NeoForge 1.21.1 (and 1.21) port! Lots of internal changes: expect bugs!
### Known Bugs/Issues
- Wielder effect traits requiring a full suit of armor (e.g. Flame Ward) do not work
- Lots of balancing needs to be done, especially with the new synergy calculations
### Added
- Maces
- Necklaces
### Removed
- Legacy mixing. A new mixer block will be added later to replace this feature.
- Materials and gear items no longer have a "tier" property. Repairs can currently be done only with an identical material, but I'm working on some options to allow more flexibility.
### Changed
- Stats have been replaced with "properties." Properties can store just about any type of value, not just numbers.
- Most are still simple number properties
- harvest_tier is a unique object now
- Traits are now stored in a traits list property
- Traits now contain a list of "effects" which determine what the trait actually does. This allows one trait to have multiple functions.
- Synergy calculations have been changed. Material categories now have the biggest impact, with rarity having a small impact. Expect further tweaking/changes.
- Compound materials are officially called "alloys" now.
- Material JSON format has changed substantially. Old data packs are NOT compatible.
- Lots of code refactoring/renaming, with more to come
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }