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Recicropal

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release

Recicropal 1.0.0.a

1.0.0.a
14 июл. 2023 г.336Minecraft: 1.19.2forge
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Что нового
# 1.0.0.a `HOTFIX` Fix Registrate not being found crashing the game.
release

Recicropal 1.0.0

1.0.0
11 июл. 2023 г.117Minecraft: 1.19.2forge
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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.