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3.9.0.6 for 1.20.1

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@KnightMiner KnightMiner released this 01 Jan 05:18
· 90 commits to 1.20.1 since this release

Update to 1.20.1. This build is an alpha, meaning things might be broken and APIs may change. Don't add to a modpack unless you plan to continue to support the modpack for the next several months.

If you are an addon author, know that the API is not yet stable so you may have to make changes when the next release is made. Otherwise, if you wait for a Beta release the API will be stable. See #5281 for what to expect to change in future 1.20 builds.

Ancient Tools

  • New tool variant which must be found in loot instead of being crafted.
  • Designed as a strong tool variant with a little less freedom of design. In addition, each ancient tool has very unique functions.
  • Materials on the tool are randomized, and part swapping is not supported. However, modifiers may still be applied.
  • Ancient tools get more slots from rebalanced.
  • All ancient tools can be bought from wandering traders.
  • Currently 3 ancient tools are in the mod.

Melting Pan

  • The melting pan is a cross between a mining tool and a staff.
  • Can mine any meltable blocks, but melts the result into fluid which is placed in its internal tank.
  • Can only hold one fluid type, meaning blocks that melt into a different fluid cannot be mined.
  • Has two materials - a shield plating (armor) and a limb (ranged).
  • Found in dungeons, igloos, and sometimes in the hands of husks.
  • Can also be obtained from a toolsmith villager as a hero of the village reward.

War Pick

  • Cross between a pickaxe and a crossbow.
  • Has three materials - a tool head (melee/harvest), a limb (ranged), and a bowstring (ranged).
  • Found in mineshafts, pillager outposts, woodland mansions, and sometimes in the hands of zombie villagers.
  • Can also be obtained from a weaponsmith villager as a hero of the village reward.

Battlesign

  • Cross between a sword and a shield.
  • Has two materials - a tool head (melee/harvest) and a shield plating (armor).
  • Found in bastions, and sometimes in the hands of piglins.
  • Can also be obtained from bartering.

Tools

  • Parts tooltip list now shows the stat type name next to the material name for materials that don't have a part.
  • Zoom and bonking now both support blocking while using.
  • Shields can now receive flinging, springing, bonking, warping, spitting, and zoom.
  • Added the adze head, replacing the round plate for pickadzes and mattocks.
  • Added the tough collar, replacing a large plate in excavators and vein hammers, and a tool binding in broad axes and scythes. Tough collars act as a binding type.
  • Tool tables now show a preview of the tool being crafted.
  • Fix animated sprite transformer not being registered, prevented using the generate part textures command to make blazewood properly.
  • Fix some tools not registering item colors properly, which potentially affects modifier models.
  • Fix missing crossbow strings.

Modifiers

  • Added armor trim as a new modifier.
  • Added smelting modifier to smelt items in your tools.
  • Quick draw is now crafted from sunflowers.
  • Deprecated modifier salvage having nullable slots, all salvage does is apply modifier slots.
  • Fix some severing recipe variants not syncing to client properly.
  • Fix freezing fluid effect consuming wrong amount of fluid when a mob is already frozen.
  • Fix mob effect fluid effects possibly increasing the duration of a high level mob effect.
  • Fix rebalanced not being marked as extractable.

Smelting

  • New modifier for any interactable tools and any worn armor.
  • Costs 1 upgrade slot and 1 campfire per level.
  • Adds 2 slot per level for cooking items.
  • When using the tool (attacking mobs, mining blocks, etc.), slowly cooks the items inside using furnace recipes.

Smeltery

  • Compatibility alloy materials now are available if either a mod adds the relevant ingot, or a mod adds the relevant ingot for all components.
    • For example, bronze is available if either a mod adds tin or a mod adds bronze.
  • Molding recipes now properly ignore count on the output, since the table cannot store stack sizes above 1.
  • Remove broken recipes for golden bricks from Ceramics, they just cost too little gold.
  • Fix molting recipe lookup running twice when the player's hand is empty.

Misc

  • Added hanging signs for tinkers wood.
  • Improve display of items in creative tabs.
  • CraftingTweaks compatibility by @paypur in #5277

Command

  • Added /materials command to query material stats, traits, and modify materials on a tool. For more info, see the SlimeKnights Documentation.

Resources

  • Loot table modifications that were previous done in code (e.g. modifying the spawn chest) are now JSON controlled.
  • Render types are now controlled by block models instead of in code.
  • Stained clear glass now has its color set in the block model instead of in code.
  • Protection modifiers are now all defined in JSON, adding new modules for the secondary effects. (thanks to @Waterpicker in #5236)
  • The part sprite generator now supports setting multiple stat types on a single texture. If any stat type is present on the material the texture will generate.
  • Added the volatile flag tool module, same as the modifier module with the same name.
  • Migrated melting to JSON using the new melting module.
  • Migrated searing to JSON using a new meltable item condition.
  • The tank modifier model now uses the partial texture for full if full is missing.
  • Block entity rendering is no longer controlled by block models, rather using new Mantle JSON loaders.

API

  • Slot type colors are now registered in JSON.
  • Armor texture suppliers were reworked to support trims.
  • Inventory modifiers now use modifier modules instead of specialized modifier serializers. This means all modifier serializers are now migrated.
  • Remove supplier block state provider, it was no longer needed.
  • Remove ArmorSlotType in favor of ArmorItem.Type.

New Contributors

Full Changelog: v3.8.4.50...v3.9.0.6