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Initial port to 1.20.5/6 #246
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Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Both the Carmot Staff and Mythril Drill require rather significant redesigns in order to function correctly Signed-off-by: Noaaan <[email protected]>
Added components for the Carmot Staff and the Midas Gold Swords. Still need to add the Drill related components to then be able to compile & test the mod Signed-off-by: Noaaan <[email protected]>
- Mod now compiles! Time for runtime errors - Finishes a lot of work related to Item Components. - Recipe Viewer plugins are non-functional. - Tidesinger Templates likely do not render correctly, and the pattern is likely lost on upgrade. Migrate to component? - Prometheum is still missing a Component, which also needs to update attributes - Tons of things needs reviewing - Needs to be bumped up to 1.20.6 due to AEA Signed-off-by: Noaaan <[email protected]>
- Now launches. A lot of things are broken - Temporarily remove Alloy Forgery dependency, as no port is available yet - Fix issue with empty component Signed-off-by: Noaaan <[email protected]>
Vanilla has a new system for this, where armor takes in a list of ArmorMaterial Layers Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
- Use correct tooltip with a Bronze Block in Carmot Staff - Remove Runite Block from Unique Blocks tag Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Supports the extra data field Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
- Use the Registries.BLOCK Codec instead of Block.CODEC, as they are very different - Do not mutate results when calling stack.getOrDefault() - Fix tooltip Signed-off-by: Noaaan <[email protected]>
Displaying the attributes needs some changes, as the green text is lost Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Has ugly blue tooltips, but the fix for this is rather nasty, so it is commented out in the ItemStackMixin class Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Solves the MidasFoldingDisplay being wrong. This commit also sets isRoyal to true on the GoldFoldedComponents Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
- Improves logic in UpgradeComponent - Upgrades are now insertable - Food check is now more reasonable - Luck is added via postProcessComponents Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
- The component will now be applied for any item in the `#mythicmetals:prometheum_equipment` tag - Can use either `#mythicmetals:prometheum_armor` to apply the armor bonuses, or `#mythicmetals:prometheum_tools` to apply extra attack damage - The component will be ticked if the stack contains it - Removed PrometheumHandler, as the component handles everything - Add TODOs regarding migrating more code to components, might end up becoming the Mythic Metals API Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
- Reimplement resource conditions as own classes - Add relevant settings to ItemSet (xp from smelting, and whether a blast furnace is required) - Rename data provider classes to TagProviders (more accurate) - Add datagen for smelting and blasting recipes. Handles: - raw ores -> ingots - ore blocks -> ingots - armor -> nuggets Signed-off-by: Noaaan <[email protected]>
Results now take an "id" field instead of "item". Needs verification, as some regressions in smelting are introduced (I.E. Starrite Ores are no longer smeltable) Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Inspired from #243 Co-authored-by: unilock <[email protected]> Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Makes the API somewhat cleaner, as you can simply call the method on inventory tick if needed Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Co-authored-by: Kurt <[email protected]> Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
- rename "armor" tags to "armors" - Add translations for equipment, and specialized tool tags - Add translations for nugget and dust tags Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
but at what cost? Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
Signed-off-by: Noaaan <[email protected]>
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