* Half of 2 new blocks, other half is a lot of data/model files
* Rest of the data/asset changes for new storage blocks.
* Bugfixes
* made hot tungstensteel storage block opaque
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.
* 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...
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);
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.
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.
* 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
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.