1.5
Compatibility
Changes
What's Changed
- Merge changes from main into dev by @Gamingb3ast in https://github.com/Gamingb3ast/blacksmithTweaks/pull/18
- Add zh_CN.lang by @Omgise in https://github.com/Gamingb3ast/blacksmithTweaks/pull/11
- Update 1.5 (Wow this is a lot) by @Gamingb3ast in https://github.com/Gamingb3ast/blacksmithTweaks/pull/22
Fixes:
Bug where the default effects would override any config changes to the default configs. Fixed issues: #21 #19 #16 #15 #13 Completely fixed the fear effect crashes and bugs (99% sure this time) Fixed multiple crashes Fixed typo (x36) Optimized the amount of memory item data took up Fixed improper calculation of poison chance Fixed vanilla anvil considering the item as previously renamed due to the use of the display tag. (Meaning anvils don't eat extra XP anymore) Fixed anvil names not being kept on buffed items
New additions
Added translation support for everything (including buffs and effects) Added Chinese Lang (Credits to @Omgise) Made default config use lang files for names Backhand support added (Both normal and GTNH fork) Arrow buffs are now inherited from the bow Added API for other mods to utilize Added support for deprecated data (so players can use old worlds safely) Added wildcards to the whitelist and blacklist (Example in config) Added metadata support (Example in config) Reworked swift and slow effects to be attribute based rather than potion based (meaning you can get much finer tuned speed) Fixed swift and slow FOV effects being overly dramatic Added config for the FOV effects strength Added weighted random chance for effect selection.
Minor Changes
Added back Durable to the effects config Refactored all incorrect usage of the term buff and effect.
Classified as:
Buff -> A buff is the change: Speed, durability, etc.
Effect -> The effect is the cause of the buffs: Agile, Nimble, Rusty, Perfect, etc.
Reworked most potion based effects to not be potion based anymore. Properly (probably) added DummyCore as a dependency Removed redundant tags (they're also removed from existing items) Updated config comments.
Backend changes
Added more util methods Switched to GTNH buildscript Complete backend rework. Rewrote all backend systems to utilize the new API Completely reworked item naming and localization. Created a buff enum to be used in all buff logic and storage Rewrote NBT data to be stored in a byte array rather than a string (much much smaller on the memory) Created an effect API for setting, getting, creating effects, getting specific or random effects and item manipulation. Revamped the Fear effect to be a completely separate AITask type.
New Contributors
- @Omgise made their first contribution in https://github.com/Gamingb3ast/blacksmithTweaks/pull/11
Full Changelog: https://github.com/Gamingb3ast/blacksmithTweaks/compare/1.4.2...1.5
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:tzNkNbx6:HJVgjBLp"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tzNkNbx6:HJVgjBLp"
}

