3.9.1.17 for 1.20.1
Pre-release
Pre-release
Bug fix and small feature update. Requires Mantle 1.11.36.
Tools
- Plate armor default random materials now goes up to tier 2, since tier 1 is so small on armor.
- Switch tinker station recipes to using
LazyToolStack
for results, reducing the amount of NBT parsing required. - Cleanup usages of
ModDataNBT
, migratingNamespacedNBT
to use it. - Tool parts now show trait descriptions when pressing Control.
- Cobalt, amethyst bronze, hepatizon, manyullyn, pig iron, rose gold, slimesteel, queens slime, and all 4 slime crystals are now armor trim materials.
- Armor trim models now tint the base texture instead of using a missing texture for missing trim material/pattern combos, plus missing material item textures (#5303).
- Added advancement for collecting all ancient tools.
- Disable item tag validation on the material stat builder. This feature was meant to reduce NBT size of tools slightly, but keeps causing bugs so was easier to just ditch.
- Fix tool stats not loading properly when connecting to a server without having first joined another world (#5309)
- Fix daggers not being stackable.
- Fix Tinkers' Anvil resetting names set by vanilla Anvil on any modification.
- Fix battlesign using dagger modifier textures.
Swasher
- Newest ancient tool.
- Located in buried treasure and shipwrecks, plus the hands of drowned. Can also be found while fishing.
- Has a tool head, a handle, and a bow grip, giving it two melee/harvest traits and a ranged trait.
- Starts with spitting and spilling.
- Has 3 upgrade slots and 1 ability slot.
Modifiers
- Netherite now requires a smithing template in addition to an ingot, but no longer requires diamond.
- Restore melee protection to not protecting against fall. 1.19 did not do that, we just had a stray comment suggesting it did.
- Projectile hit hook now returns a forge ImpactResult instead of a boolean for entities, to respond to the new event parameters.
- Severing now works on ranged weapons such as staff or bows to make the projectile sever. Luck also works on staffs now.
- Fix severing and other loot modifiers not working in the offhand or on projectiles correctly (#5283).
- Fix exploit using modifier crystals to bypass the cost for higher levels of luck or tool belt.
Smeltery
- Switch to using fluid output for all fluid recipes. Shouldn't require any changes in Java datagen to support; JSON format is guaranteed backwards compatible.
- Improve stability of fluids in the smeltery drain.
- Melting fuel now has speed separate from temperature, allowing high temperature low speed fuels and vice versa.
- Solid melting fuel is now controlled by JSON. There is still only one temperature and rate for all items but modpack makers can change it.
- Alloy recipes now support catalysts. Notably used to alloy obsidian from water and lava without consuming the water.
- Fix fluid highlight in GUIs not rendering.
- Fix casting table redstone click sometimes playing when a recipe swapped slots.
Books
- Fix some typos.
- Fix some index page icons being slightly transparent.
- Fix repair kit showing "missing material" texture on its page.
- Fix encyclopedia descriptions for melting pan and war pick being too long.
JEI
- Switch to using JEI's
c:hidden_from_recipe_viewers
tag to hide unimplemented fluids. Should keep them hidden from various mod compat if they properly use the tag. - Moved a few JEI utilities from being nested in
JEIPlugin
to their own class locations. - Increased minimum JEI version to the beta we require that ensures entity melting works. Apparently JEI has not marked a build as release in awhile.
- Fix potion fluid not showing in JEI and potion buckets not showing in creative.
- Fix smeltery fluid lookups being upsidedown.
Texture improvements
- Added new melting pan textures, including a charged state.
- Updated tough collar textures.
- Improve vein hammer grip texture.
- Improve slime metal sword guard.
- Improve shading on plate armor and maille.
- Improve gold palette.
- Make endstone the default variant of whitestone.
- Fix some large plates not using slimewood or slimemetal texture variants.
- Ancient tools no longer have unique textures generated for material variants, as those are unobtainable in survival on ancient tools.
Texture generation
- Migrated
MaterialRenderInfo
to loadables. This may lead to some import/method name changes but shouldn't break any of the builders. - Material render info now support a
parent
field, which will copy properties from the listed material render info (like models) - Material render info now has a generator field to mark it as a variant.
- Part sprites can be marked as skipping variants.
- Improved texture sprite provider to use builders for sprite properties. Notably also lets tools stop supporting animations.
Misc
- Switched the side inventories from a blacklist to a whitelist. For more details, see the update primer.
- Added budding blocks to
forge:budding
. - Tools and tool parts added through JSON Things now have material variants shown in the creative tab/JEI. Requires a JSON Things update to 0.9.7 or later.
- Added protections against mods hacking the dye color enum. Its a really messy way to add more dyes that is guaranteed to break mods; but at least we can avoid it breaking our books.
- Updated JSON Things support, so tool and tool part variants show in Creative/JEI
- Added support to the enchantment to modifier mapping for optional modifier or enchantment IDs.
- Fix wrong render type on snowy slimy dirt.
- Fix startup log error related to our sound credits.
- Fix wrong tooltip color on cheese (#5276).
- Fix errors loading generator part textures causing the command to fail with no error output.
- Fix tank models not always respecting fluid amount.
- Fix potential error on not-JEI loading JEI's API at the wrong time in our GUIs.
Pull Requests
- Change some recipes to use LazyToolStack for results by @IACTU in #5288
- New textures for ancient tools, fluid cannon, tough collar and a few other things by @RCXcrafter in #5308