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Recicropal

Crops and content, mutually reciprocal

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

Forge

implementation fg.deobf("curse.maven:recicropal-882755:4631981")
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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.
    • 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).
  • Added a new recipe loading condition recicropal:fluid_tag_empty, accepting a property tag
  • 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 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 250 mB 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_types:
      • 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. 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 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 additions.
    • fluid property behaves like the fluid property for drinking recipes.
    • amount. Again, similar to drinking.
  • 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.
      • There's no amount property as this checks only by fluid ID and NBT.
      • result accepts a fluid similar to filling recipes' fluid tag 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.

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.