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release
Recicropal 1.0.0.a
1.0.0.a14 июл. 2023 г.336Minecraft: 1.19.2forge
Что нового
# 1.0.0.a
`HOTFIX` Fix Registrate not being found crashing the game.
release
Recicropal 1.0.0
1.0.011 июл. 2023 г.117Minecraft: 1.19.2forge
Что нового
# 1.0.0
## Additions
### Mod
- This mod's seeds and gourd bottles are now added into villager house loot tables
- Bottle gourd patches now spawn as a vegetation feature in vanilla savanna biomes, in a similar manner to pumpkins.
- New structures are added to villages
- A small pumpkin garden can now be found in taiga villages
- A drinking well can now be found in desert villages
- Gourd bottles now can be used to drink liquids which would trigger in-game effects.
Refer to below for further info.
- Gourd bottles now can be used to mix potions and allow multiple potions to be drunk
at the same time.
- The proportion of potions inside the mixture is based on actual real-world concept of
molarity.
- The length of potions is scaled based on their proportions. For example, mixing
a 3-minute strength and 3-minute invisibility potions would give a 1.5-minute of both
when drunk.
- Different types of potion also modifies the resulting length of each drink.
- Splash potions averages the durations of all effects added. This averaging effect
is controlled by the proportions too.
- The more splash potion is in the mix, the more well-distributed the durations.
- Lingering potions extends the duration of applied effects per drink depending on
their proportions in the mix.
- The more lingering potion is in the mix, the longer the duration of each effects
per drink.
- The maximum length can be achieved here is twice the effect's length. This happens
when 100% of the potions in the mix were all lingering.
- Instantaneous effects will wait until enough "moles" or amounts of serving has been drunk.
Like other amounts measured in drinks, this defaults to 250.
- For instance, the player needs to drink 1000 mBs worth of mixture that has 25%
instant healing to receive the healing.
- This stacks with other mixtures of the same effect and amplifier.
- Grown bottle gourds now will rot and dry, turning into gourd bottles filled with seeds
and surprise!
### API
- A `CHANGELOG.md`. Yay! (This is technically release notes but oh well).
- Configs. Common and client side.
- Added a new recipe loading condition `recicropal:fluid_tag_empty`, accepting a
property `tag`
- Added a new recipe loading condition `recicropal:fluid_exists`, accepting a
property `fluid`
- Added a new recipe loading condition `recicropal:debug` for debug recipes.
- A new data-driven drinking system. The player can now drink the contents of gourd
bottles and trigger effects.
- The recipe structure can be described as below.
- `fluid`. Accepting either a fluid `tag` or `fluid` ID.
- If `nbt` is provided, it will match for the NBT structured as-is since
this uses vanilla's `Codec` API.
- `amount` specifies the amount of drunk fluid.
- Defaults to allow drinking below the configured drinking amount
(250 mB by default) if not specified.
- `results` accepts an array of `drink_result_types` specified below.
- By default, this mod comes with honey, milk, and potion fluids and by default
they already have recipes.
- Currently, there's only a few `drink_result_type`s:
- `recicropal:finish_item` would trigger the effects of given property `item`
when it finished being used.
- `recicropal:finish_item_transfer_nbt`. Similar to above but transfers the NBT from
fluid to the item. Its only use case would be with potion items, assuming other modders
actually putting the `Potion` tag to their fluids.
- `recicropal:heal`, `recicropal:zap`, and `recicropal:set_fire` for debug purposes.
They might be replaced one day.
- Data-driven filling system for gourd bottles. This allows non-`IFluidHandler` items
to be used to fill the bottle with configured liquid. The recipe's structure is described
as follows.
- `ingredient` accepts items like how vanilla does.
- A `fluid` property.
- If `tag` is specified. It will harshly pick any fluid that's available in the game
with that tag. `fluid` can be used for referring a specific fluid ID instead. Do not
specify both as it won't make any sense.
- `amount` which accepts number of amount it should fill.
- `nbt` which accepts an NBT structured as-is to apply to the fluid.
- `result` accepts a serialized ItemStack. Specifying its `Count` and `id` is obligatory. Add
`tag` for NBTs.
- A special property named `process`. If this exists, it'll use a hardcoded function
with the ID specified. Only `recicropal:potion` exists currently and should only be used for
potions.
- Data-driven pouring system for gourd bottles. Similar to filling but in reverse with
a few exceptions.
- `fluid` property behaves like the `fluid` property for drinking recipes but
with an additional `amount` property to specify how much fluid is going to be poured out.
- The `amount` property here defaults to the configured drinking max amount (250 mB by default)
if not specified.
- Data-driven mixing system for gourd bottles.
- Fluids can be mixed into the bottle when they differ. This triggers when the bottle
itself is tried to be filled as a block and not an item.
- The recipe structured is described as follows.
- `fluidIn` and `fluidInside` accepts fluid ingredients similar to drinking recipes.
- The recipe would match reciprocally for both of these inputs. For example, specifying water for
`fluidIn` and milk for `fluidInside` is the same as specifying water in `fluidInside` and milk
in the other.
- There's no `amount` property as this checks only by fluid type and NBT.
- `result` accepts a fluid similar to filling recipes' `fluid` property except that if no
`amount` property is specified, it resorts to just adding the `amounts` of both
amounts of mixed fluids.
- A special property named `process`. Similar to other aforementioned recipes.
- Potion mixing currently uses built-in potion and mixture fluids.
- Data-driven fluid conversion system for gourd bottle filling and mixing. This is made
mostly for integrations.
- Example recipes can be found within the mod's jar.
- Currently, the `ingress` property does not do anything special yet.
### Integrations
- `forge`: Added `crops` and `vegetables` tags to bottle gourds.
- Milk fluid inserted into gourd bottles would be converted to `minecraft`'s milk.
- This may make complications when there's other variants of milk.
- `sereneseasons`: Added season tags for seeds and blocks.
- `create`: `create`'s potion fluids now automatically convert to this mod's potions.
- `create`: Honey fluid inserted to gourd bottles would be converted to `create`'s honey.
- This may make complications when there's other variants of honey.
- `create`: `create`'s potion fluids now automatically convert to this mod's potions.
- `cofh_core`: Potion fluid inserted to gourd bottles would be converted to this mod's potions.
- `thermal`: Gourd bottles now accept syrup bottles for interaction. Syrup can also be drunk.
- `farmersdelight`: Gourd bottles now accept milk bottles for interaction.
- If this mod exists, milk drinking now follow the rules for milk bottle drinking.
## Updates
- Gourd bottles now can be emptied in the crafting table.
- Now, only savanna and desert villagers accept trading bottle gourds and water-filled gourd bottles.
- Potions, honey bottles, and milk buckets now can be used to fill gourd bottles.
- Gourd bottle blocks now show the fluid contained graphically.
- Gourd bottle blocks now emit comparator signal.
- Gourd bottles capacity can now be configured.
- Gourd bottle blocks transfer amount can now be configured.
## Fixes
- Fix minor gourd bottle placement issue (I hope).
- Empty gourd bottles now drop as clean items (without NBT).
- Fix gourd bottles not saving when chunk is not updated.
- Fix trellises not dropping the correct amount of items.
- Fix vine crop base plants having wrong hitboxes when they start to attach to the sides.
- Fix buckets disappearing when failed filling bottles.
- Fix gourd bottles becoming unusable when swapping to a different bottle mid-drinking.
- Fix gourd bottles tooltip not updating as expected.