portablebeacons-2.0.0+1.21.1.jar
Curse Maven Snippet
What's new
2.0.0
One release for 1.21.1, 26.1 and 26.2 at once, with the same content on all three. The first file for 26.2 (NeoForge 26.2.0.88, JEI 30.39.0.232, Curios 16.0.0+26.2); what that port cost is in PORTING.md.
A major version because a datapack written for 1.1.0 may need one change: an augment's icon is no
longer picked by model_data, which is now ignored, but by "glyph" (see Added). Without it, a
datapack augment shows a blank screen in its own colour. Worlds and beacons from 1.1.0 load as they
are: the slots, the fuel and the configured effects are stored the same way.
Added
- Recharging at a real beacon. Standing in a lit beacon's range tops up every portable beacon you
carry, switched on or not - a base with a beacon is now a charging station.
beacon_recharge_per_secondsets the rate; 0 turns it off. - Forge energy. Any energy mod's charger fills a beacon through the energy capability, at
energy_per_fuel_unitFE per fuel unit (40 by default); 0 turns it off. Whole units only, and a beacon never gives energy back. - Effect pools. An effect can declare
"pools": [...], and a tier'seffect_poolcan list"#pool"beside effect ids. The four standard tiers now list"#standard", so a datapack effect joins all four from its own file instead of being added to every tier. - Glyphs for datapack augments. An augment can name its icon's glyph with
"glyph": any of the shipped augments' glyphs, or one of six generic shapes - star, bolt, heart, gem, shield, leaf. Before, an augment from a datapack could only ever show a bare casing. - Higher ceilings for datapacks. Effects can reach level X (
max_amplifierup to 9, was 3), a tier can unlock up to 8 effect slots (was 5) and up to 8 augment slots (was 4). The effect table scrolls past five rows and the augment tab grows a second row only when a tier needs it, so the shipped beacons look exactly as before. Augments keep three tiers: their casing shows the tier as pips, and five do not read at 16 pixels. - Two targeted augment operations.
add_effect_amplifierraises one effect's level ceiling andmul_effect_costmultiplies one effect's cost, each naming its effect with"effect"- so a datapack can build a specialised augment (a sprinter's, a miner's) instead of only all-round ones. A targeted operation without its effect is refused when the file is read. - Three server options.
fuel_cost_multiplierscales every cost after augments;max_aura_rangecaps how far a shared effect reaches, Range augments included;disabled_dimensionslists the dimensions where portable beacons do nothing and spend nothing - the screen says why. - A creative beacon. Creative tab only, no recipe: eight effect slots, eight augment slots, level
X, every sharing mode, 64 blocks of reach, and it burns nothing. It is an ordinary tier file with
the new
fuel_multiplierfield set to 0, so a datapack can make any tier cheaper or dearer.
Changed
- Effects go higher. Speed, Haste, Jump Boost and Strength reach V, Regeneration and Resistance IV (was III for all six); Resistance stops short of V, which is invulnerability. The beacon's own ceiling still applies, so in survival this is what Amplification and Prism are now for.
- An augment that raises a ceiling the beacon is already at says so. Its slot turns amber and its tooltip warns - Prism on the creative beacon, Amplification on a beacon whose effects cannot go higher. It is still accepted: most such augments do something else as well.
- A new screen, on FactoryIO's layout. The fuel gauge and fuel slot sit in the window's first column instead of a drawer; a status light in the title band says whether the beacon is running, idle, low on fuel, out of fuel or switched off; the beacon's figures are a yellow tab on the left and the augments a blue tab on the right. Each effect is one row with everything set in place: click the icon to change the effect (right-click to remove it), click the level to raise it (right-click to lower it), click the figure to choose who it reaches, flip the switch to turn it off. No more selecting a socket first and finding its controls elsewhere; what an effect drains and how far it reaches are in the row's tooltip. Empty slots show what goes in them.
- The effect picker is a grid, covering the whole window, with a search field and arrow-key navigation, and a "remove" cell first when the row already holds an effect.
- The master switch is a slide switch, beside a status light, instead of a power glyph.
- A beacon that runs dry waits instead of switching off. It warns a minute before, stays on while dry - the status light turns red - and resumes by itself as soon as there is fuel in its slot. It used to switch itself off, so refuelling did nothing until the screen was reopened.
- Only one beacon runs at a time, and the screen says so. Switching one on switches your others off; before, a second beacon stayed "on", glinting, and did nothing.
- An augment can replace one of its own type. Dropping Range III on Range II swaps them; it used to be refused as a duplicate.
- The beacon's tooltip counts the fuel slot in its runtime, as the screen does, and the info tab shows moving and standing runtimes separately when Wayfarer or Sentinel makes them differ.
- JEI no longer covers the side tabs.
- A new logo, the beacon in relief on a dark plate, in the family of Immaterial Drawers'.
- New item art. Augments are drawn as fitted modules - a casing, a screen in the augment's colour, its glyph - and show their tier as one to three lit pips, so Range I and Range III are no longer the same icon. Beacons are now 3D models, drawn by the game like a block: an obsidian foot with the tier's lit pips, a band in the tier's metal, and a glass dome with the beam's core glowing inside - the same object as the new logo.
Fixed
- Clicking an augment onto a different one swaps them. It used to put the fitted augment on the cursor while leaving it in the slot, and delete the one you were holding.
- The drain shares under each effect add up to 100%. They were divided by a bill that included Wayfarer's or Sentinel's multiplier, so three effects could read 28, 21 and 14%.
- Recluse says it restricts sharing. Its tooltip claimed it unlocked wider sharing modes. Both it and Attunement now give the number - "Sharing rank −2", "+2" - so it shows that one cancels the other.
- Upgrading a beacon no longer destroys what it carried. The tier and themed recipes built their result from nothing, so crafting a Beacon II into a III lost its installed augments, its fuel and its configured effects. They now carry over; whatever the new beacon cannot use is dropped from its configuration exactly as when an augment is removed.
- Removing a Capacity augment no longer destroys fuel. The buffer was cut to the new capacity on the spot. The surplus now stays and burns down, and no fuel is taken in until it has.
- Wayfarer and Sentinel now see you move. The server read movement in a way its own tick order always reset to zero, so every carrier counted as standing still: Wayfarer only ever charged its surcharge, and Sentinel always gave its discount.
- Effect icons no longer blink, and Night Vision no longer strobes. Effects were refreshed with too little time left on them, and spent half of every refresh inside vanilla's "about to expire" window.
- A beacon no longer runs dry with fuel in the slot. It burned one item per refresh at most, so a build costing more than one item per refresh switched off with a full stack waiting.
- A refused write to an augment or fuel slot no longer empties it.
- Items put into a beacon's slots after the beacon was moved away are handed back when the screen closes. They went into one store shared by every open screen on the server, and could be lost or turn up in another player's.
This mod has no additional files