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Byproduct Update for 1.20.1

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@KnightMiner KnightMiner released this 03 Mar 02:40
· 817 commits to 1.20.1 since this release

Beta release for 1.20.1. This means the API should be stable enough for addons, however game content may still get changes and rebalances. There may still be bugs.

Smeltery

  • Nether grout can now be made from magma blocks instead of just magma cream.
  • Casting seared bricks via composite is now clay on flint, for consistency with scorched bricks.
  • Allow faucets to move lighter than air fluids.
  • Smeltery structure checking now ignores light blocks and glows. There is also a tag to mark other blocks as "fake air" for compatibility with mods that do weird block things.
  • Fix tank scala rendering behind fluids.

UI Improvements

  • Smeltery tank in UI is now 200% bigger, making it easier to click fluids.
  • Added a slot for auto-dumping of fluid items into the smeltery.
  • Added ability to fill fluid items by left clicking fluids in the smeltery, melter, and alloyer UI.
  • Added ability to empty fluid items by right clicking fluids in the smeltery, melter, and alloyer UI.
  • Tank items can now interact with other fluid items by right clicking them in the inventory.
  • Tank item tooltip now displays fluid in units.

Ichor melting

  • Ichor can now be melted using blazing blood.
  • Melting in the smeltery just returns some blazing blood.
  • Melting in the foundry gives blazing blood plus some pure ichor.
  • Ichor can be used for some unique fluid effects, along with alloying cinderslime.

Cinderslime

  • New alloy from ichor, gold, and seared stone.
  • Trait gradually converts fuel into overslime.
  • Works as a armor trim material.

Steel

  • No longer a compat material, we now natively provide steel.
  • Steel is made as a byproduct from melting iron ore, or alternatively as a byproduct from melting chainmail in a similar recipe to ichor.
  • Steel can also be found on skyslime helmets. Yes, its significant that skyslimes give you steel and are used to make slimesteel.
  • Steel's palette is more bluish and now works as an armor trim material.

Byproduct rework

  • Byproducts overall have been reworked to give more useful results.
  • Gilded blackstone and nether gold ore both give copper (unchanged).
  • Overworld gold ore gives cobalt.
  • Cobalt ore gives diamond.
  • Diamond ore gives debris.
  • Debris gives netherite.
  • Quartz ore gives iron.
  • Iron gives steel.
  • Tin now tries to provide nickel if present.
  • As a reminder, byproducts require the foundry, so there are no progression breaks from this; we checked. Remember some of these ores require blazing blood to melt.

Compat

  • Added melting and casting for dawnstone from Embers.
  • Greatly improve smeltery metal recipe generation, allowing easier compat for specific mods and not requiring generating so many unused recipes.
  • Added melting for oreberries from Oreberries Reforged
  • Tools complement and railcraft tools can now be melted.

Fluid Effects

  • Fluid effects have been totally overhauled for this update, with many new effects.
  • Splashing now consumes fluid per AOE target.
  • Fluid effects now consume a minimum of 1mb if any effect happened.
  • Fix fluid effects that only apply to blocks not working in the projectile or splashing.
  • Removed generic effect tags, I want to treat fluid effects like materials where behavior is opt-in and intentional.
  • Summary of effects below, for a full list see https://slimeknights.github.io/docs/design/#modifiers or check out the new listing in the encyclopedia of tinkering.

Improved fluid effect projectile

  • Projectile now can survive underwater.
  • Projectile no longer applies multiple times to one block.
  • Instead, it will either keep flying (if the block was removed), or apply to surrounding blocks (if the block is still present).
  • Block removing notably has cool interactions with gem fluids.

Gem

  • Gem fluids are used to mine blocks.
  • Amethyst is the cheap mining fluid.
  • Quartz is more expensive, but mines stronger blocks.
  • Emerald mines using silk touch.
  • Diamond mines using fortune.
  • Debris is the strongest mining fluid.

Slime

  • Slime fluids grant unique effects.
  • Earthslime pulls hit entities and blocks, like a piston.
  • Skyslime pushes hit entities and blocks, like a piston.
  • Ichor levitates hit entities and breaks hit blocks, ignoring hardness but consuming more fluid.
  • Enderslime teleports hit entities and swaps hit blocks with the block in your hand.
  • Magma creates a small explosion.
  • Ender places a block at the target.
  • Venom grants strength and poison.

Slime Metal

  • Slimesteel generates explosions with no damage, perfect for rocket boots.
  • Queens' Slime generates large explosions that don't damage blocks, good for combat.
  • Cinderslime generates explosions with inverted knockback.

Metals

  • Metals now have damage based on their tiers.
  • Metals no longer place fires or light the target on fire. Instead, they place effect clouds at the target.
  • Some metal effects were adjusted, notably anything that was using the generic metal tags before.

Misc

  • Water extinguishes fire, damages water weak mobs, and breaks some fluid breakable blocks.
  • Milk cures effects.
  • Powdered snow deals cold damage and applies freezing.
  • Lava deals fire damage and applies fire.
  • Blazing blood deals fire damage, applies fire, and glowing. If hitting a block, places a glow.
  • Clay fluids place either bricks, slabs, or blocks. Includes seared stone, scorched stone, and clay.
  • Glass fluids place glass panes or blocks. Includes glass, soul, and obsidian. May switch these to glass spikes in the future.

New effect API

  • Implement scaling effect - to apply different results based on effect level.
  • Implement block break effect - to mine targeted blocks, used mainly by gems.
  • Added drop item fluid effect, drops an item on hit.
  • Added push and pull block and entity effects.
  • Added explosion fluid effect with highly configurable explosion.
  • Place block effect can now place from the player's hand, and override the place sound.
  • Fluid effect provider has many new helpers for generating new effects.
  • Added many new fluid damage types, including cold, impact (standard hit), and spike (piercing).

Tools

  • Right clicking fluid items onto tools with tank now transfer the fluid.
  • Right clicking a tool with inventory now opens the tool UI.
  • If a tool has a tank, it now shows in the tool UI.
  • Tools can now be repaired by right clicking them with a repair kit.
  • Fix shields breaking when damaged on block.
  • Fix multishot firing too many arrows when stacks are split between slots.
  • Fix tool tank modifying the input fluid, which breaks some other mods fluid handlers (its the annoying thing with fluid handlers, have to copy on input and copy on receive).
  • Workaround double jump not resetting under slowfalling by resetting it upon jump from the ground. Still won't reset if you leave the ground by other means.
  • Fix bulk quiver not respecting levels.
  • Fix invariant damage being too high, was not lowered when the rest of conditional modifiers were.

New modifiers

  • Added headlight - new compat upgrade for https://www.curseforge.com/minecraft/mc-mods/headlight
  • Added crafting table - new pants ability adding a crafting table to the UI.
  • Added workbench - miniature crafting table costing just an upgrade slot.
  • Added glowing to boots - places light when you walk into a too dark area.

Tweaks

  • Steel's trait is now slightly stronger, granting more durability and damage.
  • Lead and tungsten are now slightly higher stats to make up for the speed debuff.
  • Power now grants an extra 0.5 power on first level to match vanilla.
  • Removed sturdy as its redundant to ductile (sturdy is the old now unused iron trait).
  • Earth staffs have a bit less power to conserve fluid for certain fluid effects. They also use pickaxe style AOE.
  • Sky staffs have more durability. They retain circle AOE.
  • Ichor staffs now use veining AOE.
  • Enderstaffs now use cubic AOE, and have less block angle.
  • Tank is now allowed on any held tool and any armor, instead of an ever growing list of options.
  • Merged pathing and path maker; tilling and plowing; and the two modifiers named lightspeed. You shouldn't notice any notable differences.
  • Interaction modifiers now use steel instead of cobalt to apply.
  • Experimental: reduce melee and projectile protection from 10% to 8% due to how common these damage types are. Will further incentivize using the other types, or otherwise just charge a bit more to make full melee protection builds.

Creative Tool Crafting

  • Creative slot items are now applied by right clicking the tool with the creative slot.
  • Right clicking the creative slot with the tool will reduce the slot count.
  • Removed the recipe to apply creative slots at the tinker station.
  • Both of the above interactions require being in creative mode. As a result, creative slots are no longer usable outside of creative. If you wish to add a modifier slot as a reward, make use of our fantastic datapack features to add a modifier that you can configure with both limits and an interesting recipe.
  • Modifier crystals in creative can right click on a tool to apply the modifier.
  • Tools can right click a modifier crystal to remove the modifier.
  • Both modifier crystal interactions ignore slots and are creative only. Survival can continue to use modifier crystals to apply modifiers for a cost.

Misc

  • Added rotation controls to the Armor Stand preview by @paypur in #5316
  • Adjust placement of slime islands to be less gridlocked.

JSON

  • Introduce new stat copy module, used to migrate overlord to JSON.
  • Introduce new overgrowth module, to allow configuring overgrowth in JSON.
  • Modifier slot and inventory module now use the scaled level for their effect, rounding down at the end. This means if a slot module adds 2 slots, you will get 1 slot from half a level.
  • Fix Json Things added tools not supporting stack size larger than 1.

API

  • AOE iterators now use UseOnContext for parameter instead of many different parameters, and support being used to highlight blocks for right click usage.
  • Mark ToolFluidCapability.FluidModifierHook as deprecated as we discuss replacing it with a simpler API. See #5353 for discussion.
  • Added a simple tool forge energy capability, to allow addons using Forge energy to work together consistently. See ToolEnergyCapability for details on how to use it.

JEI

  • Added support for modifier lookup using modifier tags.
  • Fix alloy screen not having JEI lookup on fluids.

Full Changelog

v3.9.1.19...v3.9.2.34