Disabled scrapping feature due to duping problems that cannot be fixed easily. THis will only affect new instances, you will have to manually set the scrapping enable=false in the config for existing instances.
Made the chopping ratio for empty hands configurable. Default is still 40% as before.
Removed embedded gigaherz.commons library.
Bugfix of the previous release (which I archived to avoid confusion).
Same changelog: Fix crash with JEI.
There's also a whole bunch of under-the-hood changes:
Added an internal "item state" abstraction layer, akin to IBlockStates, but for items.
Refactored some of the items to make use of it.Switched to the new registry events for adding items and blocks.
Refactored many shared classes and utilities into a common library -- not an external dependency, it comes shaded into the jar.
Apparently some mods return their drops using ImmutableLists. This makes it impossible to run the drop replacement code on them, and would crash when attempting to do so.
I have added checks to avoid running the code on ImmutableLists, but I still believe the issue to NOT be my fault, but rather those mods misbehaving.
Added JEI integration for Drying Rack and Chopping Block recipes.
Added config option to adjust the probability of the chopping block's condition worsening.
Moved some recipe tweaks to post-init, to allow other mods to register their recipes.
Added support for other recipe types when scanning for logs to planks. Allows BoP and Forestry woods to be recognized.
Changed the algorithm for deciding the number of dropped items.
It will result in the same values as before, except for planks to sticks mined with the hand.
Overhauled the recipes, recipe importing, and recipe removal to match the 1.12 JSON recipe system.
Added advancement-based recipe unlocks to give players a better sense of what to do next.
This required removing or reducing the scope of some configurations. Sorry.
Expanded the chopping block to have variants for all vanilla wood types.
New machine: the Sawmill!
Does everything the chopping block do, except it's powered like a furnace and it doesn't have a concept of axe levels or fortune. If you want to get extra outputs, work for them!
New configuration option: custom output multipliers per axe level
Not all axe levels have to be present
When they are, they look like this:
axemultipliers { D:AxeLevel0=5.0 D:AxeLevel2=10.0 D:AxeLevel5=25.0}
Fixed a bunch of bugs