 1 more damage to edge targets than it should
Fix modifier icons not loading on some modpacks
Smeltery
Make seared and scorched ladders connect
Fix soup melting having too high melting time
Misc
Update JEI transfer support for modifier recipes
Prevent possible startup crash with tool color handlers
Remove outdated crafttweaker examples
General typo fixing
Fix some missing tags on slimy grass and ferns
Fix fancy frames allowing converting vanilla frames into fancy frames
This update has some of the last features needed for the mod to be called "complete". There are still plenty of things on the roadmap, but we have all the essentials in the mod now.
Shileds
Mechanics
Shields are crafted like armor, with two variants
Shields have a block amount stat, which determines the maximum damage it can block. If an attack does more damage than the max, it is reduced by the stat.
Shields also have a block angle stat, determining how wide of an area they protect. It ranges from 0 to 180 degrees (180 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
Shields can receive reflecting to deflect projectiles
Shields can receive wetting and spilling to apply fluids on hit
Travelers Shield
Crafted from copper and wood
Has 3 upgrade slots, 2 defense slots, and 1 ability slot
Blocks up to 10 damage per attack, with a block angle of 45 degrees
Allows the player to move at nearly full speed while blocking
Plate Shield
Crafted from cobalt and wood
Has 1 upgrade slot, 4 defense slots, and 1 ability slot
Blocks up to 100 damage per attack, with a block angle of 90 degrees
Starts with 2 toughness which applies even when not attacking
Blocking Modifier
Blocking is a modifier that can be applied to any held tool, enabling it to block like classic swords.
Most tools have a block amount off 5 with a block angle of 60 degrees
Parrying Modifier
Allows daggers to briefly block after attacking
Daggers block up to 10 damage at an angle of 60 degrees for about 2 seconds
Slime Staffs
Mechanics
Slime staffs are tools that do nothing. However, they start with at minimum 2 ability slots to make them do something
They are not melee tools, but do count as armor (meaning they can get an armor value from diamond, netherite, and alike)
They support interaction modifiers on both right click and left click. A worktable recipe lets you decide for each modifier where to use it
Modifiers
Slime Staffs can receive any existing interaction modifier, such as blocking, bucketing, pathing, or glowing
Slime Staffs given spilling use it on interaction, allowing you to apply spilling effects to a target without damaging it. When expanded, grants AOE spilling
Slime Staffs can also receive slurping, for applying effects to the player directly
Slime Staffs are "overslime friends", meaning they can receive overslime without penalty
Skyslime Staff
Made from skyroot, rose gold, and skyslime crystals
Starts with 5 upgrade slots and 2 ability slots
Earthslime Staff
Made from greenheart, cobalt, and earthslime crystals
Starts with 2 upgrade slots, 3 defense slots, and 2 ability slots
Ichor Staf
Made from bloodshroom, queens slime, and ichor crystals
Starts with 2 upgrade slots and 3 ability slots
Other tools
Disallow luck on chestplates. Too few people understood that it only worked on unarmed, which is a niche enough usecase that scrapping it in favor of clarity is good
General tools now support blocking as a modifier
Boots now support long fall to fully neutralize fall damage, requires feather falling IV.
Cleanup logic for respiration modifier
Wet sponges can now be used in modifier extraction when combined with enderslime crystals
Sweeping edge is now capped at 3 levels instead of 4
Fixed some weirdness with using modifier crystals and multi-level recipes such as luck and tool belt
Fix modifier crystals potentially breaking JEI on servers
Fix firing a bow with too little velocity deleting arrows
Fix "fast use item" (used by Tinkers' Things shortbow and the Traveler's Shield) causing super speed in some situations
Stackable Daggers
Daggers now stack to 2 when undamaged.
Crafting a dagger now yields 2 instead of 1.
While stacked, they cannot be used, but they can be modified; ideal for creating matched pairs of daggers as it provides a modifier discount.
Protection Rebalance
All conditional protection modifiers now grant 10% protection per level
Protection now grants a flat 5% per level, and is capped at 1 level per piece. This allows me to increase protection amounts without worrying you will go too high once you have draconic.
Rebalanced Modifier
This is not another rebalance, but rather a modifier called rebalanced.
Rebalanced grants +1 modifier slot, but you get to choose the type
All variants require gilded blackstone, or once you are late game dragon scales work just as well
To add +1 upgrade slot, you need to pay skyslime crystals and rose gold
To add +1 defense slot, you need to pay earthslime crystals and cobalt. This slot can be placed on most tools, taking advantage of the shield/staff defense slot mechanics
To add +1 ability slot, you need to pay ichor and queens slime. This also causes you to lose an upgrade slot.
If you try to apply rebalanced a second time, it will replace the original (no getting more than one slot from the modifier)
Misc
Add config option to suppress the invalid tool stack warning
Apply a hacky fix for Carry On wrongly firing a Forge event
Fix smeltery components not keeping textures when broken
Update Japanese Translation (thanks koh-gh)
Update Chinese Translation (thanks Cactusstudent and ChuijkYahus)
API
Added new recipe type for a modifier that has different slot requirements each level but the same inputs
Added improved API for modifiers that are used by charging the tool
Tool Definitions now support custom modules being registered to them, works similarly to modifier hooks
Update to latest Json Things, add ability to add staff like tools (used for shields)
Add scaled FOV modifier for FOV that scales with the slider
Added tool stat for movement penalty when using an item
Walking on snow is now controlled by a volatile flag instead of hardcoded into travelers boots
Tool crafting recipe now supports setting the tool output size and adding extra requirements beyond the parts
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
Encyclopedia mention armor unarmed damage penalties under chestplates
Tinkers Gadgetry now has pages about the modifier worktable in its odd modifiers section
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
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
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
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 Compact
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: https://github.com/SlimeKnights/TinkersConstruct/compare/3.6.0.73...3.6.1.85
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
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 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.
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
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
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.
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
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 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
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.
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.
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.
Fixed protection's description.
Fix dragonborn being incorrectly listed as 10%.
Fix scorched tanks showing wrong amount in tooltips.
Fix foundry byproduct amounts being wrong with changed config in JEI
Fix tooltip mod name bug if JEI disables the mod name
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.
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
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
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
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 to for the folder. Utils are deprecated.tinkering mantle
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
Tools
Experimental: broad tools are no longer two handed. Want to see if this plans better before fully removing the feature, so feedback is welcome
Fix tools in bonus chests not having any modifier slots
Travelers Gear
Travelers gear now protects against freezing
Travelers boots now allow walking on powdered snow
Modifiers
Added Wetting, leggings ability like spilling, except the fluid applies to yourself on damage
Added Step Up, a leggings modifier that increases the step height of a player
Necrotic now heals a constant percentage on crit instead of healing a random amount every hit
Enderporting now triggers when harvesting crops
Exchanging no longer requires the tool to be effective to trigger
Split haste into armor haste and melee/harvest haste. If you migrate a world from 1.18.1 or before, you may need to use a wet sponge to remove then reapply haste to your chestplate.
Overslime now applies a debuff to armor. Overforced now counts as a slime friend to prevent the debuff
Zoom now requires spy glasses to apply
Materials
Dwarven was rebalanced. Now gives a percentage debuff at high elevations, and bases the buffs and debuffs off the world max height and 0 instead of sea level
Fix tinkers bronze redirecting to a material that does not always exist
Tables
Fix part builder slider being invisible
Fix a dupe with specifically sized part builder recipes
Smeltery
Smeltery controller is now crafted using seared bricks block instead of a heater, to encourage keeping your melter functional
Removed removing of cut copper from copper (implemented in forge)
Fix alloyer closing its UI on block update
Fix foundry byproducts adjusting the rate twice on a client connected to a server
Foods
Added soup and honey as fluids
New fluids can be used in slurping/spilling to restore hunger
Bees now melt into honey
Honey is now used in pig iron instead of clay
Books
Encyclopedia
Now crafted by pouring molten gold on a book
Every time you craft one of the other guidebooks, more sections will appear in the encyclopedia
Means you can use the encyclopedia even before you have nether access
Fix pocket chain being marked as slotless
Fix many tools having outdated stats
Gadgets & World
Fixed slimy trees not growing above y=256
Punji sticks
Returned from 1.12
Deal a bit less damage, but no longer conflict with potions
Nicer hitbox
Crafted using bamboo
API
Added unarmed tag, preferred to use over chestplates for melee modifiers
SingleUseModifier is now NoLevelsModifier, as the earlier name was confusing
Tool stats now can specify a filter tag, items not in that tag will not support the stat
Container Transfer
New JSON allowing fluid to be extracted from items that are not forge fluid containers
Triggers in game when right clicking any of our tanks
Dynamic Modifiers
Modifiers can be registered with JSON.
Addons can register new JSON serializers, and are encouraged to do so over static
Currently the base mod registers 6 different serializers, though more will be added later
Likely in the future most modifiers will be moved to dynamic modifiers to allow datapacks to rebalance modifiers
Documentation for theses is planned but not finished. If you want to help out the mod this is a great place to contribute
Moved spilling
Spilling recipe JSON are now defined in their own folder instead of being in recipes
As a result of this change, spilling recipes no longer synchronize spilling effects with the client, making a ne spilling effect only require serverside changes (and reducing network traffic)
For addons that add spilling effects to new fluids, there is a data provider in tconstruct.library.data.tinkering to use
Removed Modifier Item Salvage
Removing modifiers now only restores modifier slots, no more item salvage
Was causing problems in design with some future feature ideas
Requires a Mantle update
Tools
Added bamboo as a new wood variant, and allow it for repairs of wooden tools
Basalt now has a unique texture
Added darkthread - binding exclusive material that grants looting
Added ancient hide - binding exclusive material that grants fortune
Added tool action to firestarter for compat with a campfire mod
Slimesuit can now be embellished with clay and honey
Plate armor can now be embellished with obsidian and debris
Fix pickaxes not dropping enough geode shards
Added Amethyst Bronze
Replaces Tinker's Bronze (Tinker's Bronze is removed)
Alloyed from copper and amethyst
Has the crumbling trait, which boosts mining speed against blocks that don't require a tool. Ideal for a pickaxe that also breaks dirt, or to boost mattock's speed against wood
Rework tool tiers
Copper is now tier 1 instead of tier 2, stats adjusted
Seared Stone is now harvest instead of weapon, stats also adjusted
Bloodbone is now the main tier 2 weapon material
Necrotic bone is now tier 2 instead of 1, stats adjusted
Cobalt, whitestone, lead, rock, flint, and blazing bone tweaked slightly to better fit their tiers/be more unique
Modifiers
Added Killager, modifier from lapis that makes you deal more damage to illagers
Emerald now boosts conditional bonuses like smite, blasting, or killager
Diamond now grants +2 mining speed and +0.5 attack
Netherite now grants +20% attack and +25% mining speed
Sharpness now grants +0.75 damage per level
Haste now grants +4 mining speed per level (netherite makes it more comparable to vanilla)
Smite, bane of ssss, cooling, and alike now grant 80% as much, emerald restores them to their old values
Dwarven, maintained, and temperate all have flat boosts now
Make recipes for interaction abilities cheaper, using cobalt instead of netherite scrap
Seared Reinforcement can be cast using scorched stone now
Fix invariant boost happening in the opposite places it should
Fix fiery only lasting about 1 tick
Fix tool belt having the wrong max level
Smeltery
Added tooltips to scorched basin and tables to hint at the need for a cast. Might want a model change later, but have to think about it
Blazing blood can be poured on slime to make magma/magma cream
Fix seared triangle bricks and scorched chutes having no harvest tool
Fix smeltery fluids not rendering on fabulous graphics
Fix clear glass not dropping
World
Allow crafting blast furnaces using smooth basalt
Add more hacks to fix issues with slime islands not working in terralith
Fix raw cobalt not being tagged as a raw material
Datapacks
Tool stats now merge better with lower datapacks. For example, a datapack can change harvest level without changing any other stats (before changing harvest level required overriding durability, attack damage, and mining speed)
Removed fractured modifier - it was basically weaker sharpness
Remove maintained_2, since maintained has a new formula, did not seem worth updating both
Update: hotfix 3.4.1.46 was released to fix a bug with repairing armor or flint and bronze that was present in 3.4.1.45
General
Pickadze now shows the capped tier in the tooltip, instead of hiding the tier. It also now has a mining level of gold instead of wood, so can mine a few more blocks
Pickaxe Heads are now Pick Heads to better fit their usage in pickadzes
Looting on chestplates is now an upgrade instead of an ability, and requires unarmed
Allow gold casts to be used as the pattern in the part builder. It is reusable, but only supports making a single part. Remember that a chest can be placed next to the part builder for easy cast swapping
Fix strength having the same recipe as one overslime variant
Fix tinker station not showing the slider
Fix scythe attack not working
Fix pattern icons and unique part textures sometimes not loading
Fix glints on armor not rendering on all layers
Balance * Cleaver is now slightly faster, making it more comparable to swords * Dagger now does slightly more damage to make it a more viable mainhand weapon * Kama does less damage, but now has an smaller version of the scythe AOE * Scythe is now slightly slower * Pickadze now starts with bane of sssss, similar to the hammer starting with smite * Vein hammer is now a slower weapon, as it was too fast after being switched to a piercing weapon
Material variants
Wood, stone, and slimewood all have texture variants allowing for more vareity
Bronze and tinkers bronze are now both variants of the same material as well
Variants can have different recipe usage and names, but have the same repair items, stats, and traits
In the future, flint and basalt will be variants of some currently unnamed base material
Amethyst and quartz gems can be casted again, as after analyzing the recipes there were no major balance concerns
Fix seared and scorched bricks using too little fluid to cast
Fix faucets running some code client side causing rendering desyncs
Added config option for dragon scale drop
Make slime dirt and leaves tougher and give them mining levels
Fix only earth geodes having config option
Fix enderslime crystal names
Fix geodes spawning in non-vanilla dimensions
All client resource packJSON is now in the tinkering folder, for consistency with datapacks
Resource packs can now control the color of many things including harvest levels and modifier colors via tinkering/colors.json
Material text color is also in colors.json, allowing variants to be colored
Allow changing the pattern item per part builder recipe, could allow a modpack to add a tier 2 pattern to make all the broad parts
Fix crash from adding a material with no harvest level. Still a bad idea, but at least it does not crashh now
Two handed tools are now entirely controlled by tags, so the two handed modifier is no longer needed
Anything marked [1.16] is being considered for inclusion in the final 1.16 release.
Added gold, iron, copper, and cobalt platforms, a new decorative block with unique connection behavior [1.16]
Added gold bars [1.16]
Fix bone models having the wrong display properties [1.16]
Fluid tooltips are now tag based rather than recipe driven
Added tinted clear glass
Removed blank gold casts. All the recipe usages are either gold ingots or any cast variant now
Marked seared blocks as "fire" to mob pathing when the smeltery is active, should prevent pathfinding from accidently killing pets [1.16]
Added geore support for smeltery melting [1.16]
Separated ore config bonuses betweens gems and metals
Metals are now 90mb per ingot, making 10mb nuggets and 810mb blocks
Gems are now 100mb, making 900mb blocks
Bricks are now 250mb, including seared and scorched
Lanterns now hold only 50mb, making it cheaper to fill
Ingot tanks now hold 48 ingots instead of 32 ingots
Smeltery and melter now each hold 12 ingots per block instead of 8
Reduced the number of recipes that give partial nuggets, everything should have a full amount of nuggets
For gems, 1/4 of a gem is currently the smallest unit
For bricks, 1/2 of a brick is the smallest unit
For glass, 1 pane is the smallest unit
Smeltery now only gives a 33% bonus when melting ores
Foundry now only gives byproducts as an ore bonus
Foundry byproduct amount is now a config option [1.16]
Silk touched ores now melt for 200% molten metal compared to raw ores
Raw ore blocks melt for 900% molten metal compared to raw ores
Amethyst is now able to be melted and casted
Allow hepatizon to be alloyed using quartz or amethyst
Changed quartz byproduct to amethyst
Quartz gems can no longer be casted
More consistent with vanilla not letting you uncraft the blocks. A datapack can easily bring this feature back
Scorched basin and table now require a cast to perform recipes, making it better for composite automation [1.16]
Gold platforms and gold bars can be used as a "blank cast" in scorched basins and tables [1.16]
Casting tables now swap the input and output when applied a redstone pulse. Helps with automating cast creation or swapping casts. [1.16]
Casting tables have better comparator behavior [1.16]
Signal strength of 0 means empty
Signal strength of 1 means it has a cast
Signal strength of 2-10 means a recipe is in progress with between 0% and 99% fluid required
Signal strength of 11-14 mean the recipe is cooling, from 0% to 99% cool
Signal strength of 15 means the recipe is done cooling an has an output
Added the pickadze
Effective on stone and dirt blocks
Cannot mine anything with a harvest level
Creates paths
Adjust the mattock
Tills instead of makes paths
Now 100% effective on logs and other plant like woods
Has a flat mining speed of 200% hand on non-log wood blocks
Kamas no longer till
Materials
Added deepslate to the stone tool material
Adjust slimeskull durabilities so repair makes more sense [1.16]
Move keybinds to their own control category [1.16]
Fix random material deserializer in tool loot condition [1.16]
Added protection as a new ability modifier. Grants 6% general protection at level 1 on each piece, and 4% at level 2 or more.
Added wax removal and axe scraping modifiers, used internally on axes
Haste no longer boosts attack speed
Swiftstrike is a new modifier that boosts attack speed, costing amethyst
Severing now reqires a lighting rod instead of copper
Diamonds now only give +250 durability on armor, as vanilla armor seems balanced at lower durability [1.16]
Improve performance of modifier hooks a bit [1.16]
Autosmelt is not crafted using blazing bone [1.16]
Fix some modifiers causing you to have 3 hands when holding a map [1.16]
Added raw ore chunks for cobalt ore
Cobalt ore is a bit more rare now. Should make the related alloys feel a bit more valuable
Added geodes for slime crystals, allowing slimes to be located without slime island
Properly updated leaves loot tables for the new forge shearing tool aciton
Remove copper other than copper nuggets, as vanilla adds copper
Slimy wood is currently breakable by both shovels and axes instead of just shovels. This is due to how mojang set of the harvest levels, still considering if there is a good way to restrict to just shovels
Corrected slime island registry names for the locate command. May cause worlds ported from 1.16 to not spawn as many slimes, but I considered that to be a pretty small group of people
Allow configuration over both spacing and separation of slime islands, should reduce chance of many islands in a small area. [1.16]
Fix some trapdoor variants not orienting properly [1.16]
Fix skyslime grass on enderslime dirt having the wrong model [1.16]
Updated various textures that used copper to the new vanilla palette
Recolored old copper textures and used for hepatizon, as that one never got proper textures [1.16]
Nahuatl now uses wood as a base, and several repair kit only materials use rock or wood [1.16]
Correct header for weapon abilities in mighty smelting [1.16]
Added hooks for modifiers and tool definitions to add tool actions (e.g. pickake dig or path making)
Tool harvest levels are now tier based instead of numbers, meaning any harvest level added by a mod is supported. Tools will keep the harvest level that Forge declares higher per the tier sorting registry
Reworked tool harvest logic. Is now primarily tag based, with additional extensions controlled by the tool definition
Tool stats are no longer required to be floats
Data loaders now have timers so we know if any are taking excessive amounts of time [1.16]
Tool attack logic is now part of the tool definition, meaning almost every tool behavior is controlled by the tool definition
Material stat decoders are now required on registration instead of using reflection
Texture generator now uses textures internally everywhere instead of having a boolean to choose. Helpers still exist for textures/item/tools so hopefully minimal data generator changes are needed
Modifier recipes now support stacks of modifiable items. Not used internally, but an addon requested it [1.16]
Materials are now in the tinkering folder in datapacks
Updated to new Mantle book format, meaning old book pages may no longer work
Moved MetalItemObject, FluidNameIngredient, FluidTagEmtyCondition, LoggingRecipeSerializer, and several deferred register extensions to Mantle.
Remove many deprecated methods.
Rename some tool related classes. Notably IModifierToolStack is now IToolStackView and the ambigious ToolStack::getModifier is now ToolStack::getMultiplier
Rename many classes to better reflect Mojmapping class names, notably Container is now ContainerMenu, Inventory is now Container, and TileEntity is now BlockEntity. If you see something that is using MCP style class names it may be renamed in a later release
Other repackaging for code cleanup
If you need help finding the replacement for something, feel free to discuss on the SlimeKnights discord
This will most likely be the last 1.16.5 build unless significant issues arise. Development will be focused on 1.18.2
Tools
Update slimeskull durability to make repairing less expensive
Fix custom armor not always showing the enchantment glint
Fix plate armor being repaired with manyullyn instead of cobalt
Materials
Added config to disable dragon scale drops
Added darkthread, a binding only composite of obsidian and string that grants a tool looting
Added ancient hide, a binding only composite of ancient debris and leather that grant a tool fortune
Tweak textures of nahuatl by using wood as a base
Tweak textures of several materials that only exist as repair kits
Fix invariant being backwards
Fix random material deserializer crashing (used for tools in loot tables)
Fix bone items having wrong orientation in hand
Fix some compat material recipes not disabling properly when the material is not present
Modifiers
Added protection modifier, a new ability providing general protection. Together with the defense slot modifiers, armor can now reach levels of protection comparable to netherite armor
Added clay and honey as embellishments for slimesuit
Added obsidian and debris as embellishments for plate armor
Move tinkers keybindings to their own category
Diamond now only boosts armor durability by 250 instead of 500 to be more inline with vanilla diamond armor
Improve tooltips on several modifiers, notably adding a tooltip to temperate
Fix extra hand when holding map with some armor modifiers
Modifier recipes
Netherite embellishment now costs nuggets instead of ingots
Exchanging and autosmelt can now be added to all harvest tools instead of just "primary" harvest tools
Players now have a higher drop rate of heads from severing, making it possible to get 100% drop rate with the right modifiers
Interaction modifiers such as tilling and pathing now use cobalt instead of netherite scrap in the recipe
Allow creating seared reinforcement using scorched stone, for nether runs
Looting on chestplates is now an upgrade, and now properly requires unarmed to make it more clear it only affects unarmed attacks
Make autosmelt recipe a bit cheaper, making it possible with overworld resources
Fix toolbelt having a max of level 1
Smeltery
Discourage mobs from pathfinding into an active smeltery or foundry
Cast chest can now be crafted using any cast type. This is more consistent with the recipe in 1.18, where blank casts no longer exist
Add recipes for casting magma using blazing blood and slime
World
Fix skyslime grass on ender dirt having the wrong texture
Fix trapdoor textures orienting wrongly when opened
Books
Improve page for repair kits
Fix some typos in books
Data
Added timers to data loaders to keep track of how fast they load
Make model caches concurrent, I am told some performance mod causes a crash if they are not concurrent, and its a trivial fix
Make modifier recipes support stackable tinker tools. We don't use this feature internally, but an addon requested it
Tool stat JSON have better merging logic across multiple datapacks. Now instead of needing to provide all stats, you only need to provide the ones you change. For example, you can change the harvest level of a material without being forced to override its durability, attack damage, and mining speed
Make texture scanners less likely to fail if the order of resource loading changes
Smeltery
Change hepatizon recipe to using molten quartz instead of obsidian
Fix tank and copper can models not properly tinting NBT fluids
Fix coloring on copper can tooltip
Fix material melting recipes showing wrong time in JEI
Fix damaged anvils not melting into iron
Fix smooth quartz not melting into quartz
Tools
Add unique toolpart textures for vines, strings, and pig iron
Make plate armor using cobalt instead of manyullyn
Fix z-fighting on non-multipart tools like armor
Tables
Added unique default textures for anvils
New model for scorched anvil
Make anvils default to no NBT variant when not showing all variants
Fix scaling chests not marking dirty when slots change
Fix tinker station and anvil allowing curse of binding armor to be removed
Modifiers
Added embellished, lets you change the texture of plate armor or the slimesuit
Added dyed, lets you change the color of travelers gear
Golden now changes the texture of armor, other modifier models on armor will be a future change
Make interaction modifiers on chestplates less likely to conflict with other mods
Fix wrong mod domain for creative slot recipe
Prevent crash with spamming helmet interaction with creeper slimeskull
Fix modifier hooks running in spectator mode
Fix insatiable scaling incorrectly
World
Fix duplicate registration for earthslime trees
Compat
Add support for potion fluids in spilling recipes, from both IE and Create
Add fluids to immersive engineering chemical thrower
Fix TOP modifier salvage loading when TOP is not installed
API
Added breakable dyed modifier model
Added breakable material modifier model
Added swappable modifier recipe, for modifiers that have a string variant
Allow material textures to be generated form outside item/tool. The current method of doing this is temporary until I can do a breaking change in 1.18 for the permanent method
Tool models can now specify a list of modifier models to render first, regardless of the order they are added in
Books and language
Correct whitestone description
Remove outdated beacon base tooltips
Correct spider duration in tooltip
Fix outdated teleport cooldown
Fix material pages showing stacked items in a Mantle update
Fix melee protection tooltip being too low
Fix slimeshell in book claiming too high protection level
Tools
Tinker pickaxes and axes now have a 33% chance to spawn in place of the vanilla tools in the starter chest. Will have a random tier 1 head and binding with a wooden handle
Tinker tools now support vanilla curses, and will attempt to preserve enchantments applied from other sources. Note we still do not support enchantments, it was just not hard to apply this fix
Daggers are now an effect tool for any vanilla hoe harvestable blocks
Fix tools cheated in from creative search spawning with no stats. For multipart tools, they will randomize materials
Armor
Husk slimeskull now is repaired using iron, and drowned slimeskull with copper
Added piglin, piglin brute, and zombified piglin slimeskulls
All parts of the slimesuit are now repairable with enderslime
Modifiers
Bucketing chestplate modifier now plays sounds when filling and draining tanks
Reduce priority of chestplate interaction events to prevent conflicts with other mod handlers
Rework bouncy logic slightly, runs on both client and server to prevent weirdness with laggy servers
Added tooltips to many modifiers, which live update based on the players state (e.g. dwarven shows the boost for the current Y level)
Reduce damage for the chestplate unarmed, in playtesting it was just way too fast
Fix double jump resetting on world load
Fix modifier keybinds not working in multiplayer
Smeltery
Casting tables now render blocks slightly smaller
Fix smeltery tank GUI behaving oddly when drained while the GUI is open
Fix composite recipes breaking when the game is quit during cooling
Fix cooling animation not syncing on world load
Fix potion fluids being colorless drains, ducts, and copper cans
Gadgets
When interacting with clear item frames, redirects the interaction to the block behind if the clear frame is filled and you are not sneaking. Makes them ideal for chest labels
Improve syncing of slimeslings, should prevent odd behavior on laggy servers
Slimeslings now attempt to preserve speed instead of boosting velocity if it changed. The result is you will bounce off walls more when using slings, but they may give slightly less speed
Misc
Added piglin, piglin brute, and zombified piglin heads
Allow some tinker ingots to work as beacon fuel, and adjust which blocks work as bases. Any metal that is a valid beacon base will be a valid fuel
Piglins now love gold casts, item frames, and reinforcements
Piglins now guard cast chests, as apparently that little bit of gold makes it theirs
Endermen can now pick up nether grout
Config
Added config options to disable loot table injections
Added config option to disable the slime recipe fix, like the glass recipe fix
Added config option to limit max quads in the smeltery renderer for the sake of certain streamers who fill a smeltery with 6 stacks of HD generated item models
Book
Added new book covers by Falkor
Fix inverted descriptions for path maker and flamewake
Translation
Several translations were merged from the past several months of development. Some are more up to date than others, so updates are encouraged
Japanese translation by kikathom
Polish translation by joker876
German translation by Toscanphoenixde
Korean translation by red1854th
Russian translation by Bytegm
Slimesuit
Creeper Slimeskull damage can now be blocked using a totem of undying
Slimeshell now starts with pockets and protection I instead of protection III
Fix description of blaze slimeskull in encyclopedia
Fix slimeskull rendering when sneaking
Fix casting recipes not properly initializing tools. This lead to 1/1 durability on servers and 0 modifier slots on both sides
Modifiers
Added
Item Frame - Helmet Upgrade - Adds 1 inventory slot to the helmet per level. The slot has a max stack size of 1, and will render on the screen when the helmet is worn. The config file allows repositioning the render
Strength - Chestplate Ability - Adds +10% attack power per level
Knockback - Chestplate Upgrade - Adds bonus knockback to both the empty hand and the tool being used
Pockets - Leggings Ability - Tool gains 9 inventory slots per level, can be opened with shift + the leggings keybind
Shield Strap - Leggings Ability - Adds 1 inventory slot per level, which can be swapped with the offhand using the leggings keybind
Tool Belt - Leggings Ability - Adds 4 inventory slots per level, which can be swapped with hotbar slots using the leggings keybind
Pocket Chain - Leggings Upgrade - Adds 1 slot to both shield strap and tool belt, and allows opening the leggings inventoy with shift + the leggings keybind
Frost Walker - Boots Ability - Causes water to freeze when walked upon, and protects the wearer from magma blocks
Path Maker - Boots Ability - Causes dirt to transform into paths when walked upon
Plowing - Boots Ability - Tills dirt when walked upon
Snowdrift - Boots Ability - Leaves a trail of snow in cool biomes
Flamewake - Boots Ability - Leaves a trail of fire
Expanded - Boots Ability - Increases the area of effect of frost walker, path maker, plowing, snowdrift, and flamewake
Soulspeed - Boots Upgrade - Increases movement speed on soulsand
Lightspeed - Boots Upgrade - Increases movement speed in well lit areas
Nearsighted - Slotless Modifier - Increases the FOV by 5% per level when the tool is worn or held. Example usage is canceling the FOV change from the heavy or sharpweight trait
Farsighted - Slotless Modifier - Decreases the FOV by 5% per level when the tool is worn or held. Example usage is canceling the FOV change from the speedy leggings upgrade
Changed
Bouncy recipe now uses earthslime instead of enderslime, but uses a lot more slime
Reduced time needed to slurp fluid from a helmet
Half dragonborn in air attack bonus, it was way too strong in testing
Removed recipe for power modifier, it has been moved to the new strength ability
Fixed
Fix helmet interact running in spectator
Fix unlocalized piercing description for unarmed with thorns
Fix redundant recipe for thorns on chestplates
Misc
Queens Slime now glows with a minimum light level of 9. This is a visual thing, like blazing bone
Tinker Station UI now includes armor slots and offhand slot for more convenient modifying of armor
Fix the modifier removal command display -1 when removing all levels of a modifier
Books & Documentation
Added new advancements for armor, and updated a few existing advancements
JEI now sorts modifier recipes by slot type
Improved display of attributes in tooltips
Materials and You, Puny Smelting, Mighty Smelting, Fantastic Foundry, and Tinkers' Gadgetry all include some armor information now
API
Make it easier to add new capabilities to tools
Add player context to modifier tooltip hook
Added more tool building context to addVolatileData and addToolStats
Added hook for boot walk modifier
Added hooks for modifiers adding inventory slots
Armor
Added three sets of modifiable armor: travelers, plate, and slimesuit
Travelers Armor
Overworld armor set, made from copper and leather
Balanced number of upgrade and defense modifier slots
Plate Armor
Nether armor set, made from manyullyn and chain
Higher armor and high number of defense slots, but few upgrade slots
Slime Suit
Slimeskull is a new helmet made from a mob head and enderslime. Different heads grant different abilities.
Slimelytra is a modifiable elytra from an elytra and enderslime.
Slimeshell is leggings made from a shulker shell and enderslime. Its ability is not yet implemented, so for now it just grants protection (since the shell is hard).
Slimeboots are more expensive now, but also support modifiers and grant leaping I.
Modifiers
Armor
Note that not all planned modifiers are fully implemented. Notably most of the planned leggings modifiers and some of the planned boots modifiers are not finished
Defense - New group of modifiers that increases protection
Melee Protection - Protects against melee attacks such as zombies or hoglins
Projectile Protection - Protects against projectiles and decreases visibility to mobs
Fire Protection - Protects against fire damage and decreases fire tick time
Blast Protection - Protects against explosion damage and decreases knockback from explosions
Magic Protection - Protects against magic damage (such as potions) and decreases duration of negative potion effects
Turtle Shell - Protects against all types of damage while underwater and increases swim speed
Dragonborn - Protects against all types of damage while in air and increases critical damage
Knockback Resistance - Adds +1 knockback resistance
Revitalizing - Increases max health
Golden - Prevents piglins from being hostile
Upgrades
Diamond - grants +1 armor in addition to durability boosts
Emerald - grants +0.5 knockback resistance in addition to durability boosts
Magnetic - works on armor providing a constant magnet
Netherite - grants +1 toughness and +0.5 knockback resistance in addition to durability boosts and dropped item protection
Overforced - increases overslime capacity
Reinforced - decreases damage taken by armor
Ricochet - increases knockback received
Sticky - causes attackers to sometimes receive slowness
Springy - causes attackers to sometimes bounce away
Soulbound - causes the armor to remain in the inventory on death
Thorns - causes attackers to sometimes take damage
Respiration - Helmet upgrade - Decreases rate of air consumption underwater
The One Probe - Helmet upgrade - Compatibility, grants access to the One Probe UI while wearing
Haste - Chestplate upgrade - Increases mining speed of held tool
Power - Chestplate upgrade - Increases attack damage of held tool
Experienced - Leggings upgrade - Increases experience gained
Speedy - Leggings upgrade - Increases movement speed
Leaping - Leggings upgrade - Increases jump height
Feather Falling - Boot upgrade - Increases protection against fall damage
Slotless
Draconic - grants +1 ability slot
Harmonious, Recapitated, Resurrected, Writable - grants +1 upgrade slot
Overslime - gives armor a second durability bar repaired with slime
Shiny - makes the armor glow
Worldbound - makes the armor item immune to damage when dropped
Abilities
Gilded - trades 1 ability slot for 2 upgrade slots
Unbreakable - makes the armor no longer lose durability
Aqua affinity - Helmet ability - allows mining underwater with no penalty
Slurping - Helmet ability - allows you to drink fluid contained in the helmet for effects
Zoom - Helmet ability - adds a toggleable zoom ability similar to 1.17's telescope
Bucketing - Chestplate ability - empty hand will fill or drain fluid from the chestplate
Frestarter - Chestplate ability - empty hand can create fire
Glowing - Chestplate ability - empty hand will place glows, a light source
Pathing - Chestplate ability - empty hand can create paths like a shovel
Reach - Chestplate ability - increases harvest block reach of held tool
Spilling - Chestplate ability - spills fluid on attackers, causing potion effects, bonus damage, and more
Stripping - Chestplate ability - empty hand can strip wood like an axe
Tilling - Chestplate ability - empty hand can till dirt like a hoe/kama
Unarmed Attack - Chestplate ability - allows you to punch with both the main and offhand, and allows modifying the chestplate with melee weapon modifiers to improve unarmed damage
Luck - Leggings ability - increases fortune and looting of the tool in hand
Bouncy - Boot ability - causes you to bounce instead of taking fall damage, replaces slime boots
Double Jump - Boot ability- allows you to jump a second time in air
Tools
New modifiers
Nohanded - Slotless - Upgraded form of offhanded, entirely disables tool interaction ability. Indented to allow a tool in the main hand and using a chestplate interaction ability in the offhand
Sticky - Upgrade - Causes slowness on the attacked target
The One Probe - Upgrade - Compatibility, grants access to the One Probe UI while holding
Changes
Severing - Fix wither skeleton being marked rare instead of wither
Spilling - Water spilling effect now extinguishes fire, perfect for a spilling helmet or a "healing" sword
Recipes
Fix part builder not considering containers of input items
Commands
Fix slots command set argument syntax being incorrect
JEI
Tool parts now show the material ID in the mod name area of the tooltip
Added config option (default true) to show modifier "ingredients" in the JEI ingredient list. They are not items, but are useful for recipe lookup
Books
Many improvements to the book indexes
Encyclopedia lists all armor modifiers and pieces
API
Armor
Modifiable Armor Item
Armor Material builder
Many armor related modifier hooks
Several new armor related modifier tags, and the new HELD tag to make a modifier only work on tools held in either hand (non-armor)
Tool Definition
It is now possible to add a tool with no tool parts, but with stat types for each part
Gameplay
Update queens slime textures, including tool, ingots, nuggets, and blocks
Update ability master advancement with new abilities
Adjusted mattock stats
Mattock speed multiplier when mining wood is now adjustable with a datapack
Reduce power of stoneshield slightly
Slimy seeds now work on vines to make slimy vines
Fixes
Fix errors in enderslime teleport event
Fix various typos and grammar errors in the books
Fix cast and part chests starting with 0 slots
Fix visual desync on the items displayed on a crafting station in multiplayer
Commands
Added modpack commands to change modifiers, tool stats, and modifier slots. See the Commands wiki page for more information
Added a command to generate tool part textures similarly to datapacks. See the texture generators wiki page for more information
API
Modifier description now is optionally tool sensitive
Added new sprite based texture generator, inspired by Materialis
Adjusted texture generator internals a bit, should not affect you unless you use custom texture transformers
See the texture generators wiki page for more information on the texture generators
Breaking changes
These changes will only affect addons that add new tools. If the addon does not add new tools, it should continue to work as before.
Tool definition build is now done through datapacks, so the old builders no longer exist. There was no clean way to keep the old builds and migrate to datapacks
Code calling methods on tool definitions should still work, though many old methods are deprecated
The old Tinker Station Slot layout logic was removed, so JSON added for slots will no longer work
There are no breaking changes in code as all the related classes were not in the API
Materials
For full details on material changes, see the traits spreadsheet and the materials spreadsheet.
Added
The following materials are new binding exclusive materials. This means they provide no stats, but do provide some unique traits
Added leather, string, and vines as tier 1 materials. All have traits related to durability
Added chain and skyslime vine as tier 2 materials. Chain is a durability related trait, while skyslime vines are harvest
Added enderslime vines as a "tier 4" material, with a harvest/melee trait
The following materials require another mod to provide certain ores for them to show.
Added osmium as a tier 2 general material
Added tungsten and platinum as tier 2 harvest materials
Added whitestone as a tier 2 special composite using aluminum, tin, or zinc
Added invar as a tier 3 weapon material
Added necronium as a tier 3 weapon composite using uranium and necrotic bones
Added plated slimewood as a tier 3 special material using brass and slimewood
Changes
Adjusted sort orders of many materials to leave more room for addon materials
Made bloodbone deal slightly more damage to better align with tier 2 materials
Made cobalt and steel a bit more distinct by giving steel more attack to cobalts mining speed
Constantan now has stats closer to tier 3 harvest materials
Seared stone buffed to have more durability
Material redirects now save to tool NBT, which should both be slightly more efficient and give the option to remove redirects for cleanup later
Tools
Blood and pig iron now restore hunger when used as a spilling effect, for the sake of future shenanigans
Broad axes now use a binding instead of the large plate in the recipe
Smeltery
Gold now always gives a byproduct of copper, instead of giving silver if present. This provides a source of copper in the nether
Smeltery debug block border now shows from smeltery building blocks instead of manuals, should make the reason more clear
Compatibility
Immersive Engineering: Added wire cast and wire casting
Mekanism: Added melting, casting, and composite recipes for for refined obsidian and refined glowstone, along with alloying for refined obsidian
Thermal: Added melting, casting, and alloying for lumium, enderium, and signalum
Textures
All materials now have unique textures with proper palettes due to texture generators, instead of using the tint fallback. Means much better contrast on textures (thanks RCXcrafter for palettes and the original bases)
New nahuatl texture to match the new part palette
New queens slime textures (thanks LethalChicken)
Misc
JEI: improved rendering of custom ingredient types, now show IDs on F3+H and all ingredients render properly in bookmarks
Fix a duplication bug in part builders related to changing stack sizes of the input
Fix cleared glass not being accepted by many vanilla recipes.
As a note for modpack makers, this fix was implemented by registering a second copy of those recipes.
A config option is provided to disable this fix in case you change the recipes (or you can use a datapack to remove our copies of the recipes)
Fix many small book errors
Fix JEI not showing stack sizes for part builder recipe inputs
Fix materials with no relevant stats showing in the book lists
Data
Added new command to list all modifiers and whether they are used in recipes or traits
Tool definitions are now defined in datapacks
Tinker Station slot layouts are now defined in datapacks instead of resource packs, and have a bit more functionality. In addition, they are now separated from tools, so custom layouts can be more easily added
The book no longer shows tools with invalid material combinations
Added texture generators, specifically generators for material variants of part textures
Currently just implement repaletting a base texture, but the system has enough flexibility that the other methods can be brought back
API
Added material render info data generator
Added tool defintion and tinker station slot layout data generators
Added new IModifierRecipe interface for compatibility with the new command in dynamic recipes, it is the parent interface of IDisplayModifierRecipe
Material based recipes that fail to find the material now hide in JEI and always fail
All relevant teleports now fire a subclass of the forge EntityTeleportedEvent so other mods can cancel or modify teleports
Modifier tool damage hook now has an entity parameter. It is nullable, but in most cases it should be non-null
Tools
Fix z-fighting on tool models
Fix tool parts having tint indexes, possibly conflicting with certain modifiers
Modifiers
Added spilling, will boost your tool's attack using fluids from your weapon
Smeltery
Added venom from melting spiders
Many smeltery recipes now use forge fluid tags for better compatibility with other mods adding molten metals. If you see one that is missing and affects your mod, let us know on github or discord
Fix smeltery IO blocks (drain, chute, duct) not properly updating the faucet when the structure is broken
Fix seared lanterns melting into scorched stone
Data
Switched to the forge datapack loaded event, should fix a lot of bugs with JEI loading
Resource packs
Added materials and you page on part …
Tools
Tool stats now build on create for all tools instead of just non-multipart. Only affects tools that did not already build stats
Blazing bone tools now render fullbright
Fix material registry not syncing to players on LAN worlds
Fix bloodbone repair item using the wrong fluid to cast
Fix mob pathing around table blocks. If any blocks still have weird pathing let me know as its hard to catch them all
Modifiers
Pathing, stripping, and tilling now work on durability hand-held tools instead of harvest
Bucketing, firestarter, glowing and offhanded now only work on handheld tools (will affect armor later)
Glowing now deals less damage to the tool when the tool is reinforced or has other damage reduction methods
Correct blasting tooltip having too low of a value
Lightspeed, haste, fiery, and unbreakable now render brighter on tools
Smeltery
Drowned now melt into water
Mob heads now melt into the respective mob's fluid. Notably blaze heads melt into blazing blood
Fix smeltery drains being invalidated if placed next to a pipe that fetches fluid capabilities on block neighbor change
Fix heater consuming buckets when using lava buckets as a fuel source. Currently spits them out on the ground. Figured that is not a big deal as you really should be using a seared tank if you want to use lava, its far more efficient
Fix mob pathing around several smeltery blocks
World
Terracubes now drop bricks if killed while one fire
Slimes now are more consistent with vanilla, including follow range and update speed. This may affect spawning rates as well, needs more testing
Slimes now can spawn anywhere in the world on the appropriate grass color in the appropriate dimension
Rename slimy grass after foliage type instead of dirt, as foliage type has unique behaviors related to slime spawning
Fix earth slimes having no pick block
Gadgets
Shurikens now make a sound when thrown and should be slightly more efficient
Fancy frames reworked:
Clear frames now render the item slightly larger
Cobalt was replaced with diamond, which slowly rotates the item back to upright
Jewel was removed as we no longer have silky jewels (and it basically looked like gold)
Gold frames slowly rotate the item
Manyullyn frames render the item fullbright
Netherite frames are immune to explosions
Fix shurikens causing the player to move faster when thrown
Book
Added content to Tinkers' Gadgetry about world and gadgets added by Tinkers. Should cover everything except slimeboots and EFLN, as both are subject to major changes in the next couple alphas
Updated blazing blood section in Fantastic Foundry with head melting and piglin bartering
Encyclopedia now states the ideal damage amount to deal for max fluid output from melting
Correct book descriptions about tools that start with piercing
Fix typo on the blasting page
Fix Thruul in puny melting looking about 20 pounds too heavy
Fix encyclopedia listing wrong value for tank modifier
Data packs
Material JSON now supports syntax to redirect a material to another material
Useful if an addon material gets added to the base mod, or if an addon wants to automatically disable a material when another addon is loaded
Fix materials added by datapacks not showing the "added by" tooltip
API
Repackage some internal modifiers. If you were using any of these, let me know so we can consider if they belong in the public API
Interfaces for harvest and shear modules are now extracted into the public API
Modifier models have a new hook to allow adding extra parameters apart from the name
Models
Tools now bake colors into the model instead of using ItemColors. Means they should render a bit faster and the colors handler is no longer needed for tool parts (modifiers use the tools one so that is still needed)
Materials now support setting a luminosity to make the material appear to glow slightly
Tank models now render the fluid in the item model as fullbright, and no longer require a color handler to be registered in code
The normal and breakable models now support options to set color and luminosity
Fix missing texture on tank models with small amounts of fluid
General
Nahuatl is now a new building block, and is used to repair nahuatl tools instead of obsidian
Blocks now have map colors
Added heads for blazes, endermen, strays, husks, drowns, spiders, and cave spiders
Tools
Added flint and bronze, a modifiable version of flint and steel
Crafted using 1 flint and 1 bronze ingot
Can receive durability based modifiers
Also can receive melee modifiers, starts with 1 attack damage and 1.0 attack speedd
Swords now instant break bamboo, like in vanilla
Tools now use the player knockback attribute, similar to a recent forge change
Modifiers and materials
Allow dual wielding on two handed weapons, requires offhanded
Added bloodbone
Tier 2 weapon material
Composite of blood and bones
Handle has high attack speed
Trait deals bonus damage when the player is at low health
Added blazing bone
Tier 4 weapon material
Composite of blazing blood and necrotic bone
Handle has high attack speed
Trait deals bonus damage when the player is on fire
Added firestarter
Modifier turns a tool into a flint and steel
Expanders increase the size
Added fireprimer
Modifier exclusive to flint and bronze
Increases size of fire
Tool Balance
Melting now gives up to twice as much fluid
Swords once again have 3 upgrade slots and 1 ability slot, as it turns out they are the strongest weapon in terms of DPS
Haste now gives only 5% attack speed per level instead of 10%
Dual wielding now causes 80% attack speed and damage, instead of just 66% attack speed
On large tools, its 90% attack speed, 70% attack damage
Sweeping edge is now linear, granting +25% sweeping per level
Reinforced is now a different formula to make level 1 less strong and later levels more viable
Jagged now gives only half the damage boost it previously did, as it still ended up too strong
Insatiable does +2 damage per level instead of +3
Piercing now does +1 piercing per level, but -0.5 attack damage (net gain of +0.5)
Glowing now only works on tools with durability (only affects addons), but only costs 10 duarability per glow instead of 25
Many handle stats rebalanced
Within each tier, all handles should be roughly as strong
Tier 4 is now about as strong as tier 3, to encourage using older materials
Overall most handles are about 5% to 10% weaker, but some are 5% to 10% stronger
Seared and scorched stone were both switched to high damage to make space for bloodbone
Several head stats rebalanced as well
Notably tier 4 heads are a bit less durability, and some high tier heads have lower mining speed
Smeltery
Added composite recipes for seared and scorched bricks
Make channels less sensitive to neighbor changes
Added casting recipe for andesite
Remove melting recipe for bloodshrooms
Fix certain quartz items giving 3x as much as they should
World
Bloodshrooms now behave a lot more like nether trees, including needing bonemeal to grow and "saplings" coming from bloodgrass
Reworked nether slimy foliage to be more like nether foliage
Skyslime now has a chance when growing to have double height
Added terracubes to clay islands, magma cube like slime that drops clay
Slime variants now spawn anywhere in the world on slimy grass of the correct color
Prevent slime islands from generating too high
Tables
Cast chests now keep contents when broken
Modifier chests are now Tinker's Chests
Can be dyed like leather armor
Can hold any item
Effectively a chest with more slots, but less storage capacity
Does not keep contents when broken
Part chests do not keep contents when broken
All chests should interact with automation better
Brought back modifier removal
For custom modifier recipes, its nessesscary to define a removal recipe or the modifier will give nothing when removed
Nahuatl, lavawood, and blazewood can be used as table legs
Added tool forge recipe
Documentation and books
Material encyclopedia and flavor text is now defined in the main lang file instead of the book one, will help addons
Tool page in books now supports tools without parts and non-tools
In either case, will show vanilla crafting table recipes instead of tinker station recipe
Fix missing tooltips on material items
Fix insatiable tooltip applying the damage multiplier twice
Fix incorrect tooltip description for glowing
Fix modifier levels above 10 not showing properly
Resource packs
Modifier models now can use tint indexes, good for animated colors
Modifier model JSON can now be extended more easily by addons
Replaces the modifier recipe lookup on recipe levels
API
Added a config option to force enable Tinker's compat materials, useful for testing material balance
For modpacks, don't use this as it won't give you recipes. Just use a datapack to change the material (honestly, you would be better off adding a custom material that reuses the trait)
addVolatileData and addToolStats now have item context
Old hooks still exist as deprecated, will be removed in the future, but should remain for a couple alphas
Added set option to the tool definition builder
Used instead of modifier for attack speed on vanilla tools, will also be useful for specialized tools in the future
Split out parent ModifiableItem from ToolItem
Has a lot of similar uses, but does not implement harvest logic
Much of the logic from ToolItem was also moved to some of the helper classes to make modifiable items that don't extend ModifiableItem easier
API - Recipes
Modifier requirements now check tool tag as well as modifier level
Added modifier salvage recipes
The existing modifier recipe builder can generate salvage recipes, in many cases its just a couple of tweaks for the recipe
Merged the two recipe modifier packages
Unfortunately may break some addons, though in most cases it will only affect datagen
Modifier slots are more generic now
Allows addons to add more slot types
New wiki page gives more details
Modifiers
Added: padded - reduces knockback of a tool
Added: dual wielding - allows using a small tool in the offhand
Added: textures for many modifiers on tools (thanks RCXcrafter)
Added: dragon scales - dropped when the dragon is damaged by end crystals or TNT, used as an alternative to dragon heads
Changed: diamond, emerald, netherite, and shiny now change the text rarity of tools
Changed: reach now requires queens slime instead of manyullyn
Changed: tilling, stripping, and pathing now require 1 netherite scrap and 2 tool parts instead of custom items
Changed: autosmelt now uses magma blocks instead of ichor
Changed: severing now works on the ender dragon
Changed: severing drop rate is doubled on rare entities such as the ender dragon
Changed: damage based modifiers are now scaled by tool damage multipliers
Modifiers such as shiny now display better in JEI
Tools
Added the dagger, a fast item that can be used in both hands
The scythe and cleaver now shear in AOE when given silky. Kamas, daggers and swords can use expanders (and silky) to get AOE shearing
Kamas now attack somewhat slower
Materials
Doubled the effect of cultivated/wood, now granting +50% repair per part
Greenheart, skyroot, and bloodshroom now can be used to make and repair slimewood in the part builder
Removed the option to repair slimewood using slime
Tables
Lower cost patterns are now sorted first in the part builder, effectively groups small and large parts
Added back config options to hide most table or anvil variants
Fix wrong tag for crafting station variants in JEI
Smeltery
Incomplete smelteries now display a message on right click explaining the problem
Incomplete smelteries now highlight the problematic block in red
When holding a book, the block preventing the smeltery from expanding is highlighted in yellow
Fix melter UI not opening due to empty stacks of fluid tank items
Gadgets and world
Added slime cake, grants potion effects replacing slime drops
Reduced mining level of cobalt ore to just iron
Added signs for the three woods added by Tinkers
Advancements
Added advancement to get the anvil
Split tool crafting advancement into small and broad
Move ability advancement to the smeltery tree, as most abilities require the anvil
Add new advancement for getting 6 extra upgrade slots
Disable glass cannon advancement, as its not currently possible (but will be once the soul forge is added)
Book additions
Updated materials and you
Added puny smelting content
Added mighty smelting content
Added fantastic foundry content
Added encyclopedia of tinkering content
Only book left unfinished is Tinkers' Gadgetry
Book changes
If a material has no items, repair kit is now the fallback instead of a question mark
New book item textures (thanks Falkor)
(Mantle change): books can now be removed from lecterns using the UI
New recipe for the encyclopedia
Added new padding page type
Data
Adjusted sort keys of tinker station tools, to add more room for addons to sort new tools
Moved material melting fluid into a recipe
Split material casting fluid into a separate recipe, supports tagged fluids and allows a material to be only castable or only meltable
Most casting recipes now use tagged inputs instead of hardcoded fluids
Rework composite recipes a bit, instead of composite basins and table, there is composite part recipes and composite materials
Added the option to hide a material from JEI and creative
Added interfaces to aid in recipe generation for materials, metals, parts, and tools
Added repairable tag, so its possible to make a modifiable item with no durability
API
Harvest and attack related hooks now use context objects to reduce the number of parameters
Should also mean those hooks remain stable up into the beta release
Block harvest related hooks now have context related to the originally targeted block
Attack related hooks now have a flag marking if an entity is the targeted entity and hand used for attacking
Attack related hooks now are called for all entities instead of just living, a couple are renamed as a result
Validate hook is now called when the last level of a modifier is removed, to allow preventing removal
Added tool shear event to allow shearing non-IForgeShearable entities
Material registry now has hooks on both sides to run events once the registry is fully loaded, and uses a forge event
Added new tool definition builder, will make it easier to add new tool definition parameters if needed
Begin changes needed to allow non-part tools to support modifiers
Cleanup
Removed slimedrops, replaced with slime cake (see gadgets)
Fully remove stone ladders and torches, wooden rails, dried clay, and jerky, they were just hidden before
Library cleanup: many classes were moved to new packages and some deleted or moved out of library
Notable change: MaterialValues is now FluidValues
Misc
Updated CraftTweaker examples (thanks Jared)
Improve debug display of modifiers and materials
Fix log spam when tools with old NBT are stored in containers that don't call proper vanilla itemstack hooks
Fix exception on config reload
Smeltery
Add a recipe to cast iron bars
Prevent casting magma cream, magma blocks are just too common
Tinkers bronze recipe now produces 3 ingots instead of 4
Allow filling tank items in casting tables and some modded machines
Prevent melting tanks if they contain fluid
Add seared and scorched lanterns: a decorative tank holding 100mb, useful for light or a duct filter
Increase hardness and blast resistance of drains, ducts, chutes, and controllers
Pickblock on filled tanks now includes the fluid
Fix two invalid foundry cases that still built (and possibly caused crashes)
Fix channels reappearing after breaking in some cases
Tools
Using too much material (e.g. logs to make a pickaxe head) now places leftovers in the inventory
Patterns now show tooltips in the UI
Its now possible to add custom part builder recipes that don't make tool parts
Tinker station slots now filter tool parts
Part builder recipes now show in JEI
Fix a few material item recipes allowing crafting invalid items
Modifiers
Magnetic improvements
Now applies after harvesting with a kama or scythe
Items pulled by magnet now cancel out gravity
Exchanging tweaks
Instant break blocks can be exchanged even if the tool is wrong
Fixed neighbors not always updating
Rename Bane of Arthropods to Bane of Sssss, works on creepers now
Haste is now multiplicative instead of additive
Decrease percentages on netherite a bit
Increase attack damage of diamond slightly
Make luck I and luck II a bit cheaper, no longer requiring rabbits feet until luck III
Fix a couple of modifiers still working when the tool is broken
Gadgets
Make obsidian panes immune to the ender dragon
Make sky slime slings charge a bit faster
Documentation
Allow placing books in lecterns
Add advancements for a basic tutorial to the mod
Add encyclopedia book: contains all tool materials from the other books
World
Fix villagers not being able to open slimy wood doors
Fluids
Make fluids such as slimes and metals display better values in UIs
Rename molten blaze to blazing blood
Rename magma cream to magma
Add a way to barter for blazing blood, making 3 ways to obtain it
Fix fluids not giving off light in tanks
Compat
Create compat: cast andesite alloy, and adjusted brass ratio
Immersive engineering compat: cast treated wood
Ceramics compat: melt ceramic items, alloy porcelain, and fill clay buckets
Provide player access in the crafting station in a few more places
Data
Increase pack version to prevent a warning
Add index page type to books
Add showcase page type to books
Add support for modifier models, though currently not used as we are not done texturing the modifiers
Tool slot loader now ignores empty JSON, allowing disabling a slot loader
API
Split modifier hook onBlockUse into beforeBlockUse and afterBlockUse
Make tool stats more generic, allowing addons to add custom stats more easily
Allow new stat types to be made repair materials
Alloyer
New block that can alloy from neighboring tanks
Based on the original block from TInker's Complement
First step in the nether smeltery progression
Made from scorched bricks, the new nether alternative to seared bricks
UI shows neighboring tanks
Foundry
Nether smeltery alternative
Crafted from scorched blocks, quartz, and obsidian
Requires the corners in the structure, unlike the smeltery
Larger fluid capacity to make up for the extra blocks needed, but cannot alloy
Ores produce byproducts but less base metal
Smeltery
Improved behavior of casting tables with existing items
Fix progress bars not properly updating in the UI sometimes
Now 4 tank variants instead of 3, and the names make the capacity clear. Means a gauge is available for both ingots and buckets
Diamond and quartz can both be melted in the smeltery now
Eyes of ender, granite, and diorite can all be casted
Casting channels can now be set to accept input on the side without a channel being there, allowing other mod's pipes to fill them
Obsidian alloying now uses less water, means you only need 3 water bottles from piglin bartering to make a foundry
Fix emptied copper cans not stacking with freshly crafted cans
Tagged faucets for smeltery compatibility
Tools
The offhand no longer renders when holding a 2 handed tool
Scorched stone is a new tool material
Rename sword blade to tool blade, to make kama usage less awkward
Tweak searing, bonus damage now works on fiery mobs
Lowered damage multipliers on many tools, strongest tools are now 1.5x but a few tools have higher base damage
Tool base damage is now calculated before handle multipliers, making the multiplier a bit stronger
Adjust a few tool stats in light of the above change
Kamas now break cactus faster
Improve display of chests in the crafting station
Colors on handle multipliers are a bit darker now, so they read better in the book
New modifiers
New overforced modifier: increases overslime capacity using slimesteel reinforcements
Add shiny modifier, makes tool glow
Add sweeping edge modifier for swords, like vanilla
Added exchanging, causes blocks you mine to be replaced with the block in the offhand
Added tconstruct:red_extra_upgrade, tconstruct:green_extra_upgrade, and tconstruct:blue_extra_upgrade, three modifiers like writable or recapitated that give +1 upgrade slot, but with no recipe. Intended for modpacks that want to provide quest rewards or integrate more mods with Tinkers
Modifier changes
Changed reinforced recipe: uses 24 iron reinforcements (net cost is 6 obsidian, 8 iron ingots)
Changed luck recipe, it was too cheap and the mechanics were a bit convoluted
Strengthen necrotic, restoration is now 0 to level * 5%, instead of a level * 10% chance of restoring 10%
Beheading is now severing, and it has a few more drops including rabbits feet and spider eyes
Added JEI recipe transfer support for modifier recipes
Remove caps on gilded, expanded, and reach, allowing 3 levels of them on swords due to their extra ability slot
Fix piercing not working and cooldown being ignored
Remove modifier removal via sponges for now, it was making certain mechanics hard to implement. It will be brought back later as part of the modifier workstation
Worldgen
Fix clay islands using the wrong type of tall grass
Fix slimy grass and ferns not being replacable
Fix cobalt ore not properly culling in walls
Textures
New textures for tinkers bronze, plus a few unimplemented materials (big thanks to RCXcrafter)
New textures for molten obsidian and molten glass
Adjusted many fluid and tool material colors to better match the items and fluids
Fluid textures and colors can now be controlled by resource packs
Fix silky cloth having the wrong palette
Technical
Added crafttweaker support (thanks Jared)
Adjust tool tags a bit related to melee or harvest
Material traits are now their own JSON instead of being part of the material JSON, and it supports traits per stat type
Rework material stats JSON a bit to make them behave more like tags
General
Fix some syncing errors with many tile entities, showed up in multiplayer or when placing from the offhand.
Tables
Part builder now has support for side chests just like crafting stations
Fix blackstone not working as a input for stone
Smeltery
Casting recipes for common materials (e.g. copper) are now tag outputs instead of hardcoded to Tinkers
Added recipe for melting obsidian dust
Fix heater not saving inventory contents
Tools
Pickaxes now do 1 piercing damage, but have 1 lower based damage
Sledge hammer base damaged reduced, and the undead damage bonus made more visible
Broadswords renamed to swords
Swords have 1 extra ability slot, but 1 fewer upgrade slots. Using the gilded modifier, they effectively gained 1 upgrade slot
Improved shift and control tooltips on tools to show less redundant information
Remove damage cutoff, it was a poorly communicated and hard to understand mechanic and there are better ways to prevent power crepe
Scythes and kamas now harvest anything tagged as forge:crops instead of just minecraft:crops
Modifiers
New piercing modifier using cactus
Antiaquatic switched to use pufferfish to craft
World
Added earth slime islands
Spawn in the ocean
Spawn earth slimes (vanilla mob) and greenheart trees
Added clay islands
Spawn in the sky randomly like sky slime islands
Contain a clay filled lake and a random vanilla tree
Slime island configs improved
Config can now control the island frequency, and individually disable each island type
Added a sound when bounced by congealed slime
Added ender slime mob, drops ender slime and has a teleport attack and defense
Fix earth slime fluid not being transparent
Fixed slimy grass and leaves not dropping when broken with a kama
Fixed wooden doors dropping two items
API
The applyEnchantments hook is now specifically for block harvesting, and gained information about the targeted block
Tables
Add support for player sensitive recipes in the crafting station
Fix duplication bugs with doLimitedCrafting on crafting stations or tinker stations
Overall some pretty big code changes to crafting stations, so bugs are possible
Fix tinker station message disappearing when reopening the window or when resizing Minecraft
Tools
Added unbreakable ability modifier, prerequisites include reinforced V and netherite (total of 7 upgrade slots)
Added tinker station recipe to damage tools using potions of harming
Added tinker station recipe to remove modifiers using a wet sponge
Tools repair is a now a bit more efficient
Mattocks now break nether wart blocks faster
Fix repair kits showing head stats in the tooltip
Fix overslime recipe not properly working when the tool previously had no overslime
Smeltery
New cast textures (thanks to RCXCrafter)
World
Added slimy wood, a half slime half wood thing that grows from slimy saplings
Comes in three variants: greenheart (temporarily in the end), skyroot (sky islands), and bloodshroom (blood islands)
Replaces the previous congealed slime from the trees
Potentially fix slime islands not spawning in modified nethers, such as Biomes O Plenty
Congealed slime now behaves more like clay blocks in its drops
Fix slime trees being too rare
Fix leaves and plants not burning properly
Book
Added pages to tinkers' gadgetry for the two new recipes: tool damaging and modifier removal
Fix wrong tool being listed on the axe page in some worlds
Configuration
Crafting station blacklist has been moved to the tile entity type tag tconstruct:crafting_station_blacklist. Should improve mod compatibility as mods can directly blacklist their tile entities.
The config for showing only one tool or tool part now lets you specify which tool material to show
General
New piggybackpack recipe
Glows are now replacable with blocks, like tall grass
Clear glass blocks now prevent fluid drips
Work around a spectator crash with custom chests
Tools
Removed kama heads, kamas now use sword blades to craft, and mattocks pickaxe heads
Kamas and scythes can now disuse tripwire. Update forge to at least 36.1.15 for best behavior
Rebalanced many tool stats, should help the weapons stand out better individually rather than one being strongest
Fix critical hits happening when tools are not fully charged
Fix some tool AOE breaking bedrock
Fix scythes not working to AOE slimegrass
Materials
New slimesteel textures (credit to LethalChicken)
Slimesteel blocks are now bouncy
Pig iron's trait now allows you to eat the tool instead of being random
Iron now has the sturdy trait instead of reinforced, steel has a new ductile trait that boosts damage, durability, and mining speed at a lesser amount
Average strength of some traits lowered. Before traits averaged at +10% (+30% overall), now they are +5% (+15% overall)
Modifiers
New glowing modifier: allows tool to place a glow on sneak + right click
New tilling, stripping, and pathing modifiers: grant the block transform behaviors from tools
Tank modifier: adds a fluid tank to tools allowing them to transport fluids
Melting modifier" melts dropped items and attacked mobs
Bucketing modifier: allows tool to pick up and place fluids in world
World
Congealed slime is now bouncy on the side
Fix shovels not breaking congealed slime faster
Fix some slimy grass behavior being inconsistent with vanilla
Smeltery
Removed the requirement that the smeltery contains fluid to melt mobs. For a safe smeltery, have no fuel
Fix filling and emptying tanks not making sound
Fix coagulated blood not melting into blood
Fix wall crafting producing too few walls
Books
Add content to Material and You, this book should have all information up until the melter
Melter and smeltery content will be later books
Mighty smelting now discusses the 3 main ways to get molten blaze
All book tooltips now contain the word book to help with searchability
Fix a textless tooltip when hovering over "no stats"
API
Add new modifier tooltip hook
Add hooks for modifiers to change right click behavior
Overslime modifier API changed a bit, should be easier to extend for a similar modifier
工具范围功能(Tool AOE)
Change AOE behavior of existing tools
修改了已有工具的范围作用效果
No more even number AOE
不再有偶数的范围效果了
Hammers and excavators now start at 3x3, and expand to 3x5 then 5x5
大锤和开掘铲的起始挖掘范围现为 3×3,扩展后将逐级提升至 3×5 和 5×5
Scythe now starts at 3x3x3 and expands to 5x5x3 then 5x5x5
长柄镰的起始破坏范围现为 3x3x3,扩展后将逐级提升至 5x5x3 和 5x5x5
Pickaxe now gains depth when expanding
在得到扩展时,镐的挖掘纵深会提升
Mattock now gains veining when expanding
在得到扩展时,鹤嘴锄会有矿脉挖掘的效果
Hand axe and kama now expands into a plus shape before the 3x3
手斧和短刃镰现在玩家拥有 3x3 作用范围的工具之前可扩展为增幅形态
Added vein hammer: can vein mine with a 2 block distance, and be upgraded to a 4 block distance
添加了脉矿锤(暂译):可挖掘 2 方块尺寸的矿脉,升级后可挖掘 4 方块尺寸的矿脉
Added broad axe: high damage and can fell whole trees
添加了阔斧(暂译):高伤害,能放倒整棵树
Unlike the lumber axe, it will only fell a single column in 2x2 trees by default
与伐木斧不同,它默认只会放倒一颗 2x2 截面的柱状树
Adding expanders allows felling 1x3 trees then 2x3 trees
添加扩展会赋予它放倒 1x3 和 2x3 截面树木的功能
其它有关工具的改动(Other tool changes)
Added repair kits, for repairing tools in the crafting table
添加修复套件,可在合成台中修复工具
Make jagged and stonebound less explosive on broad tools
降低锯齿和石缚在阔头工具上的效果
Tasty now adds bacon
美味现在会产生培根了
Fix crafting station not keeping log textures on drop
修复工作站腿部不显示原木材质的问题
冶炼炉(Smeltery)
Prevent using an empty bucket or can as a filter, let to confusion
避免用空桶和空罐做过滤器的情况,以免造成迷惑状况
Added debris nuggets, for using leftover molten debris
添加了残骸粒,以供使用残余的熔融残骸
Changed the texture of seared bricks to make it more unique from netherite ingots
修改焦黑石砖的材质以使其与下界合金锭相比较时更显独特
Allow filling buckets using drains by interacting using a copper can or bucket
允许使用通过使用铜罐或桶与排液孔互动灌满容器
Fix issues with stacked copper cans filling Tinkers tanks, further issues are the responsibility of other mods
修复使用堆叠的铜罐填满工匠储罐的问题,再多的问题就是别的模组的责任了
Fix a potential crash in the casting renderer
修复了浇注渲染器的潜在崩溃问题
Fix container filling recipe deleting inputs NBT and not checking if it can be filled
修复灌满容器的合成会删除输入 NBT 并且不检测目标物品可否被灌满的问题
器物(Gadgets,暂译)
Increase efficiency of slime boots further
更大幅度地提升黏液靴子的作用效果
Added tag blacklist for piggybackpack
为肩驮架增加标签黑名单
世界(World)
Tagged slimy leaves and saplings for better mod and vanilla compat
为黏液树叶和树苗添加标签以更好地与其它模组和原版兼容
技术性(Technical)
Material render info can now be set to not use unique textures, mainly used for the internal UI materials
材料的渲染信息现在可设置为不使用独特材质,主要用于那些会出现在多种不同界面的材料
Tag all books as forge:books
为所有的手册打上 forge:books 标签
Fix potential server attack with one of our packets
修复使用我们的一个数据包时出现的潜在的服务器崩溃问题
冶炼炉(Smeltery)
Make it cheaper to cast blaze rods from molten blaze
降低了将熔炎(暂译)浇注成烈焰棒的成本
Casting blaze rods now requires a rod cast, which can also be used for some Immersive Engineering recipes
现在浇注烈焰棒需要使用手柄铸模,该铸模同样也可以用于沉浸工程(Immersive Engineering)的一些合成
Added multi-use cast tags so other mods can more easily add cast variants
添加了可复用铸模的标签,这样其它模组就能更容易地添加新种类的铸模了
More metal melting and casting support. Now supports gears, plates, rods, sheetmetal, and coins
添加了新的金属冶炼和浇注支持,现已支持齿轮、金属板、金属棍、板制方块和硬币的浇注
Fix steel melting temperature being too high
修复钢的熔化温度过高的问题
Fix stonecutting seared blocks into themselves
修复切石机将焦黑石料切制成它原本形态的问题
冶炼炉结构(Smeltery structure)
Smeltery and melter controller now have separate states for burning (shows flames) and valid structure
熔炼炉和冶炼炉的控制器现在具备了依据燃烧状态而发生材质改变的分离外观,且结构能更好地生效
This means the flames on the controller will only show when fuel is being consumed
这意味着只有在消耗燃料时,控制器才会展现燃烧的粒子效果
All smeltery blocks now have a in_structure state, that is visible on the debug screen. It will be true when its part of a valid smeltery
所有的冶炼炉方块现在都具备了一个 in_structure 数据,可以在调试界面看到该信息。当某个方块成为有效的冶炼炉结构的一部分时,该数据就会变为 true
Max smeltery size is now 16x16x65, or 14x14x64 internal
冶炼炉尺寸上限被提升至 16x16x65,拥有 14x14x64 的内部空间
Unfortunately, there was no easy way to migrate this change. You will need to break and replace the melter's fuel source and a block in the bottom row of the smeltery to update
不幸的是,关于冶炼炉结构的这些改动不能直接迁移继承。你需要破坏并重新放置已有存档中冶炼炉的燃料源和底部方块组来更新冶炼炉的状态
工具部件(Tool parts)
Tool rods are now called tool handles
工具手柄的英文命名变更
Tough tool rods are now called tough handles
坚韧手柄的英文命名变更
Part builder now shows when a material is unusable
部件制造桌现在会在材料不可用时给予信息提示
Modifiers(这个玩意不能被翻译成强化了但是我属实不知道翻译成啥好)
Added lightspeed modifier: use glowstone to make your tool mine faster in the light
添加“光敏(暂译)”:使用荧石能让工具在光照中的挖掘速度提升
Added blasting modifier: use gunpoweder to make your pickaxe break low blast resistance blocks faster
添加“爆破”:使用火药能让镐在破坏低爆炸抗性的方块时速度更快
Added hydraulic modifier: use prismarine shards to make your pickaxe mine faster in the rain or underwater
添加“水动”:使用海晶碎片能让镐在雨中或水下的挖掘速度提升
Necrotic can now be added to tools using a wither rose, a ghast tear, and a block of congealed blood
“噬生”现可通过凋灵玫瑰、恶魂之泪和凝血块附加到工具上
收割(Harvest)
Tagged scythe and kama as "forge:tools/scythe" for thermal cultivation compatibility
为短刃镰和长柄镰添加 forge:tools/scythe 标签,以提供对热力农业的支持
Split harvestable tags to make it easier for addons, see Github wiki for more details
分离 harvestable 标签以使附属更易制作,请查阅 Github 上的维基以得到更多细节信息
Allow harvesting beehives and carving faces on pumpkins
现在它们可以收获蜂巢、雕刻南瓜了
斩首(Beheading)
Husks and drowned now drop zombie heads (temporary until we add proper heads)
尸壳和溺尸现在会掉落僵尸头颅(这是在我们添加合适头颅前的临时特性)
Strays now drop skeleton skulls (temporary until we add stray skulls)
流浪者现在会掉落骷髅头颅(这是在我们添加合适头颅前的临时特性)
Withers now drop wither skeleton skulls, little bit of salvage
凋灵现在会掉落凋灵骷髅头颅,算是一点回收手段吧
Snow golems now drop pumpkins, or snow blocks if they were sheared
在被收割时,雪傀儡会掉落南瓜或者雪块了
世界(World)
Slime boots now work on non-players
黏液靴子现在对非玩家生物也有效
Sky slimes behave as if they are always wearing slime boots, they will no longer die when jumping off the island
天空史莱姆的行为现在就犹如一直穿着黏液靴子,也不再会在跳下空岛时摔死了
Sky slimes now jump higher
天空史莱姆跳跃高度提升
Endermen can now carry slime dirt and congealed slime
末影人现在能抱起黏性泥土和凝固黏液块了
Renamed cobalt ore to "Nether Cobalt Ore" for vanilla consistency
将钴矿石重命名为“下界钴矿石”以与原版维持一致性
Fix a potential crash on load with composter recipes being registered
修复在注册了堆肥合成后加载而出现的潜在崩溃风险
手册(Books)
Mighty smelting is now crafted from molten seared stone instead of molten copper
《强力冶炼》(暂译)的合成表现在从熔融铜变为熔融焦黑石头
Puny smelting is now crafted using grout instead of a seared brick
《微型熔炼》(暂译)现在使用砖泥而非焦黑砖合成
Make tool part layout cleaner
让工具部件的布局更明晰
Add support for rendering material pages
添加了对渲染材料页面的支持
Fix modifier recipes not supporting overslime recipes
修复不支持“超黏”强化合成表的问题
Fix modifiers section not supporting non-modifier pages
修复强化选择不支持非强化页面的问题
器物(Gadgets,暂译)
Improved behavior of piggy back pack, it should be more intutive
优化肩驮架的行为,它现在更符合玩家直觉认知
Fix ender slime slings teleporting the player into invalid locations, such as past the worldborder
修复末影黏液弹弓将玩家传送到无效位置的问题,例如直接超了世界边界
Fix fancy frames being unlocalized and not rendering right, clear item frames are once again clear
修复精美展示框无法本地化和正确渲染的问题,通透物品展示框也重新通透了起来
杂项(Misc)
Striders are warmed by liquid magma or molten blaze
炽足兽现在会被液态岩浆膏和液焰所温暖
Soul fire can be placed on soul glass
在灵魂玻璃上可以点燃灵魂火
Piglins now guard rose gold and silky jewel blocks
猪灵现在会为玫瑰金和裹绸宝石块而对玩家发动攻击
Modifier chest stack size limited to 16
强化箱容量上限下调至16
Fix scrollbar on chests not working
修复箱子的滚动条不工作的问题
工具(Tools)
Kamas now can right click harvest again
短刃镰(旧译园艺镰)恢复了其右击收获作物的功能
The logic is tag based, so blocks must be in minecraft:crops to work
该功能逻辑是基于原版的 tag 的,所以只会在对应方块具有 minecraft:crops 这一标签时起效
Added back scythes: the 3x3 version of kamas
添加长柄镰(旧译镰刀):具备 3x3 工作面积的大型短刃镰
Have AOE attacking, plant breaking, and hoeing
拥有范围攻击、破坏植物和耕田的功能
Due to limitations of 1.16, they do not have shearing when given silk touch, but many blocks support both silk touch and shears
由于 1.16 版本的限制,它们不能在获取精准采集能力后维持其剪刀功能,但许多方块都是既支持精准采集又支持剪刀收获的
Added back the cleavers: the giant broadsword
添加劈刀:巨刃版的阔剑
Cleavers grant bonus range when held, and have a larger version of the broadswords sweep attack
在持有劈刀时,玩家将拥有额外的攻击距离,同时也有与阔剑相仿但范围更大的横扫攻击能力
Improved tool block breaking animation
优化了工具破坏方块的动画
This should flicker a lot less when the players view shifts
在玩家视角转换时,动画频率将会大幅降低
材料(Materials)
Necrotic bone is now a tool material instead of an upgrade modifier
噬生之骨(旧译凋零之骨)现在被修改为一种工具材料而非强化材料了
Manyullyn has slightly higher handle attack modifier
玛玉灵作为手柄时,攻击类属性有了显著提升
Lead has slightly less damage
铅的攻击力显著下降
Basalt now crafts flint instead of stone
玄武岩现在可以制成燧石工具部件而非石部件
Blackstone can still be used for stone tools in the nether、
下界的黑石仍能用于制作石工具部件
改善工具模型(Improved tool model)
Tools now may change textures when broken
在损坏时,工具的材质会发生变化
Broad tools (sledge hammers, excavators, etc.) now render twice the size in hand
重型工具(大锤、开掘铲等)在被持握时将以双倍大小渲染
This work using 32x textures, scaled to be the same pixel scale as the small tool 16x textures
这项功能基于 32x 分辨率的材质,这样就能与使用 16x 分辨率材质的小型工具保持相同的像素比例
合成表(Recipes)
Added recipe for casting blaze rods from molten blaze
添加了使用熔融烈焰浇注烈焰棒的合成表
Show container filling recipes in JEI
现可通过 JEI 展示填充容器的合成表
Improve error message when swapping parts leaves too few modifiers
修复在替换部件时显示剩余强化次数过少的错误
手册(Books)
Added Puny Smelting: the book for melters, casting, and tier 2 materials
添加《微型熔炼》(暂译):记述熔炼炉、浇注和 2 级材料的手册
Added Mighty Smelting: the book for smelteries, peripherals, alloying, entity melting, and tier 3 materials
添加《强力冶炼》(暂译):记述冶炼炉、外围设备、合金、生物烧冶和 3 级材料的手册
Added Tinker's Gadgetry: the book for non-tool content, such as slimeslings
添加《匠人机件》(暂译):记述诸如黏液弹弓之类非工具内容的手册
Added some placeholder pages to the book, notably for tools and a couple modifiers
在手册中添加了一些作为占位的页面,尤其是记述工具和一些强化的部分
At this time, the books are not finished. The extra books were mainly added so the one writing the documentation can more easily test their changes in game
当前,手册仍未完成。多出的书籍主要是为方便撰写文本者在游戏中测试他们对手册的修改
API
MeltingFuelCache renamed to MeltingFuelLookup
MeltingFuelCache 被重命名为 MeltingFuelLookup
No longer requires world access to fetch melting recipes
获取冶炼合成不再需要世界许可了
修复(Fixes)
Slimeslings can no longer be enchanted directly in a table
黏液弹弓不再能用附魔台直接附魔了
Enchanted books should still work
附魔书仍然生效
Fix enderslime slings not centering the player, causing some weird behavior in some orientations
修复末影黏液弹弓不确认玩家中心,进而导致在某些方向上离谱行为的问题
Corrected enderslime tooltip
修正了末影黏液的注释
Fix mobs spawning on clear glass
修复通透玻璃上生物生成的问题
Fix beheading tools behaving oddly when breaking blocks
修复副手工具在破坏方块时的离谱行为
整理(Cleanup)
Removed a bunch of old registry migrations
移除了一连串迁移来的老注册表
This should only affect you if you played the mod pre-alpha and have not download an official alpha
这项变动只会对那些预先玩 pre-alpha 的版本(即在发布前自行构建或使用官方的构建测试网站下载的 jar)并且没有更新官方 Alpha 版本的玩家有影响
史莱姆/黏液(Slime)
Blood slime blocks are no longer sticky, they are just bouncy
血制成的黏液块不再具备黏性特征,仅有弹性
Ichor blocks will not stick to other ichor, but will stick to slime, honey, and other blocks
脓浆(暂译)块不会互相黏连了,但是仍然可以黏住其它种类的黏液块、蜂蜜块和常规方块
Ender slime will stick to other ender slime, but will not stick to other slime unless pushed
末影黏液块之间会互相黏连,但是除非被推到一起,否则不会与其它种类的黏液块相互黏连
Slime blocks, congealed slime, slime boots, and slime slings can no longer be crafted from mixing slime types
黏液块、凝固黏液块、黏液靴和黏液弹弓不能再用混合种类的黏液球合成了
Fixed slime blocks not being bouncy from pistons
修复活塞上的黏液块不具备弹性的问题
工具(Tools)
Increased damage on mattocks slightly
显著提升鹤嘴锄的攻击力
Increased damage on axes to be closer to vanilla, lowered attack speed slightly
调高手斧的攻击力以与原版接近,并显著降低其攻速
Increased sledge hammer damage to be more comparable to axes, decreased attack speed a lot
提升大锤的攻击伤害以与斧类相媲美,并大幅降低其攻速
Broadswords now grant slightly higher reach when held
持有阔剑时的攻击范围显著提升
Added new reach ability modifier
添加了新的与触及范围相关的特性
Expanded II recipe changed
修改第二级扩展的合成表
Removed the text field from the tinker station, it did not function and may be removed permanently. Anvils work for renaming tools
移除了匠人桌(暂译)的文本输入框,它无法工作且大概会永久移除。只有铁砧才能重命名工具了。
Fixed tool parts and tools not always showing in JEI
修复工具部件和工具不总是能在 JEI 中看到的问题。
Fixed broadsword sweep attack not dealing damage
修复阔剑的横扫攻击无伤害的的问题
Fixed the order of tool part slots for the mattock
修复鹤嘴锄的部件次序
冶炼炉(Smeltery)
Improve faucet behavior, should sync slightly better and added a small delay before pouring when powered
优化了浇注口的行为模式,它的同步状况有明显优化,且在被充能时有一个短短的延时才开始工作
Lower the melting temperature of osmium (compatibility) so it is meltable using lava
降低了锇(矿物词典兼容材料)的熔融温度,现在可以用岩浆熔炼了
Added compatibility support for casting, melting, and alloying pewter
添加了锡铅合金浇注、冶炼和合金的支持
Soul glass now speeds up entities with soul speed
现在“灵魂疾行”附魔也能提高在灵魂玻璃上移动的实体的速度了
Fixed some inconsistent behavior with casting tables and basins that could lead to items not being removable
修复铸件台和铸造盆导致物品无法取下的不稳定问题
Fixed a crash when placing a casting channel below another one
修复将一个浇注道安置于另一个浇注道下方时发生的崩溃
Fixed placed tanks not stacking with unplaced tanks
修复储罐的连接问题
Fix soul glass panes melting into the wrong fluid
修复灵魂玻璃板被熔融成不正确流体的问题
Fix some seared block models looking weird
修复部分焦黑方块的诡异模型
手册(Book)
Updated the intro to make correct statements about what is incomplete
更新了简介部分,使之关于未完成内容的表述更符合实际情况
Added some test pages for modifier recipes in the book, full modifier listing coming later
在手册中添加了试验性的强化合成内容,全部强化表将会在后续添加
Added tools in the book, some descriptions may be outdated
在手册中添加了书籍,但是部分表述已经过时
兼容(Compatibility)
All pairs of still and flowing fluids now have a fluid tag under tconstruct
匠魂名下的所有流动液体和液体源现在都有匠魂标签了
Tagged liquid earth slime as forge:slime, switched to that in relevant recipes
将大地史莱姆液体重新标记为 forge:slime 以使其支持有关合成
Tagged liquid magma cream as forge:magma, switched to that in relevant recipes
将液态岩浆膏重新标记为 forge:slime 以使其支持有关合成
数据包(Data packs)
Removed ingredient tconstruct:intersection in favor of mantle:intersection
移除了 tconstruct:intersection 并用 mantle:intersection 取而代之
Removed ingredient tconstruct:without in favor of mantle:without
移除了 tconstruct:without 并用 mantle:without 取而代之
Removed global loot modifier tconstruct:replace_item in favor of mantle:replace_item
移除了 tconstruct:replace_item 并用 mantle:replace_item 取而代之
修复
Casting Table & Basins will no longer appear in the crafting station in order to fix issues related to slots
铸件台&排液孔不会再在工作站中出现了,从而修复了与物品栏相关的问题
Fix not being able to click on the side buttons while using flipped mouse controls
修复在使用轻击鼠标控制时不能点击侧面按钮的问题
Fix crafting station exposing inventories that should not be exposed as they cannot be modified.
修复工作站展示那些不应被展示的不可强化物品的问题。
Congealed slime will no longer send you flying through the world in the wrong direction!
凝固黏液块不再会让你在错误的方向上飞越世界了!
新增
Added autosmelt ability modifier
增加了“自动冶炼”强化
Added beheading upgrade modifier
增加了“斩首”强化
Added soulbound upgrade modifier
增加了“灵魂绑定”强化
修改
Rename firewood to blazewood, recipe now requires firepoof woods
将“火焰木”重命名为“烈焰木”,且现在需要具备耐火性能的下界木材才能合成
Rename dwarfish trait to dwarven
将"dwarfish"特性重命名为'dwarven"
修正
Fix duplication when large stacks are dropped into the smeltery
修复当大数量的堆叠物品掉进冶炼炉时出现的复制问题
Fix silky jewel not working for beacons
修复裹绸宝石不能激活信标的问题
Fix crafting station connecting to non-inventories
修复工作站与无物品栏方块连接的问题
Fix weird right click and shift click behavior in the crafting station and tinker station
修复了古怪的右击和潜行右击工作站和匠人桌反馈行为
Fix ichor sling not working on players
修复脓浆弹弓对玩家无效的问题
Fix insatiable (manyullyn) not boosting damage
修复贪婪特性(玛玉灵)不提升伤害的问题
Fix potential crash in smeltery GUI that only happens when dumb mods change the order of things
修复冶炼炉 GUI 中潜在的崩溃问题,该问题来自于某些愚蠢的模组修改物品的顺序
Fix potential crash from dumb things that kill mobs without a damage source
修复部分物品在杀死生物时不计算伤害来源而导致的潜在崩溃问题
Potentially fix a stack overflow error with drains
修复排液孔潜在的物品超额堆叠错误
Fix dupe bug with part builder and shift clicking
修复潜行与部件制造桌互动时出现的复制 Bug
本篇日志是对 1.16 版本匠魂 3 更新内容的摘要。可前往 GitHub Releases 界面查阅格式更为严谨的完整更新内容。
This section discusses changes to the world module
本章节记述与世界生成相关的变动。
Tinkers once again provides copper ore.
匠魂再次提供铜矿石了。
Copper is the only overworld ore we add.
铜是我们添加的唯一一种生成于主世界的矿石。
Ardite ore has been removed.
阿迪特被移除了。
Potentially moved to Natura, otherwise just removed entirely
可能会被移动至 Natura 模组,或者直接彻底地移除。
Manyullyn specifically is now alloyed from cobalt and molten debris (ancient debris)
特别地,玛玉灵的合金原料现已改为钴和熔融残骸(远古残骸)。
Magma cubes redecorated their island to make it red like blood.
岩浆块被重新调整至其岛屿上生成,以营造出殷红如血的环境
Purple slimes islands got tired of the dumb blue slimes, so they migrated to the end.
紫色史莱姆岛厌倦了与愚蠢的蓝色史莱姆为伍,所以它们迁徙到了末地。
All slime types have unique names
所有种类的史莱姆/黏液都有了特别的名字
Green slime is often called earth slime, or just generically slime
绿色史莱姆/黏液常被称作大地史莱姆/黏液(暂译),或者直接通称为史莱姆/黏液
Blue slime is called sky slime
蓝色史莱姆/黏液被称作天空史莱姆/黏液
Orange slime is called ichor
橙色史莱姆/黏液被称作脓浆
Purple slime is called ender slime
紫色史莱姆/黏液被称作末影史莱姆/黏液
Magma cream is often considered a fifth slime type by some, blood by others
岩浆膏常常被一些人当成第五种史莱姆/黏液,而血则是另一些人的选择
This page describes some of the new content related to tools mechanics, including parts, materials, and modifiers. later in the section it has a full list of tools planned for Tinkers' Construct 3.
本章节记述基于工具机制而新增的内容,包括部件、材料和强化。后续将会在本章节中记述匠魂 3 的完整工具设计表。
Improved part builder
升级版部件制造桌
Stencil table and part builder were merged into one block
模具雕刻台和部件制造桌被合并进了一个方块中
Instead of crafting patterns and using those, the part builder has a UI similar to the stone cutter to craft parts
与旧有的先制作再使用模具的方式不同,部件制造桌现在的 UI 更接近于原版的切石机。
Crafted from 2 patterns and 2 wooden planks
使用2个模具和2个木板即可制作
Improved tinkering
升级版工具装配设备
Tinker Station
匠人桌(暂译)
New name for the tool station
工具装配站的新名字
Has only 3 slots (no crafting large tools), and a similar UI to the classic 1.7 UI
只有 3 个槽位,不能组装大型工具,UI 也更接近于 1.7 版本的经典界面
Tool station is crafted using 4 planks and 3 patterns
匠人桌需要 4 个木板和 3 个模具才能合成
Reworked Tool Forge into Tinker's Anvil
将工具锻铸砧重做成匠人砧
Simply sounds cooler
听起来酷多了
Contains 5 slots, like the 1.12 UI
与 1.12 版本的 UI 相仿,有5个槽位
Recipe requires 3 metal blocks and 4 seared bricks
合成需要 3 个金属块和 4 块焦黑石块
Improved Crafting Station
升级版工作站
Can be crafted from a pattern and either a crafting station or any wooden table
使用一个模具和包括工作台在内的任意一款木制工作桌即可合成
Alternatively, can be crafted from a pattern and a log to use the log texture on the legs
打破传统,现在也能用模具和任意原木合成工作站,且其成品的桌腿会显示为所用原木的材质
Improved station tabs
Any two station blocks together will now form tabs, instead of requiring a crafting station
现在任意两个相连的工作站类方块都可以形成连接,不再需要工作站了
Multiple of the same block can be tabs, for example placing 2 crafting stations together gives tabs to switch between them
多个相同的方块也可形成连接,例如,将两个工作站并排放置,就会在界面中增加可在它们之间切换的按键
Material tiers
Materials now come in more clearly defined tiers, and all are divided into general, weapon, harvest, or special materials
材料现在依据明晰的等级系统而有了更加明确的划分,且具有了常规、武器、收获或者特殊材料的明确区分
一阶:
Starting tool tier
起始的材料等级
Includes wood, stone, flint, and bone
包括了木、石、燧石和骨头
In the end, this tier consists of chorus
在末地,这级材料还会包括紫颂植物
二阶:
Requires ores or the melter to obtain materials
需要原矿或者冶炼炉来获取这级材料
Includes iron, copper, slimewood, and seared stone
包括铁、铜、史莱姆木(暂译)和焦黑石料
In the nether, this tier includes scorched stone
在下界,这级材料还会包括焦石(暂译,不知所指)
In the end, this tier includes end stone
在末地,这级材料还会包括末地石
The emerald modifier will also upgrade a tool to tier 2
镶嵌绿宝石这一强化也会将工具等级提升至 2 阶
三阶:
Requires alloying to obtain materials
必须通过合金手段才能获取这级材料
Includes nahuatl, slimesteel, tinker's bronze, pig iron, and rose gold
包括曜木/纳瓦特(暂译)、史莱姆钢(暂译)、匠制青铜(暂译)、生铁(终于不是暂译了)、玫瑰金
In the nether, this tier includes cobalt
在下界,这级材料也会包括钴
In the end, this tier includes dragonstone
在末地,这级材料还会包括龙石(暂译)
The diamond modifier will also upgrade a tool to tier 3
镶嵌钻石这一强化也会将工具等级提升至 3 阶
四阶:
Requires nether access to obtain materials
必须前往下界才能获取这层材料的原料
Includes manyullyn, hepatizon, and queen's slime
包括玛玉灵、魂晶(暂译;从冶金4搬过来这个译名)和侍后史莱姆(暂译)
The netherite modifier will also upgrade a tool to tier 4, requires either the diamond or emerald modifier
下界合金镀层这一强化也会将工具等级提升至 4 阶,但在其之前还需要镶嵌钻石或绿宝石强化
Stat updates
数据计算更新
Handles reworked:
手柄重做:
No longer have a flat durability boost
不再提供直接的耐久度补正
Have 4 multipliers: durability, attack speed, attack damage, and mining speed
有 4 种不同的倍率值:耐久度、攻击速度、攻击伤害和挖掘速度
Most materials only 2 multipliers set, though later game materials will set at most 3
大多数材料只会固定 2 种倍率值,但未来游戏中的材料将会有最多 3 种
Bindings reworked:
绑定结重做:
Bindings no longer have any stats
绑定结不再具备任何数据修正了
Instead, the purpose of bindings are to let you choose the trait you wish without concern for material tiers
相应地,绑定结现在的设计目标是让你有在不考虑材料等级和性能的前提下选择特性的机会
Part Cleanup
部件系统整理
Many parts that only got used once were removed in favor of reusing parts
许多只会用一次的部件都被移除了,以给那些可以多次使用的部件腾出空间
Currently, there are two types of tool rods: small and tough, and large plates replace tough bindings
目前,工具手柄分小型和坚韧两种,大板则直接取代了坚韧绑定结的位置
Sword guards are replaced with other parts, including tool rods, small plates, and bindings based on the sword
剑类武器的护手被其它部件替代,剑的不同类型将取决于附件使用手柄、小板(暂译)还是绑定结
Tool heads ideally will be used in at least two tools. For example, the axe head is used on the axe and the mattock
每种工具顶端都会被用于至少两种工具的制作。例如。斧刃既能用于制作手斧,也能用于制作鹤嘴锄。
Modifier types
强化类型
Modifiers are now divided into 4 categories:
强化现在被分为 4 种类别:
Upgrades: Classic modifiers common to TiC 1 and TiC 2. Requires upgrade slots
升级:与匠魂 1、匠魂 2 相仿的经典强化,需要升级槽
Abilities: Stronger and more unique modifiers, such as silk touch or luck. Requires ability slots
能力:更加强大和独特的强化,例如精准采集和时运。需要能力槽
Free: Modifiers that can be applied without any slot restriction
免费(暂译):不需要任何槽位就能安装的强化类型
Traits: Additional modifiers applied based on the materials
特性:依据材料而获取的额外强化
Trait rebalancing
特性重平衡
Tool traits are getting rebalanced
工具特性已得到重新平衡
All parts share the same trait, instead of heads often having unique traits
所有的部件都共享相同的特性,与之前顶端通常具备独特特性的设计不同
Traits on average will be a bit weaker than 1.12 to prevent discouraging use of a material due to trait
与 1.12 版本相比,特性大多有所削弱,以此来抑制单纯依赖强大的特性就能选取材料的设计思路
Some traits from 1.12 will get moved to modifiers, and some new traits will be added
部分 1.12 版本的特性被修改到了强化中,而且还会添加一些新的特性
More information to follow
后续还会有更多信息
These tools are available from tier 1 and onwards.
这些工具可制成一阶及以上的成品。
镐(Pickaxe)
鹤嘴锄(Mattock):
Makes paths instead of hoeing, effective on all blocks the shovel could break.
右击草方块会制造草径而不是耕地,对所有锹有效的方块有效
Replaces the shovel in TiC 3.
在匠魂 3 中替代了锹
Hand Axe: Rebalanced to be closer to the vanilla axe, making it a viable weapon.
手斧:重新平衡后与原版的斧更加接近,也让它变成了一种可选的武器。
Kama: Gained the ability to hoe blocks, making it a fully effective farming tool. Not fully implemented.
短刃镰:获得了耕田的功能,让它成为了完全且高效的农业工具。未完全实现。
阔剑(Broadsword)
These tools require the Tinker's Anvil to craft, a tier 3 component. Tool part will make use of the Part Forge.
这些工具需要匠人砧(暂译)才能组装,构件需要三阶以上。工具部件会让部件砧(奇怪的内容增加了,这个东西之前完全没有提及,不明所指)
Sledgehammer: Rename of the classic hammer
大锤:重新命名了经典的锤
开掘铲(Excavator)
These tools are not returning in Tinkers Construct 3. If its not on this list, check the roadmap for plans to implement
这些工具不会回到匠魂 3 中。如果某个工具不在这个列表里,请查阅开发路线图。
箭矢(Arrows):
We cannot get the design for Tinkers arrows to work, and vanilla arrows are a lot more interesting now.
我们没法实现匠魂箭的设计,而且原版的箭矢现在看起来有意思多了。
The way modifiers function (large material costs) conflicts with the idea of disposable ammo
强化功能的实现方式(消耗大量的材料)与一次性弹药的设计理念相冲突了
What you may see is the ability to craft custom arrows in the Tinker Station, otherwise some of the old trait effects will return as crafting table recipes
你可能在匠人桌中找到自定义箭矢的制作方式,抑或者某些旧有的特性效果会在合成表中复现
弩箭(Bolts):
Bolt crafting sucked, both in explaining to people and the mess of edge cases it caused in code
弩箭的制作方式被废除了,既是因为难以向人们解释,也是因为它会在代码中导致大规模的边缘混乱情况
We don't see much need to keep separate ammo types when vanilla has arrows for both
在原版箭矢弓弩两用的前提下,我们也没有分离弹药种类的理由了
Expect to be able to use fireworks on Tinkers' Construct crossbows as well.
我们希望匠魂弩也能使用烟花火箭。
手里剑/回旋镖(Shurikens):
Shurikens had the same ammo problems as arrows and bolts
手里剑和箭矢、弩箭一样,存在弹药方式的问题
Being replaced with boomerangs (for a full Tinkers tool) or the new shuriken gadget (see the misc page)
会被回力标(完全的匠魂工具)或者新的小型手里剑(请查阅 misc 章节)取代
长剑(Longswords):
Were basically a reskin of the sword with minor stat changes that most people just used for the leap ability
基本上就是剑的换皮而已,数据变化很小,大部分人都只是使用它的冲跃能力而已
Leap returning as a slime sling variant
冲跃将会作为史莱姆弹弓的变种能力
长弓(Longbows):
Were basically a reskin of the short bow with more expensive parts and slightly different stats
基本上就是稍微修正数据、消耗更多昂贵材料的短弓换皮而已
Cross bow is being declared the large version of the bow
弩已经被看作弓的更强大变种了
Bow will have modifiers that make its stats closer to the longbows original stats
弓会有相应的强化,以使其数据更接近于原有长弓的状态
This section is about new features related to the smeltery or smeltery mechanics, and also other multiblocks
本章节是关于冶炼厂、冶炼系统及其它多方块结构的新特性的
Added the melter
添加了熔炼炉(暂译)
Mini 2 block smeltery. Can run off solid or liquid fuel
微缩的2方块冶炼炉。可消耗固体或液体燃料。
You may remember this from Tinkers' Complement
你也许会记得匠魂补充的微缩冶炼炉,是的我们就是吞附属
Added sand casts:
添加了沙合铸模(暂译)
Replace clay casts as the single use cast
替代粘土铸模,作为一次性使用的铸模
Blank cast can be crafted from sand
空铸模可用沙子制作
Placing a blank cast in a casting table, then pressing a tool part in the top shapes the cast
将沙合空铸模放在铸件台上,再放入工具部件,在铸模上按压出部件形状
Added composite casting recipes
增加了混合型铸模合成(暂译)
Composite materials are made by pouring a liquid on a solid tool part of a different material
混合型材料(暂译)是通过将某种流体浇铸在一个由另一种材料制成的成型工具部件而来的
One example is slimewood, from pouring liquid slime on wood
一个例子是史莱姆木(暂译),通过将液态的史莱姆倾倒在木部件上而成
New peripherals
新的外围设备
焦黑梯子(Seared Ladder)
Climbable seared block to prevent molten player
可攀爬的焦黑方块,避免玩家被熔炼
焦黑滑槽(Seared Chute,暂译)
Smeltery item input and output
冶炼炉的物品输入输出端口
焦黑导管(Seared Duct,暂译)
Filtered version of the seared drain
过滤器版排液孔
Smeltery recipe changed
冶炼炉设备合成表更新
The smeltery controller now requires casting molten copper
冶炼炉控制器现在需要通过熔融铜浇铸才能制作
Seared drains include copper as part of their recipe
焦黑排液孔的合成表中添加了铜
These changes are to encourage use of the melter before jumping to a smeltery
这些设计是为了鼓励玩家在制作冶炼炉前先使用熔炼炉
Changed seared stone recipe
修改了焦黑石料的合成表
Seared stone can no longer be obtained by melting down cobblestone
不能再通过熔化圆石来制作焦黑石头了
Instead, seared stone can be casted from pouring molten clay on stone
合成表被替换为将熔融黏土浇注于石头上
While this change does make giant smelteries more expensive, we have plans for a nether smeltery variant that will be easier to mass produce
这一设计让巨型冶炼炉变得造价高昂,我们有计划制作下界冶炼炉变种以使大规模生产更加容易
Smeltery fuel consumption changed
修改了冶炼炉燃料的消耗
Smeltery fuel consumption is now based on the number of blocks in the structure
冶炼炉燃料的消耗量现在是基于结构中方块的的数量了
This means building cube smelteries will be more fuel efficient than tall and thin structures
这意味着将冶炼炉制成更接近于正方体的形状将拥有远高于瘦高的烟囱状冶炼炉的燃料效率
This also means smaller smelteries may be better if you don't need ton of fuel storage
这也意味着,如果你不想要成吨地存储燃料,小型化的冶炼炉会是更好的选择
Smelteries now require fuel to melt entities and to alloy
冶炼炉熔炼实体和合金也需要燃料了
This means a smeltery with no fuel can store liquids without accidently alloys
这也意味着没有燃料的冶炼炉能安全地存储各种流体,而不会发生意外的合金事故
Based on these changes, you might find it useful to make two smelteries:
基于这些改动,你将会发现制作如下的两座相异的冶炼炉会很有帮助
One small one for melting and alloying
一座小型冶炼炉,用于冶炼和合金
One large one for liquid storage
一座巨型冶炼炉,用于存储液体
Melting recipes improvements
冶炼合成表优化
Separated time from temperature
依据温度不同,时间会有差异
Temperature requirement remain consistent across a material, so if a fuel can melt nuggets it can melt ingots
同种材料的温度需求始终如一,也就是说如果一种燃料能熔炼某种金属粒,那它也肯定能熔炼同种金属锭
Time varies based on fluid volume and a few other factors such as ores
时间会基于液体容量和诸如矿石之类的一点其它变量而发生改变
There are now three different fuel choices for melting
现在有三种不同的熔炼用燃料选择
Note this is not blaze rods, its the actual blaze mob you must place in a smeltery
注意,熔融烈焰(暂译)不能使用烈焰棒获取,你得将烈焰人生物丢进冶炼炉
Solid fuels are only available in the melter, producing the lowest temperature of 800 C
固体燃料只能用于熔炼炉,会提供最低的温度,约800摄氏度
Lava is back as the standard fuel of 1000 C
熔岩仍作为最常用的燃料,提供1000摄氏度的温度
Molten Blaze is available from absorbing down blazes, granting up to 1500 C.
熔融烈焰(暂译)可通过吸收烈焰人获取,能提供1500摄氏度的温度
Alloy improvements
合金优化
Alloying now has a temperature property, so some recipes can require a hotter fuel
合金现在有了温度需求,所以部分合成会依赖于温度更高的燃料
Smeltery efficiency
冶炼炉效能提升
All multiblock checking code for the smeltery got reviewed to improve the efficiency
冶炼炉的所有多方块检查代码都被重新整理过以提高效率
Smeltery structures should overall cause less lag from structure checks
冶炼炉结构检查导致的延迟和卡顿会降低
This page discusses some of the new features that do not fit in any other section
本章节记述一些无法被整理进其余章节的新特性
铜罐(Copper Cans,暂译)
Fluid container that holds exactly 1 ingot of fluid
正好能容纳 1 锭液体的物品型储液设备
Stackable up to 16
最多堆叠 16 个
灵魂玻璃(Soul Glass,暂译)
Nether clear glass variant
下界的通透玻璃变种
Only available by casting
只能通过浇注获取
通透玻璃板(Clear Glass Panes)
Clear glass, stained clear glass, seared glass, and soul glass are all available as panes
通透玻璃、染色通透玻璃、灵魂玻璃都可制成板状了
Better JEI support
更好的 JEI 支持
Entity melting is now shown in JEI, along with the new recipe type for making sand casts
熔炼生物和制作沙合铸模的合成表现在都支持 JEI 了
手里剑(Shurikens,原回旋镖)
Throwable item crafted from flint or quartz
用燧石或石英制成的可投掷物品
Single use, not a full Tinkers tool
一次性使用,并非真正的匠魂工具
Intended to be disposable weapons to keep monsters at bay for an escape
设计为走投无路时击退怪物、创造逃生机会的一次性武器
All recipes have been moved to JSON, allowing them to easily be added using data packs
所有的合成表都被迁移至 json 了,这使得使用数据包添加合成表变得容易
Some new recipe types exist
存在一些新的合成类型
Castin recipes come in many variants
浇注合成表有很多变种
Molding recipes are the new recipe type for making sand casts
塑模是一种新的用于制作沙合铸模的合成方式
木漏斗(Wooden Hoppers)已移除
I (KnightMiner) does not really like wooden hoppers
我(新任作者)并不太喜欢木漏斗
A lot of wooden hopper mods exist
而且有很多模组都加了这玩意儿
Content moved to other SlimeKnights mods
被移动至其它 SlimeKnights 旗下模组的特性
The devs of Tinkers Construct and Natura discussed whether some content should be moved between mods
匠魂和自然模组的开发者们讨论某些内容是不是应该挪到另一个模组中去
It was decided that the following features would be moved to Natura:
讨论结果是,如下特性会被移动至自然模组:
石棍梯子和石柄火把(Stone ladders and torches)
褐砂岩(Brownstone)
晾干架与肉干(Drying racks and jerky)
意面(Punji sticks)
Additionally, wooden rails will move to Mechworks
另外,木轨会被移动到 Mechworks 模组中。
粉色史莱姆/粘液 (Pink slime)
Was the fallback for mixing slimes towards the end of 1.12.
在 1.12,最终作为混合不同种类粘液的成果出现
Decided it was a bit too awkward of a mechanic
被认为有点太……辣眼睛了
In 1.16, green slime is the fallback for mixing
在 1.16 版本中,绿色黏液会是混合的结果
工匠储罐(Tinker Tank)
Moving to Tinkers' Complement
会被迁移到附属匠魂扩充中
The original design was based on the deep tank from Tinkers' Steelworks. The other steelworks multiblock was added to Tinkers' Complement, so it makes sense to have them together
原始设计是基于匠魂炼钢厂的,而另外的炼钢多方块结构现在已经被添加进匠魂扩充了,所以不如把它们捏到一起
The commonly used purpose of the tank, preventing accidental alloys, is now handled by a smeltery with no fuel.
常用的用于避免发生合金的液体储罐,已经被设计为无燃料的冶炼炉了。