tinkersnewlife-1.0.1.17.jar
Curse Maven Snippet
What's new
Tinker's Newlife 1.0.1.17
Added
The whip
A new Tinkers weapon built from a tough handle, a large plate and a bowstring. It is not a club: the whip is a simulated rope (57 points) whose root is pinned to a hand that really swings, and the damage comes from the rope sections sweeping through a target fast enough.
- Left click lashes. The swing itself deals no melee damage at all - what hurts is the lash. A lash takes about 7 ticks to script the hand through its arc and then lets the rope fly free for another 32 ticks; that flying section is what throws the whip and it is where the damage window sits. Damage scales with the whip's attack damage, and every target already hit by the same lash takes half of what the previous one took.
- The reach is about 10 blocks. The rope's rest lengths are scaled up from the reference model (0.19 -> 0.44 per segment, total ~10.2 blocks) and the hand arc is correspondingly bigger.
- Attack speed decides how often, not how hard. The drive is fixed at the reference's 3 tick windup plus 4 tick stroke, so a fast whip and a slow whip throw the rope exactly the same way; attack speed only sets the cooldown between lashes. (Stretching the drive with attack speed - an earlier idea - made slow whips unable to reach at all, so it is gone.)
- The tip cracks because the mass taper makes it 1/15 of the root, and the per-particle speed cap rises from 82 to 190 blocks per second along the length.
The guard (right click)
Right click retracts the whip if a lash is still out (about eight ticks back into your hand) and then raises a guard for as long as you hold the button. The guard shows the shield pose in third person and the whip is raised toward your view in first person as well.
- Perfect block - a hit landing within 0.5 seconds after you raise the guard, or pressing right click within 0.5 seconds after being hit, cancels the damage entirely, snaps the whip out and throws the whole damage back at the attacker. The guard then drops immediately, you must release right click before you can raise it again, and it goes on a 2 second cooldown.
- Normal block - any other blocked hit is only reduced by 40 percent, and releasing the button puts the guard on a 1 second cooldown.
- Blocking costs durability, using the shield formula (
1 + floor(damage)), on a perfect block and a normal one alike. Swinging the whip costs 1 durability per lash.
Whip marks
Every time the whip connects with a creature it gains a stack of Whip Weaken: -10 percent movement speed and -10 percent attack damage per stack, up to 8 stacks (-80 percent). It lasts 10 seconds and every new lash refreshes it, so a target you keep lashing gets slower and hits softer while one you leave alone recovers. It is a real status effect, so it works on AI mobs, players and summons alike and shows up in the HUD and through /attribute.
Supervisor, a whip-only modifier
The whip can be given Supervisor (Dragon's Breath + Golden Apple + Nicholas' Blessing). Only the whip can take it.
With it the lash deals no damage at all and does managing instead:
- Lashing anything of yours - any mob whose owner is you (pets, mounts and the like), plus Goety servants, your ring-of-one-mind partner, and their pets as well - stacks Strength and Speed on it, one level per lash up to level V, lasting 20 seconds and refreshed by every lash.
- Lashing a villager has a 5 percent chance to restock it on the spot, for half the usual amount, at most 3 times per villager per day (counted on the villager itself, independent of the vanilla two-restocks-a-day rule).
Changed
The whip cannot mine
Its mining speed is 0 - both as a base value and as a 0 multiplier, so the contribution the large plate would otherwise make from its material is multiplied away too. It was never in a harvest tag in the first place; it carries only the weapon tags.
Slingshot
- The recipe is now one tool handle + one bow limb + one bowstring, with the matching three-slot station layout.
- Fired stones shatter where they land - 24 block-break particles of whatever was loaded, then the projectile is gone. The stone was consumed on firing either way, so nothing is lost; you just no longer have to pick the shot back up. Shots that hit a creature still fall like vanilla arrows and shatter when that fall ends.
Tang Hengdao and Dreadsteel sword qi
The arc is a flat fan-shaped mesh again, and it is oriented by the caster instead of by preset angles:
- The circle's centre sits on the caster, so the arc is concave towards you and convex away - the blade light carries the caster's position so every client draws it the same way.
- The arc's plane is tilted about 20 degrees off the straight-at-the-target direction. A plane that contains both you and the arc is edge-on when you look straight at it, which is what used to degenerate into a thin line; the tilt keeps it readable without aiming it away.
- Each stage now rotates the whole arc plane about the player-to-target axis, so the four-hit combo fans out around the target instead of drawing four arcs on top of each other. Mirroring, band width and the golden-angle offsets still tell the stages apart.
Fixed
Broken-state textures for the whip
New handle_broken / plate_broken / bowstring_broken part textures, derived from the hand-drawn part art (60 percent darker, two cracked pixels mid-span, a small chip off each end, and only pixels that already exist are touched so the silhouette never gains stray pixels). The broken model points at them again, so a whip at zero durability shows a chipped whip rather than missing textures.
Dangling tag entries that were breaking whole Tinkers tags
The removed weapon (the SlashBlade-style katana) had been taken out of the mod, but references to its items were still sitting in this mod's tag files. In 1.20.1 a tag fails to load as a whole if any of its entries points at an item that does not exist, and that failure cascades along tag dependencies - in practice tconstruct:modifiable/durability and, through it, aoe, bonus_slots, harvest, melee/sword, melee/primary, interactable/right, multipart and weapon failed to load, so this mod's tools silently lost their durability, weapon and melee tags. All of it is cleaned up now: the leftover entries, the removed cast items and the references to deleted tags are gone, all 184 tag files parse, and a cross-check of every tinkersnewlife: reference against the ids this mod registers comes back empty.
The slingshot's upper limb was not drawn
When the slingshot's parts changed to one tool handle + one bow limb + one bowstring, the item model was only told about three of the bow's four geometry pieces - and a piece that is not listed in a Tinkers tool model's parts list is not rendered at all, so the upper limb was missing. Both the normal and the broken model now list all four: limb_bottom and limb_top both map to the bow limb, grip to the tool handle and bowstring to the bowstring.
Removed
- Every remaining trace of the removed weapon - its part textures and item models, its part-texture generator entries, its language keys (item names, its five exclusive modifiers, recipe messages, creative tab text and station slot labels), its mixin config comments and 173 leftover comment markers in eight shared source files. The four mentions that are about the SlashBlade mod rather than that weapon were deliberately kept.
Notes
- The whip is a port of Better Whips (MIT, my2167592261-cell): the rope, the anchors, the drives, the constraint family and the damage formula are ports; the entity, the item, the renderer and the contact loop are this mod's own. See
LICENSES/BetterWhips-MIT.txt, which also ships inside the jar. - Known simplifications on the whip: block collision is per-point depenetration rather than swept capsules, the idle coil flourish is not implemented, and the arm is not posed by a renderer mixin.
- Tags are rebuilt when a world loads, so restart the game after updating.
This mod has no additional files

