
tetra
Modular tools, weapons and equipment. Exploration and ancient technology.
1.4M
531
Fixes:
- fixed incorrect attribute calculations for abilities
- fixed cooldown being incorrectly triggered for secondary abilities
- increased width of schematic title in detail view to fill full width
Technical changes:
- replaced vanilla tooltip attributes
- fixed inverted tooltip stats showing double signs
Fixes:
- fixed trim names not showing up properly in item tooltips
- fixed machetes being overly weak when breaking blocks tagged as swordVeryEfficient or swordInstamine
- fixed rounding issue for attributes, caused stat diffs to show up when there were none
- fixed stray pixel in crude shortblade
Technical changes:
- made it possible to add/override item tooltip stats
- added ignoreBase and ignoreBonuses fields to attribute_addition stat getter
- added ignoreBonuses to attibute_multiply stat getter
- changed to only load shield model geometry from the tetra namespace
Fixes:
- fixed attributes being present when they should not
- fixed log spam from command effects
Changes:
- tweaked turtle shell stats
- tweaked shulker shell stats
- added mangrove root material
- added mangrove wood material
- added azalea root material
- added flexmesh to materials view
- changed stats for hide, leather, shulker shell and turtle scute materials
- changed leather color
Fixes:
- fixed module material crafting requirements not working properly
- added arrested modifier for creative inventory obsidian hammer
- fixed material names not working properly for some modules (containing slashes in keys)
Technical changes:
- overriding schematics with requirements no longer removes the requirement
- added stat getters for only getting flat or multiplier modifiers for an attribute
- multiply stat getter now shows if all of its children should show
- add stat getter now shows if any of its children should show
- added "tetra:is_item" stat getter
- added "showNegative" field to effect stat getters, causing bars using them to show despite negative values
- added signed versions for all stat formatters (always shows +/- before the numerical value)
- changed how and + or stat getters return values
- changed available textures for skins
- added translation entries for overriding improvement texts in holosphere the material UI
- added roman numeral stat formatter
Changes:
- unstable power now grows more unstable as its duration and/or amplifier increases
- changed efficiency treatises to have a chance to reduce materials used by more than 1 (and to 0)
Fixes:
- fixed crossbow projectiles not going in the correct direction for high velocity projectiles
- fixed hammer treatise not working
- fixed cleanse can no longer trigger destabilization effects (again)
- fixed missing tool tier requirement for forged blocks (cred: yiran1457)
- multiblock schematic outline not working properly in multiplayer
- fixed tool action ingredient not deserializing properly
Technical changes:
- ModularLooseProjectilesEvent now fires for crossbows (will replace with a new event later)
- ModularProjectileSpawnEvent now fires for arrows shot with crossbows (will replace with a new event later)
- added missing fields to stat bar json schema
- added tag 'sword_instamine', tagged blocks can be instamined with tools providing the 'cut' tool action (works like bamboo)
- added tag 'sword_very_efficient', tagged blocks break very easily with tools providing the 'cut' tool action (works like cobweb)
- fixed crash when applying the suspend effect to a non-player entity
- fixed datagen causing NPE
Changes:
- Updated russian translation (thanks Quarkrus!)
Fixes:
- removed non-functioning chaotic destabilization effect
- fixed imprint effects not affecting damage
- fixed exiled and heroic imprint mining crash
- fixed being able to swap the toolbelt item out of place in the toolbelt screen
- fixed storage and quickslot toolbelt inventories ignoring nbt when quick storing
Technical changes:
- improved logging for modifier effects
- added hit damage modifier effect type
Fixes:
- fixed compat issue introduced in 6.10.0
Changes:
- reworked and re-added destabilization effects
- added advancements for enchanting and destabilization
- buffed efficiency gain from quality improvement
- changed visuals for the bleeding effect
- made thrown modular items glow after not being picked up (and chunk loaded) for an hour
- increased magic capacity use for enchantments (from minCost + maxCost / 2 to minCost + maxCost)
- tweaked tool icons to make prying more apparent
Fixes:
- fixed holosphere animation issues
- fixed some incorrect localization entries
- prevented players from placing holospheres with faulty nbt (and fixed crash caused by looking at holospheres with faulty nbt)
- fixed text color issues in some tooltips
Technical changes:
- holosphere entries are now datadriven (or resource-driven rather)
- added "tetra:on_use" item effect trigger
- added random and count fields to find blocks item effect outcome
- fixed position vector provider origin field not being optional
- Added spawn entity item effect outcome
- added crafting effect outcome for spawning blocks
- added spawn entity crafting effect outcome
- added lightning strike crafting effect outcome
- added lingering potion cloud crafting effect outcome
- added explosion crafting effect outcome
- added spawn_sculk crafting effect outcome
- added active field to crafting effects, can be set to false to stop the effect from triggering directly
- added 'references' field to apply_list crafting effect outcomes
- added isRiding field to item effect entity condition
- added "bookEnchantmentSchematic" feature flag, can be disabled in the config to prevent tetra table book enchanting
- added clamp stat getter
Changes:
- added ability to preview locked schematics in the holosphere
Technical changes:
- made it possible to omit the stats and formatters fields for stat bar tooltips when no data is to be displayed in the tooltip
- fixed apply hit effects for bows inverting attacker and target
- improved error logging for stat bars, stat indicators & stat sorters
Changes:
- moved honing above temporary schematics in sorting order
- reduced the number of ruined pieces in a ruins schematic to 1/4th (was 60%)
Fixes:
- fixed faulty thermal cell tooltip
- fixed aspect button tooltip crash
- fixed efficiency, piercing and tier hones not working properly for unbounch earthpiercer
- fixed warforging improvement being applicable when already present
- fixed crash related to resource loading
Technical changes:
- fixed missing slot crafting requirement
- fixed throwing knife referencing incorrect improvement directory
- multiblock schematics now also provide a crafting effect with the same id as their schematic
- the forged workbench now provide a "tetra:"forged_workbench" schematic and effect when used neonenene
Fixes:
- fixed mob effect item effects not working
Technical changes:
- added ambient, visible and showIcon flags to mob effect item effect outcome
Fixes:
- removed transparent pixel from crude short blade texture
- fixed damage stat bars not showing
Technical changes:
- changed the 'tetra:apply_hit_effects' to also trigger for bows and crossbows
- added item effect outcomes and providers for dealing with entity properties
- added item effect outcomes and providers for dealing with persisted entity data
- added number provider for different types of time values
- added canFreeze, isFreezing and isFrozen fields to the entity item effect condition
- updated json schemas (incorrect type for default tooltip getter, missing replace field for crafting effects)
Changes:
- nerfed amethyst sockets
Fixes:
- hopefully fixed null issues with the forged container
- fixed scrolls not dropping when broken by water
- fixed save/world screen crash when some other mods are present
- fixed gild scroll advancement not triggering
- fixed holosphere concussion scanning triggering incorrect advancements
- fixed issue where tetra items could be merged in a grindstone
Technical changes:
- added datadriven item effects
- added datadriven stat sorters
- added datadriven statbars
Changes:
- added chinese translation (cred: Haiyanbaka)
Fixes:
- fixed reaching effect tooltips displaying lower values than what was actually used
- ruins can now spawn in modded mountaineous biomes
- fixed thrown bucklers covering the screen
- fixed "open toolbelt" ignoring modifiers?
- fixed quality improvement not applying the appropriate stats
Technical changes:
- added tool action ingredient
- stopped handheld tetra items from being consumed when used in regular crafting (also gains honing progression and takes durability damage)
- the tetra command can now be run directly on items that can be converted into a tetra item
New features:
- sickles with silk touch will now ignore crops that are no fully grown, and replant harvested crops
Changes:
- jab now swings even if it misses a target (and triggers cooldown, and some other effects)
- reduced efficiency and speed for sickles
- reduced efficiency for machete
- re-added cherry wood, but for vanilla cherry
Fixes:
- fixed sickles not breaking crops
- fixed holosphere map not rendering properly
- fixed extractor module advancement not triggering
- added missing localization for pristine amethyst
Technical changes:
- made it possible to define new types of modular items through data
Changes:
- replaced all pristine gem textures (cred: rappenem)
- added pristine amethyst, found in tetra geodes
- reworked workbench visuals
- added aspect info to module details view
- changed sweeping strike drain: now drains 0.5 at a minimum rather than adding 0.5 to drain for each block
- efficiency honing for stonecutters to start out stronger (still hits 15 at rank V)
- the cobblestone material should now better match modded cobblestone
Fixes:
- fixed sweeping strike not alternating direction without truesweep
- fixed how reaching affects sweeping strike to align with tooltip (reduced the entire drain, not just drain from block hardness)
- added expanded tooltips for medial, lateral and axial limiters to explain what that actually means
- fixed spearheads accepting tool enchantments
- fixed looted stonecutter not being repairable with scrap
- clicking outside the holosphere filter button now blurs the input
- fixed holosphere material icons rendering in front of text (again?!)
- fixed typo in spearhead serrate hone schematics
Technical changes:
- added ModularLooseProjectilesEvent, fired before bow spawns projectiles
- added ModularProjectileSpawnEvent, fired for each projectile spawned by bows
- renamed all aspects from camelCase to snake_case
- moved chthonic extractor hammering config option to feature flag
- put multislot schematics in a working state
- moved some localization entries
- fixed multislot modules defaulting texture namespaces back to tetra
- fixed source information merging in the wrong direction
- fixed schematic module requirement not matching the material field
- fixed long and recurve bow not picking up improvements from their respective improvement folder
- added schematic requirement that's always false
- added feature flag system, with schematic support
- removed a bunch of old, unused config options
- fixed materials not transferring aspect data to modules
- tool action icons are now datadriven
- rearranged minor module glyphs
- moved stat indicators to glyph sheet, resized to 8px
- split several aspects, changed aspects for lots of modules
- added rarity field to module data
Changes:
- added source display in the schematic gui
Fixes:
- fixed incorrect dependency on mutil
Fixes:
- added missing localization for extractor limiter tweaks
- fixed placed holosphere missing block name for mods that display that
- added core extractor pipe to creative inventory
Technical changes:
- added nbt outcome for crafting effects
- added module requirement for crafting effects
- added crafting effect outcome for conditionally choosing between sets of outcomes
Changes:
- updated to 1.20.1
- move most mod compat into a separate mod
- pristine sockets can now be repaired using regular gems (with increased xp cost)
- tweaked hardness for most fibre materials
- most modules that cost experience to craft now cost experience to repair (in addition to possible magic instability costs)
- bleeding now bypasses armor and iframes
- added source display in the schematic gui
- tweaked creative tabs
Fixes:
- added missing localization for rod materials
- fixed incorrect armor pen for tempered heavy blades
- fixed several issues relating to the holosphere sorting button
- tweaked serrate tooltip
- fixed modules settling not updating integrity until cache reset
- fixed crafted toolbelt having the wrong strap variant
- the tooltip for replacing the next module in the repair cycle no longer shows when the item has full durability (matches the underlying behavior)
- fixed rack advancement not working
- added missing localization for the holosphere block
- fixed tops of shafts and rooms in ancient ruins ending abruptly
Technical changes:
- cheesed in module dependent tags
- improved logging for faulty replacement data
- added datadriven block predicates for determining unlocks
- module textures now need to be placed within textures/item/[modules] (rather than textures/items/[modules])
- expect significant technical changes moving forward, if you make modpacks or addons and want to be kept in the loop please send me a DM
Fixes:
- fixed faulty and missing localization entries for ancient schematic content
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