0.3.9
- Drink additions can now have decimals in their chemical definitions
- Specialty drinks now auto-load the amount of chemicals and all of the actions in their steps and will apply these when drank even if they aren't specified. Any chemicals specified will be added onto these
- REI Support for plain drink additions, to see all the items that can be added to drinks
0.3.6-8
- Fixed an error with REI caused by null problems :/
- Specialty drinks now give the correct empty glass/bottle associated with the base drink
0.3.4-5
- Datagen support for specialty drinks
0.3.3
- Codecs are now used for additions and specialty drinks, and Chemicals are now placed in an object named "chemicals" in the json to match the 1.20.4+ versions
- The "type" field in Specialty Drinks is no longer a thing, and "base" is now an object where you can define the base item for the drink
- This contains a "type" field and whatever other fields are required depending on the type
- "pdapi:item": The most common. Requires "item" which is an ID of the base item
- "plutoscoffee:brewed_coffee": Added by PlutosCoffee, Requires "coffee" which is the ID of the specific coffee type to match
- "teatime:tea": Added by TeaTime, requires "tea" which is the id of the tea type to match
- This contains a "type" field and whatever other fields are required depending on the type
Changes
- Moved Chemicals to its own mod to use it in other projects
- This is embedded in PDAPI still so there's no extra requirements
- Renamed IDs of Milk Bottle and Drink Workstation to match pdapi
plutoscoffee:milk_bottle
is nowpdapi:milk_bottle
plutoscoffee:coffee_workstation
is nowpdapi:drink_workstation
- Any items or blocks already in the world will be converted
Technical Changes
- When specifying chemicals in drink additions or specialty drinks, the Mod Id of the mod the chemical is from is required as well:
{
"caffeine": 10
}
is now:
{
"pdapi:caffeine": 10
}
Note about this release: Any drinks with additions will lose all of their addition data when coming from 1.20.4 or below because of Minecraft's introduction of the Item Component system. Specialty Drinks will also lose their data and will become
Uncraftable Drink
s
Additions
- Translations for Tags added
Changes
- Updated to 1.20.5 and 1.20.6 (Crying rn pain and suffering that was)
- The Drink Addition and Specialty Drink system has been moved over to custom Item Components (more info below)
- Just like Recipes have in this version,
OnDrinkSerializer
s andSpecialtyDrinkSerializer
s now useStreamCodec
s to serialize packets
Drink Components
Pre-2.0.1 (1.20.4 and below), Drink data (Additions, Coffee Type, etc.) was stored in a CompoundTag
under the key DrinkData
. In here there were elements like Additions
, a ListTag containing the IDs of the Additions added, or in Pluto's Coffee there was CoffeeType
in brewed coffee which stored the Roast of coffee.
Drink Data has been split into several different components. Drink Additions use the pdapi:additions
component, and Coffee Types in Pluto's Coffee use the plutoscoffee:coffee_type
component.
Basically, if you wanted to give yourself an item with preset additions, here's the difference between versions
1.20.4 and below
/give @s pdapi:example_drink{DrinkData:{Additions:["pdapi:ice","pdapi:milk","pdapi:sugar"]}}
1.20.5 and above
/give @s pdapi:example_drink["pdapi:additions":["pdapi:ice","pdapi:milk","pdapi:sugar"]]
0.2.20
Addition:
A test drink item that only appears in development environmentsChange:
Ingredient Sequences now display an arrow by the result in REIChange:
Ingredient Sequences now condense any of the same item in a row- Ex: (Ice, Milk, Milk, Honey) is now (Ice, Milk x2, Honey)
Change:
The ingredient limit for Specialty Drinks is tested after condensing ingredients- Basically it condenses the ingredients first then tests if it is over the 15 limit
Fix:
Ingredient Sequences with 10+ ingredients now display their recipes in REI correctly
0.2.19
Change:
Specialty Drinks now have specific serializers that determine how they are loaded (no effect on gameplay)Addition:
Extension Mods can add new specialty drink serializers (used in teatime)
Additions
- With Farmer's Delight installed, you can add pumpkin slices to drinks (Pumpkin Spice Latte time)
- Milk bottles supplied by other mods (specifically FD) can be used to add to drinks
- Added Specialty Drinks!
- These are special drink recipes (REI compat included) that require a certain base drink and a series of additions to get. These can offer some extra benefits for following the recipe.
- Drink mods come with some pre-defined drinks, however others can be added via datapacks (in the
data/namespace/specialty_drinks
folder) - These are limited to 15 steps (additions). If your drink requires more, cool it on the customization that's a bit excessive
- Names can either be defined in the
.json
file or by using a resource pack with translations
- Mods that use PDAPI as a dependency can now add their own Chemicals (added specifically for TAOB to add Alcohol)
- A
BaseConfig
class for extension mods that provides some utility functions for saving and loading configs - Added Datagen utils for Drink Additions and Drink Workstation Recipes
- Added a simple fluid storage class for a storage that can only hold a specific amount of a specific type of fluid
Changes
- Drink Additions no longer require a resource pack for name translations, names can be added directly to the
.json
file - Milk can now be added to any drink (including lattes even though their base is milk)
- Certain items can now be used as an "in progress" item, meaning you can start with a base item and once you add something to it it becomes a different item (Added for TAOB to turn Glass bottles into mixed drinks)
- Amount of chemicals in a drink are now only shown in the Creative Tab or if Advanced Tooltips is on
- Completely reworked how
OnDrinkAction
s are used in code and how they are serialized from datapacks (no changes to datapack format or to syntax)
Additions
- Added the command /drink
- This is currently only used for caffeine modification, and will be used for server specific config later
- Syntax:
Getting your caffeine (available to all players)
/drink caffeine get
returns the amount of caffeine currently in your system rounded to the nearest integer Getting a specific player's caffeine (available to operators)/drink caffeine get <target>
returns the exact amount of caffeine currently in the target's system, down to the decimal Setting a player's caffeine (available to operators)/drink caffeine set <target> <amount>
sets the target's caffeine to the specified integer
- Added new Game Rules (These will become Config options later):
- doCaffeineOverdose - whether or not the Caffeine Overdose effect is applied to players with Caffeine over 3000mg (Default: true)
- caffeineVisibleToNonOps - whether or not all players can use
/drink caffeine get
to see their exact caffeine amount (Default: true) - caffeineDamageMultiplier - how much health to take away per tick when someone has the Caffeine Overdose Effect (Default: 1)
- lethalCaffeineDose - amount of caffeine that is considered lethal (Default: 3000)
Changes
- Caffeine level effects from PlutosCoffee 3.0-beta.1 are now part of PDAPI, and are as follows
- 100mg: Speed I
- 150mg: Haste I
- 450mg: Speed II
- 500mg: Jump Boost I
- 600mg: Haste II
- 700mg: Jump Boost II
- 3000mg: Normal Caffeine Overdose
- In addition to above, you now receive Hunger at 300mg and (if Dehydration is installed) Dehydration at 400mg
- Drink Additions can now specify a
weight
parameter in their json file which will override an existing addition with a lesser weight - The Milk Bottle is now compatible with the one from Farmer's Delight, and crafting the PDAPI Milk Bottle is disabled when Farmer's Delight is installed so there aren't any recipe conflicts (Still obtainable through milking cows directly)
Fixes
- Workstations can once again be broken faster by axes
- Workstations can be crafted again
- Milk Bottle and Milk Buckets From Bottles can be crafted again
- Clients are now properly informed of custom drink additions
- Trying to open a workstation screen on a dedicated server no longer crashes the server