scarcity-1.2.0.jar
Curse Maven Snippet
What's new
Version 1.2 introduces Ex Deorum integration with the Thermal Series mods and Tinker's Construct, as well as some changes to the sunlight sensitivity system.
Ex Deorum and Thermal Series Features
- Added the Particulate Sieve, a Thermal-style machine that can process Ex Deorum sieve recipes, loaded only when Ex Deorum and Thermal are present:
- All output results are taken from Ex Deorum's data-defined sieve recipes, taking into account block type, mesh type, and any mesh enchantments.
- The machine will only process if there is at least one available slot in its output. If more drops are produced than the machine can fit, additional drops are voided, like Ex Deorum's mechanical sieve.
- A new augment, the Heavy Agitator, allows the sieve to process compressed blocks.
- Two new config options control the Particulate Sieve's energy cost.
Ex Deorum and Tinkers Construct Features
- Added a Tinker's Crushing Hammer:
- Provides the same output when breaking blocks as Ex Deorum's hammers.
- The hammer should support all relevant harvest modifiers and upgrades.
- Added the heavy hammering modifier, which allows the crushing hammer to break compressed blocks as well.
- Added a Tinker's Crook:
- Provides the same output when breaking blocks as Ex Deorum's crooks.
- The crook should support all relevant harvest modifiers and upgrades.
- Overwrote some of Ex Deorum's tag-based tool detection for Scarcity tools:
- This allows broken tools to correctly stop functioning despite still having the tag.
- This also allows the heavy hammering modifier to grant compressed hammer functionality.
- Overwrote some of Ex Deorum's mechanical hammer features:
- Tinkers tools that break while in a mechanical hammer will no longer be destroyed like vanilla tools and will correctly stay in the slot, apply the broken state to the tool, and no longer provide the speed bonus to the machine.
Sunlight Sensitivity Changes:
- Added SpecialMobs compat for sunlight sensitivity tweaks.
- Removed mob fire state syncing since it was causing some instability. Mobs like blazes that override
isOnFire()will no longer render flames properly when burning in the sun, but mob spawning will no longer run into ID clashing issues. - Fixed a crash with synced data by removing the need to sync the data at all, the sunlight sensitivity state is now read through a separate interface.
This mod has no additional files

