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Моды/Farmer's Delight
Farmer's Delight

Farmer's Delight

A cozy expansion to farming and cooking!

15.6M
4.0K
Все версииFarmer's Delight 1.3 - 1.20.1

Farmer's Delight 1.3 - 1.20.1

Release6 дн. назад

Список изменений

1.3.0

Additions

  • New items:
    • Onion Soup - A simple dish made with Onions, Milk and Bread;
  • New blocks:
    • Gleaming Salad - A salad that shines like a Lush Cave! Made with fresh Glow Berries and a rich selection of vegetables, it will (literally) illuminate your dinner table;
    • Rope Fence - A thin and sleek flavor of fence, complete with its own Rope Fence Gate!
      • Crafted by replacing planks with rope in the standard fence and fence gate recipes;
    • The Basket has gained a wooden variant, made with Sticks instead of Bamboo! It functions exactly the same as the existing Basket:
      • This was done to make the block easier to obtain; Bamboo has unpredictable/unreliable world gen conditions, so locking it behind this material felt pointless;
      • The old Basket has been renamed to Bamboo Basket, and can still be crafted, using Bamboo instead of Sticks;
      • Both blocks can be salvaged for Canvas and scraps on the Cutting Board, using an axe;
  • Pumpkin Pie can now be placed as a block, like the other pies!
    • By default, it is placeable without secondary action. A config exists to require sneaking, if preferred;
  • Farmer's Delight now has a native EMI plugin! (thanks, ChrysanthCow!)
    • It works similarly to the built-in JEI plugin, but offering compatibility with EMI's unique features, such as chances and recipe trees;
    • With it, tags have been integrated into translation files. Both JEI and EMI now use them to display tags in-game.
    • Default recipes have been configured for most FD recipes. I'll try to keep this updated for pack makers, but I may forget now and then.
  • New block tags:
    • farmersdelight:planted_from_below: Plants which are rooted beneath the soil, rather than above. Includes Cave Vines;
    • farmersdelight:feasts: Blocks which represent a placeable feast;
    • farmersdelight:pies: Blocks which represent a placeable pie;
  • New item tags:
    • farmersdelight:snacks: Items which represent a multi-ingredient food which doesn't need a container (backported from 1.21.1);
    • farmersdelight:sweets: Items which represent sweet prepared foods, usually desserts;
    • farmersdelight:pies: Items which represent a whole pie;

Updates

  • The Cutting Board has been redesigned:
    • It can now hold a full stack of items, instead of one at a time. This allows players to process their stacks in half the time it took before;
    • If the board's stack isn't full yet, players can top it up with more items;
    • When cutting, the status bar will show how many items are left on the board;
    • Comparator signal will now be based on the fill percentage for the item's max stack size;
    • All off-hand interaction has been removed. Placing, removing and processing items is done entirely with the main hand;
  • The Nourishment effect has been updated:
    • The effect will no longer pause to consume hunger, only saturation. This means Nourishment can grant indefinite slow healing, so long as the bar itself is full;
    • Players are now able to "always eat" when under Nourishment, letting them get more saturation to rapid-heal if they want;
  • The Comfort effect has been retired, as Nourishment now fulfills its role:
    • All foods which previously granted Comfort now grant an equivalent amount of Nourishment instead;
    • The effect is still registered in-game to avoid add-ons breaking, but it will be removed in the next major/minor version of the mod;
  • The Skillet's handheld functions have been updated (thanks to MehVahdJukaar, ChrysanthCow and the Refabricated team!):
    • The Skillet can render foods in handheld mode again;
    • When cooking handheld, the durability meter will become an orange "frying meter", showing you the cooking progress;
    • When cooking handheld, you can press the "Attack" button to toss and flip the food inside the skillet. This has no gameplay effect, it's just for fun!;
  • Rich Soil can now boost plants which are planted_from_below:
    • Any bonemealable plant tagged as such will only receive boosts if planted below Rich Soil. Otherwise, they will only be boosted from the top side;
    • Rich Soil prioritizes boosting a plant above before boosting a plant below, so the bottom plant will only be chosen if the one above cannot be boosted further;
  • Tomato crops have been updated:
    • Instead of a blockstate, grown tomato vines are now divided between tomatoes (old block) and tomatoes_on_rope (new):
      • This was done to fix broken behaviours with vanilla bees, modded autofarming solutions and other things. It should be more resilient to bugs now (hopefully)!;
      • Existing tomatoes with ropelogged=true will have a "pale" appearance, and convert into tomatoes_on_rope on random ticks;
      • Ropes left behind by tomatoes_on_rope should now properly update their connections when placed;
    • The crop no longer uses the standard growth speed checks of CropBlock, which was slowing down hanging vines. They grow at a fixed rate now, regardless of height;
    • Applying bone meal to a mature tomato vine (sneaking, rich soil etc) will pass the boost to the vine above it, if possible;
    • Tomato seeds can now be planted on any farmland block;
  • Rope has been updated:
    • When placing Rope horizontally, it will try to connect to any solid faces horizontally, but won't reattach if they're modified;
    • When placing Rope vertically, or when deploying it from one spot, it won't connect to side faces (loose rope), except for other ropes and bars;
  • Feasts and Pies have been updated:
    • All Feast models received a visual update, with new textures/models, proper cullfaces and UV optimization;
    • They will now emit crumb particles when taking portions from them;
    • They now have more precise hitboxes, matching their shapes as they are consumed (thanks, TheGridExpert!);
    • They now require a fully solid surface to be placed on, instead of floating over blocks like Cakes;
    • They now have "Placeable" in their tooltip, to better indicate their role;
      • Pumpkin Pie will say "Placeable when sneaking" if the sneak-to-place config is enabled;
      • Skillets will also display the above tooltip;
  • Wild Crops have been updated:
    • Wild Tomatoes now checks for the farmersdelight:terrain tag when generating;
    • Wild Rice now checks for the minecraft:dirt tag when generating;
  • The following recipes were updated:
    • Kelp Rolls now accept any forge:vegetables (1.20.1) or c:foods/vegetable (1.21+) as filling, instead of just Carrot;
    • Vegetable Noodles now accept any mushroom;
    • Dog Food can now be prepared with any forge:raw_meat (1.20.1) or c:foods/raw_meat (1.21+), both of which exclude raw fish;
    • Hoes can now pry blocks out of vehicles (Minecarts and Boats) on a Cutting Board;
    • Cutting recipes now check for both a tag and a "tool action" (1.20.1) or "item ability" (1.21+), broadening compatibility with modded tools;
    • Cutting recipes where you "salvage" items are now condensed together, making the Cutting recipe list less bloated in item viewers:
      • Wood furniture salvaging became a single <wood>_furniture recipe, includes several new items, and has a 75% chance to return a unit of that plank type;
  • Knives now have tool actions (1.20.1), or item abilities (1.21+):
    • knife_dig: Checked together with the forge:tools/knives tag for crafting (Cutting Board);
    • knife_harvest: Checked together with the farmersdelight:tools/knives tag for gameplay actions;
  • All sounds in FD should now have accurate subtitles. Recently added:
    • food.take_portion: Used when blocks provide food when used (Cooking Pot, Feasts etc);
    • food.slice: Used when sweet food blocks, such as Pies, are sliced with a Knife;
  • Farmer Villagers can now detect Rich Soil Farmland as a valid point of interest for crop harvesting (thanks, MehVahdJukaar!);
  • Mushroom Colonies can now be snipped all at once when using a Knife on them;
  • Stoves now only inflict burn in a small "grilling area" on top of them; the edges are safe to step on;
  • Zombies and Illagers now have a very small chance of dropping an Onion when killed by a player, similar to Carrots and Potatoes;
  • Cats can now be tamed with Salmon Slice and Cod Slice;
  • Various block and item textures were retouched here and there;

Fixes

  • Fix container items spilling into the ingredient slots when shift-clicking an excess amount into the Cooking Pot's container slot;

Removals

  • The following tags have been removed:
    • cabbage_roll_ingredients: Replaced by an array of equivalent tags: raw_meat, raw_fishes, mushrooms and vegetables;
    • offhand_equipment: Deprecated with the new Cutting Board mechanics;
    • wolf_prey: Replaced by forge:raw_meat when making Dog Food;

Translations

  • Updated:
    • id_id (thanks, barabestfriend!);
    • zh_cn (thanks, Artoria2e5!);
    • zh_tw (thanks, DEEMsss!);

Technical

  • Added data generation for most things which were still manually written (thanks, GizmoTheMoonPig and Abbie5!);
  • The Stove now has a pair of "abstract" classes, which are extendable for defining your own stove (thanks, LordFirespeed!);
  • All models have been standardized, cleaned up and optimized across the board:
    • If you make a resource pack for FD, you may have to update to conform to these changes;
  • FD's internal recipe builders have been updated, and should now be more usable for add-on developers:
    • They now implement RecipeBuilder, which standardizes several methods in regards to file saving and naming (thanks, Lance5057!);
    • Added setNamespace(string) to both builders, to allow users to specify a custom namespace (mod ID) for the recipe. Use it if the result isn't registered under your mod ID;
    • The save(consumer) method override no longer hardcodes FD's mod ID in the recipe. Instead, it will use either the result's namespace by default, or a value set through setNamespace(string);
      • Thanks to LordFirespeed for helping me realize the issue with the method override!;
  • FD's recipes now call for assemble() in most places, allowing extenders of most workstations to use the inventory when creating their result (thanks, ColonelPanic!);
  • Cutting recipes now accept arrays of ingredients in the tool field (thanks, BobVarioa!);
  • ConsumableItem's constructor now defaults the hasFoodEffectTooltip parameter to true, as nearly all cases in vanilla FD had it enabled. This may affect add-ons which do not explicitly set it;
  • Food blocks, such as Pies and Feasts, now have new class overrides for when their VoxelShapes can rotate horizontally (thanks, TheGridExpert!):
    • RotatedFeastBlock is an extension of FeastBlock for feasts with directional consumption shapes. You provide an array of shapes, and ShapeUtils will calculate and cache rotations for them;
    • If your feast's hitbox does not change horizontally as servings are taken (example: Stuffed Pumpkin), you can still use FeastBlock.
  • The following model files were renamed, to make it clearer they're meant to be templates:
    • bush_crop -> template_bush_crop
    • crop_cross -> template_crop_cross;
    • crop_with_rope -> template_crop_with_rope;
    • pie -> template_pie;
    • pie_slice[1-3] -> template_pie_slice[1-3];

Файлы

FarmersDelight-1.20.1-1.3.0.jar(2.97 MiB)
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Номер версии

1.20.1-1.3.0

Загрузчики

Forge
NeoForge

Версии игры

1.20.1

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11.8K

Дата публикации

6 дн. назад

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