File Details
recicropal-1.0.0-BETA.jar
- B
- Jul 8, 2023
- 265.26 KB
- 15
- 1.19.2
- Forge
File Name
recicropal-1.0.0-BETA.jar
Supported Versions
- 1.19.2
Curse Maven Snippet
1.0.0-BETA
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.
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Different types of potion also modifies the resulting length of each drink.
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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.
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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.
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Splash potions averages the durations of all effects added. This averaging effect
is controlled by the proportions too.
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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). - Added a new recipe loading condition
recicropal:fluid_tag_empty, accepting a propertytag - Added a new recipe loading condition
recicropal:debugfor debug recipes. -
A new data-driven drinking system. The player can now drink the contents of gourd
bottles and trigger effects.
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The recipe structure can be described as below.
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fluideither a fluidtagorfluidID.- If
nbtis provided, it will match for the NBT structured as-is since this uses vanilla'sCodecAPI.
- If
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amountspecifies the amount of drunk fluid.- Defaults to 250 mB if not specified.
resultsaccepts an array ofdrink_result_typesspecified below.
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- By default, this mod comes with honey, milk, and potion fluids and by default they already have recipes.
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Currently there's only a few
drink_result_types:recicropal:finish_itemwould trigger the effects of given propertyitemwhen 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 thePotiontag to their fluids.recicropal:heal,recicropal:zap, andrecicropal:set_firefor debug purposes. They might be replaced one day.
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The recipe structure can be described as below.
-
Data-driven filling system for gourd bottles. This allows non-
IFluidHandleritems to be used to fill the bottle with configured liquid. The recipe's structure is described as follows.ingredientaccepts items like how vanilla does.-
A
fluidproperty.- If
tagis specified. It will harshly pick any fluid that's available in the game with that tag.fluidcan be used for referring a specific fluid ID. Do not specify both as it won't make any sense. amountwhich accepts number of amount it should fill.nbtwhich accepts an NBT structured as-is to apply to the fluid.
- If
resultaccepts a serialized ItemStack. Specifying itsCountandidis obligatory. Addtagfor NBTs.- A special property named
process. If this exists, it'll use a hardcoded function with the ID specified. Onlypotionexists currently and should only be used for potions.
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Data-driven pouring system for gourd bottles. Similar to filling but in reverse with
a few additions.
fluidproperty behaves like the fluid property for drinking recipes.amount. Again, similar to drinking.
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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.
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The recipe structured is described as follows.
fluidInandfluidInsideaccepts fluid ingredients similar to drinking recipes.- There's no
amountproperty as this checks only by fluid ID and NBT. resultaccepts a fluid similar to filling recipes'fluidtag except that if noamountproperty is specified, it resorts to just adding theamountsof 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.
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.
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.

