Unified power/time for a couple of similar processings.
All storage blocks of items that could be grinded should be able to be grinded now, with some time save compared to the items themselves.
* Small Piglin tag update
added gold plate and electrum to piglin stuff. Piglins should be able to smell the gold out of an electrum ingot and a block, but not a nugget. Baby piglins are worse at this.
Explicitly used TR IDs instead of c tags because this is part of TR flavor imo
* forgot electrum plate
* and gold cables
* Added dust crafting data gen.
Generation works, but how do I get TR to recognize the existence of the new stuff?
* Added generic armor and tools to the datagen. Also resolved conflicts from the merge with recently changed datagen
* Fixed copy-paste error
by accident for second ingredient first would be taken again
* automatized tag generation
* fixed lingering bugs from previous commit
* much much more gen, for about 269 files
* wrongly deleted recipes in last commit
* Added rest of the decorative storage block variants to datagen
If the table was locked, canMake only checked for each ingredient to be there more than once, but make greedily took all items from the first encountered slot of the needed ingredient if the recipe didn't use the full crafting table and the ingredients weren't aligned to the upper left corner of the crafting table (discovered and reproducible with three wheat in the first column second row and single wheats in the other two columns of the second row).
This commit simply disallows greedy behaviour, each crafting grid slot can only be used once.
I also made one or two changes to the rest of the code (formatting,use of constants etc) while I was at it, but these didn't change functionality.
Should default to false in old and new configs, ie no new behaviour, but now I can deactivate it via config instead of using an unofficial distribution. Will probably come back to this once the toasts are finished...
* Update nitro_diesel.json
reduced from 5 to 2 to remove the cell duplication.
running this recipe gave 3 free cells
* Update nitrocoal_fuel.json
reduced from 5 to 2 to remove the cell duplication.
running this recipe gave 3 free cells
* Update sulfuric_acid.json
reduced from 3 to 2 to remove the cell duplication.
running this recipe gave 1 free cell
* Update nitrogen_dioxide.json
increased from 1 to 2 return correct cell input
running this recipe lost 1 cell
* Update water.json
increased from 1 to 2 return correct cell input
running this recipe lost 1 cell
* Added prismarine related recipes
* Fixed glowstone recipe for chemical reactor
* On second thought, removed the chemical reactor recipes.
* Revert "On second thought, removed the chemical reactor recipes."
This reverts commit 708dfb308c55577584cb85e8cf253f0cd8c21174.
* Added misc recipes
3 new recipes for plantball. 1 via 3x3 grass variants (new tag), 1 via cross/ball per kelp and sugar so it doesn't take up the space of a storage block in other mods maybe.
5 small calcite dust -> calcite (requiring one more small dust than yielded by grinding calcite)
Centrifuge recipes for eggs and turtle eggs, yielding methane and a bit of calcite dust
Centrifuge recipe for tuff into ashes and dark ashes.
* Added misc recipes
3 new recipes for plantball. 1 via 3x3 grass variants (new tag), 1 via cross/ball per kelp and sugar so it doesn't take up the space of a storage block in other mods maybe.
5 small calcite dust -> calcite (requiring one more small dust than yielded by grinding calcite)
Centrifuge recipes for eggs and turtle eggs, yielding methane and a bit of calcite dust
Centrifuge recipe for tuff into ashes and dark ashes.
fix spelling errors on overclocker config
may or may not have had any impact,
It is referenced in src/main/java/techreborn/init/TRContent.java
handler.addSpeedMulti(TechRebornConfig.overclockerSpeed);
handler.addPowerMulti(TechRebornConfig.overclockerPower);
* Misc recipe additions/changes
Added smooth basalt to basalts that can be centrifuged.
Added centrifuge recipes for rooted dirt and coarse dirt.
Added centrifuge recipe for moss block, which gives (uncompressed) plant ball.
Changed centrifuge recipe for grass block to give uncompr. plant ball instead of wheat seeds, eliminating the implication that every grass block holds wheat seeds.
Added grinder recipe to get small glowstone dust out of shroomlights (I forgot that in the fungus update)
Changed grinder recipe for gravel, now accepts all stone tool materials instead of only cobblestone.
Added a use for the andesite/diorite/granite dusts. Craft all 3 together with flint to get 4 gravel.
Added crafting 9 leaves/saplings of any kind into a plantball.
Added extractor recipe for green dye by using uncompr. plantball. Should never allow compressed plantball as that is out of juice, so to say.
Added extractor recipe for orange dye by using carrots.
Added extractor recipe for red dye by using beetroot.
Added extractor recipe for hanging roots by using rooted dirt.
Changed extractor recipe for stick to yield two sticks instead of one.
Changed electrolyzer recipe to accept anything tagged as sand instead of only the item sand, now also allowing red sand to be electrolyzed into silicon.
* Changed coarse dirt and sapling plantball thanks to feedback.
* Added centrifuge recipe for podzol
The idea here is that while there is a lot of plant stuff on the podzol stuff, it is not as fresh, hence only 1 plantball. On the other hand IRL podzol is rich of minerals and stuff, so two clay balls instead of one?
* Added calcite related recipes.
Successfully tested.
* Rebalanced the centrifuge color output for coral blocks
The initial value came from thinking "this should be more than an extractor yield" which would be 60, but that way of thinking is wrong because we get methane from the block after all
* Of course, I forgot that calcite grinds to calcite dust...
Untested. Since skeleton skulls are not too easy to come by either and wither roses are usually locked behind the first wither summon, this seems balanced.
Balancing notes: 1 ender pearl dust can infuse 2 planks, leading to all the warped infusion recipes. Shroomlights should at least take as much glowstone dust as normal glowstone, hence 4. On the other hand, 2 Shroomlights giving 1 glowstone dust when centrifuged is a bit stingy, but we also have to take into account the methane, which we need only 8 blocks for, because shroomlights are less common than the wart blocks. Wart blocks were copied from mushroom blocks. Nylium was inspired by mycelium, but a bit changed with netherrack dust in mind.
Ah, and mushroom stems cannot be used to create shroomlights, because that would mean crimson/warped stems could be used too. I wanted to avoid that, since nether stems are more like wood than like mushroom blocks.
1 Blaze Rod gets grinded into 4 powders already, so compressing 5 powders into 1 rod shouldn't be a problem. The Ind Centrifuge magma block recipe is more interesting. Double normal water amount because half of that is used to cool the remains of the magma block down afterwards, the other half for usual centrifuge recipe. Magma is relatively soft, so one magma block only needs half as much time as an ore, but we have 5 to grind, so 2.5 that time amount, leading to a time of 250. Only one Magma Cream gets produced. 2 are needed to centrifuge to blaze powder, so 10 Magma blocks. Hence 120 Magma blocks or about 2 stacks to get enough blaze powder to create 12 Ender Eyes, or just half of that (1 stack) if chemical reactor is used. Sounds balanced to me.
Steel's durability is about between iron and diamond, it is almost as tough as diamond, half as tough as netherite, but has same knockback resistance as netherite (which diamond lacks completely). But because we mixed some dirty coal to our iron to make it this tough and resistant, the enchantability is down to 5, which is by far the worst enchantability of all vanilla and TR armors.
Not tested yet, but I basically did the same changes as in the silver armor commit line by line.
Minecraft tags indicate that iron pickaxe and above always yield 4 amethyst shards when used on a maxed out cluster. Therefore added drills and omnitool, which is part drill. Since jackhammer doesn't mine ores usually it felt right to leave it out of this too.
* Simplified crude storage unit recipe
The normal one was contained within the blockus one, given that the tag existed. This commit sees to that.
* Corrected the tag folder
Tags were missing and at least the walls didn't connect. Didn't test if the slabs/stairs were also malfunctioning before, but now they all behave properly.
Bug history: Cells were able to put out fluids which are not FlowableFluids, causing a textureless block to appear. First commit checked for FlowableFluid necessary in cell item to do anything with it. However since EMPTY is not a FlowableFluid that led to Cells being unable to pick up fluids any longer. Second commit attempted to fix but didn't because I checked it wrongly (tested with buckets instead of cells). In fact it doesn't do anything (because the same check was performed earlier), so I reverted it with this commit. And finally this commit adds EMPTY as an acceptable fluid inside a cell to do something with it.
Only cells, not buckets, yes. Because TR only creates cells from other mods' fluids, not buckets. If the other mods' buckets are not placeable, people will complain to the appropriate mod. But if they only use cells and some "TR" cells are not placeable without any indication they will come to us. This tooltip will hopefully keep them from doing that.
Because why not? 2 Ice are needed to vacuum freeze into 1 Packed Ice, and since Blue Ice is more sought out, I thought 4 Packed Ice into 1 Blue Ice for same energy is fair. This means instead of 81 Ice blocks to make 1 Blue Ice with TR only 8 are needed, about -90% for a task that usually takes extreme amounts of grinding/afk. Without the new recipe it would be 18 Ice Blocks, so about -80%.
Other balancing could be done with power or time, but I am not well versed enough in these to balance them right.
* Update ModFluids.java
update to add still textures.
* Add files via upload
add still models
* Add files via upload
all new textures including still
all based off vanilla water templates
* Add files via upload
updated animation files for flowing and still textures
Sunflower gives 2 dyes normally in-game and the extractor usually doubles the amount, so sunflower giving 2 dyes in Extractor was a bug. Also added dye from Wither Rose (gives 1 dye normally, so here 2).
Silver is 2 times as durable as gold (still less than iron), -5 of gold's enchantability (still more than diamond and netherite) and cannot pacify/distract piglins. Also, it looks very fancy.
* Update industrial_tank_unit.json
* Update industrial_tank_unit.json
* Update industrial_tank_unit.json
added orientable variants
* Update advanced_tank_unit.json
* Update basic_tank_unit.json
* Update creative_tank_unit.json
* Update quantum_tank_unit.json
* Update basic_tank_unit.json
* Update advanced_tank_unit.json
* Update industrial_tank_unit.json
* Update basic_tank_unit.json
* Update advanced_tank_unit.json
* Update creative_tank_unit.json
* Update quantum_tank_unit.json
* Update watermill_top_on.png.mcmeta
add additional frames from the sprite, mill animation completes a continuous 360 degree motion rather than back and forth 180 degrees
* Update watermill_side_on.png.mcmeta
adds basic 4 frame animation for side, previous 31 frame sprite was stationary
* Add files via upload
animated 4 frame side
* Delete watermill_side_on.png
* Add files via upload
new 4 frame sprite
* Animated generator textures
added generator side animated texture, which also adds to the gas turbine.
Changed the side texture to be static do easily identify the front
updated semi fluid generator top and side textures to be animated, stuck with existing colour palette although it made no sense :P