Added
- Configuration setting to enable/disable fire aspect being able to ignite unlit variants
- Configuration setting to enable/disable lit variants extinguishing when stored in containers
- Ability to extinguish lit variants in storage containers
Fixed
- Items enchanted with fire aspect not igniting unlit campfires, torches, and lanterns
Changed
- Updated TODO list
- Updated README
Added
- Added new caretaker functionality. Extinguishables will no longer extinguish within a configurable z by z by z box around any entities defined in the new
caretakers
EntityType tag. By default this includes: illusioners, pillagers, villagers, vindicators, wandering traders, and witches. Villages and pillager posts should no longer go dark to simulate entities taking care of their properties. - Unlit campfire texture resourcepack that integrates visually with LambDynamicLights (resourcepack is enabled by default).
- Added new performance mods locally for use when testing builds to ensure compatibility. Includes Sodium, Lithium, Noisium, c2me, ScalableLux, and FerriteCore. They may not always be available when building new releases.
Changed
- Reduced time need to complete automated gametests.
- Updated dependencies.
Added
- Using (i.e., right-clicking) unlit items in hand while looking at fluids ignite the item
- Splash water potions can extinguish torches when thrown onto them
- Ability to ignite unlit blocks with items enchanted with Fire Aspect
Changed
- Refactor ignition system to support igniting unlit items in hand by looking at a block with adjacent hot fluids
Added
- Support for Quilt mod loader.
- Soul torches and lanterns can extinguish when exposed to water.
- Items within the item tags
#torch_igniters
,#lantern_igniters
, and#campfire_igniters
that are damageable will automatically be damaged by 1. - Recipe to extinguish torches and lanterns with water bucket.
- Setting to enable/disable items extinguishing in players' inventories.
- Quiet flame sound when igniting torches, lanterns, etc.
#lantern_igniters
block tag. Lanterns can be ignited by right-clicking torches.- Flint and steel as an ingredient for crafting lit torches. Damages flint and steel by 1 when used in crafting grid.
- Implemented
TotallyLitEntrypoint
for developers to register their own custom lit and unlit light sources (i.e., torches, lanterns, and jack o'lanterns) that then Totally Lit can automatically handle igniting, extinguishing, etc, for. - Unlit jack o'lantern.
- Light sources no longer extinguish near villagers.
Changed
- Adjust default burn duration for all light sources to 16,000 ticks to slightly increase the difficulty.
- Rewrite most of the code base to adopt the new system that supports third-party blocks, items, provided by other developers instead of hard-coded values.
- Simplified a lot of code.
- Migrate to datagen for loot tables and tags.
- Update README.
Removed
- Hard-coded loot tables and tags.
- Most
Block
classes in theblock
package as they were no longer needed.
Developers can now add support for Totally Lit. First, implement TotallyLitEntrypoint
:
package your.example.mod;
import io.github.realguyman.totally_lit.api.TotallyLitEntrypoint;
public class ExampleModTotallyLitImpl implements TotallyLitEntrypoint {
@Override
public void buildMap() {
addTorch(ExampleModBlocks.TORCH, ExampleModBlocks.UNLIT_TORCH);
}
}
Then, register the ExampleModTotallyLitImpl
entrypoint under totally_lit
in your fabric.mod.json
:
{
// ...
"entrypoints": {
// ...
"totally_lit": [
"your.example.mod.ExampleModTotallyLitImpl"
]
}
// ...
}