Changelog
Additions
Refactored Eldrin Power. Addons from prior versions that use eldrin power may be incompatible. Existing 1.20.1 worlds will upgrade, but will need minor in-game adjustments to eldrin conduits. Read below for details.
Eldrin Conduits now have a UI that allows you to, per capacitor, control how eldrin power is shared
- Just you
- Same Scoreboard Team
- Same Faction
Public Conduits must be placed by a player in order to collect data required to share and provide power.Â
Conduits without this data will break themselves and drop as items.
- This will happen with older worlds, so make sure you're prepared for that and go pick them up and re-place them.
Only the player that placed the conduit can edit the share configuration UI, but anyone can view to check levels and permissions.
Eldrin Conduits now hold a small amount of eldrin power
- This makes them act kind of like batteries
Similar to the Lodestar, they can be turned off with a redstone signal, stopping all power transmission
They have a capacity, a charge rate, and a limit to how much eldrin power can be provided in a single operation
- A single block, in a single tick is my definition of a single operation
They will recharge over time from their owner's eldrin power network, with higher quality conduits holding more and charging faster ALL consumers will draw from this shared pool, meaning you can overdraw your conduits
There is no negative effect other than slow (or potentially no) power provision. No explosions, etc.
Eldrin Conduits now determine their range of provided power rather than consumers determining a search radius
Eldrin Conduits now register into a chunk capability, making search and responsivity significantly faster
Lesser Conduits burnout due to proximity has been removed
The capability for conduits to provide more than one kind of eldrin power has been added, though nothing has been done with it at this time
A block, block entity, block entity interface, and the gui is available in the API for addons to very easily add new conduits
- Block: EldrinCapacitorBlock
- Entity: EldrinCapacitorTile
- Interface: IEldrinCapacitorTile
- Gui: EldrinCapacitorPermissionsScreen
- Containter: EldrinCapacitorPermissionsContainer
- The block entity interface in the API for addons to add new blocks that consume eldrin power has been updated.
- Only minimal changes should be required.
- Interface: IEldrinConsumerTile
Constructs now have swimming animations
Improved construct water navigation
Added an event to the API for when spell reagents are calculating; this can be used to add or remove reagents from spells
Added 23 new methods to the API IContainerHelper to assist in moving items around and check for various M&A capabilities (such as rings of collection)
Improved tagging for damage types
Improved feedback for eldrin power consumption
Improved visuals on Ritual of the Flat Lands
Bug Fixes
Improved construct midair control, they should no longer launch themselves when stepping off of a small ledge
Soaked no longer spawns particles while the entity is still in water/rain/etc
Adjusted when the casting resources are requested to register
Fixed a dupe bug with the practitioner's pouch
Fixed some odd stacking issues with the practitioner's pouch
Fixed a bug in the API where a reference wasn't properly set, leading to crashes
Fixed material display in the inscription table and altar of arcana
Fixed pinned recipe rendering for several recipe types
Fixed an incorrect registration for the codex category on eldrin power
Fixed some texture issues within the guide book
Fixed a lang file issue with rote
Fixed a crashing bug with the eldrin altar
Fixed an issue with construct advancement predicates
Added loot table display for transmutation recipes
Fixed exigent charm charge limits
Fixed the occuluse background texture
Fixed fluid jug fluid rendering
Fixed item tooltips to properly display tiers
Fixed the transmute cantrip to again properly set a radius
Fixed aura enchants on the Runic Anvil
Balance Changes
Moved haste to T2
Moved invisibility to T3
Re-balanced and unified several buff effects. You should re-generate configs.
Most buff effects default to 30 seconds and can be increased to 600 seconds in 30 second increments
Most debuff effects are somewhere between 15 and 30 seconds to 180 and 600 seconds, depending on their overall power
Added optional reagents to the following components which when provided, allows them to become permanent when self-cast:
- Water walking (Wakebloom)
- Night vision (Fermented Spider Eye)
- Levitation (Tarma Root)
- Grow (Desert Nova)
- Shrink (Cerublossom)
- Leap (Slime Ball)
- Spider Climbing (Web)
- Swift Swim (Cod)
These optional reagents are not required for factions that can already make them permanent. Casting the spell again will remove the permanent effect, and does not require these reagents.