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Changelog Draft

KnightMiner edited this page Mar 5, 2026 · 43 revisions

Mantle

Last updated: 1.11.104 release

1.20.1

Last updated: https://github.com/SlimeKnights/TinkersConstruct/commit/b5dcbe97909bee53161bee9bb15a8871ba187ec2

Tools

  • Improve performance of dropping indestructible tools.
  • Allow any damage type that bypasses invulnerability to kill indestructible tools.
  • Allow dyeing plate armor, which changes the color of the maille.
  • On tools with 2 heads that have distinct durability values, repair now uses the largest instead of the first.
  • Remove the nose guard on slimeskull helmets, so we can see more of the skull.
  • Fix missing material textures for cast fishing rod reel (#5591).
  • Fix thrown tools not updating their appearance when something changes on hit (#5584).
  • Fix longbows not rendering the broken override when firing broken tools.
  • Fix tools storing inventory out of order, causing some inconsistencies with modifiers such as bulk quiver.
  • Fix swapped recycling recipes on earth and sky staffs (#5634)

Slimeskull

  • Allow swapping skulls by crafting a skull item with the tool.
    • This notably conflicts with the recipe for recapitated/draconic, so applying recapitated/draconic on a slimeskull now requires an extra slimeball.
    • As part of skull updates, some skulls may have changed "materials". So you may need to swap to return to the desired type.
  • Piglin slimeskull now wiggle the ears as you walk.

New Skulls

  • Added dragon slimeskull:
    • Crafted from enderslime on a dragon head.
    • Trait is dragonheart, which caps damage taken to max_health - 2 * level after armor.
    • Effectively means you cannot be one shot from mostly full health.
  • Added venombone slimeskull:
    • Crafted from venom on a skeleton skull, before applying the slime.
    • Trait is magic bones, which makes you immune to Venom I and apply it on your ranged attacks.
    • Protects you from blazing bone projectiles!
  • Added blazing bone slimeskull:
    • Crafted from blazing blood on a wither skeleton skull, before applying the slime.
    • Trait is flaming bones, which makes you immune to Conductive I and apply it on your melee attacks.
    • Protects you from blazing bone projectiles!
  • Added necronium slimeskull:
    • Crafted from uranium (compat) on a wither skeleton skull, before applying the slime.
    • Trait is decayed bones, which makes you immune to Wither I and apply it on your melee attacks.
    • Protects you from blazing bone projectiles!
  • Added knightmetal slimeskull:
    • Crafted from a knightmetal fluid cannon (which is made from mob drops!)
    • Trait is spitting, which works just like staffs except uses the helmet keybind.
    • Will not get as strong as a staff, but doesn't require your hands.

Skull Trait Rework

  • Zombie now grants resistance to undead (consecrated) instead of copying fire.
  • Drowned now grant more air time underwater (respiration) instead of melee air stealing.
  • Wither skeletons now grant rebuff, which restores 50% of health loss on hit (after armor)
  • Spiders continue to grant boon of Sssss, boosting duration of positive effects. Now reduces effect of positive effects on removal instead of removing affected effects.
  • Cave spiders now grant balm of sssss, which reduces duration of all negative effects.
  • Stray now grants slow bones, which both applies slowness to arrows and grants immunity from Slowness I.
  • Blaze now grants fireborn, which makes you immune to damage from being on fire and makes your melee and ranged attacks cause fire.

Modifiers

  • Restore previous behavior of padded affecting all sling behavior instead of just knockback. Other behaviors remain the same:
    • Velocity still only scales power of slings.
    • Knockback resistance and ricochet still only scale the knockback of flinging and springing.
  • Tanned no longer consumes 2 durability when stacking modifier effects such as thorns, enderporting, or necrotic.
  • Modifiers now have the ability to bypass reinforcements, extra durability bars, and tanned.
    • Notably, glowing now bypasses overslime, frostshield, and reinforcements.
  • Tweak recipes for sling modifiers (flinging, springing, bonking, and flinging) to use different types of vines.
  • Revert pierce to -1 armor per level, as -2 turned out to be too strong. The effect remains a duration though instead of instantaneous.
  • Make harvest and glowing have a priority of 100, so modifier sorting can prioritize them.
  • Blunted tools now squeak if attempting to melee a target.
  • Reflecting on shields now costs an upgrade slot for levels 2 and 3.
  • Magnetic now grants slightly longer effect and triggers on throwing javelins.
  • Exchanging and block placing fluids can now place glows from a tool with the glowing modifier.
  • Dyed now tints the color of the #RRGGBB part of the tooltip with the color.
  • Allow harvest to work on glow berrys on cave vines
  • Trim, dyed, and embellishment no longer show in modifier tooltips outside the tinker station.
  • Make dragonborn cost 5 scales instead of 10.
  • Make turtle shell swim speed bonus based on max level instead of total level, but also make it slightly larger.
  • Fix bucketing not calling the new forge fluid vaporizing hook.
  • Fix bucketing modifier disparity with vanilla buckets when pouring on a replaceable block (#5597).
  • Fix glowing consuming the ammo or durability when it failed to place.
  • Fix recipe conflict between expanded and multishot on war picks (#5606).
  • Fix being unable to break glows or fires on harvest or melee weapons. The logic was only supposed to affect left click staffs.
  • Fix overslime supporting modifier extraction, which was not functional.
  • Fix health not updating when unequipping revitalized armor.

Slimeball

  • New staff exclusive modifier.
  • Allows the tool to shoot slimeball projectiles, which deal damage based on ranged stats.
  • Each slimeball has a different effect:
    • Earth: drawback, pure projectile damage, lower damage.
    • Sky: cold damage, freezing
    • Ichor: fire damage, fiery
    • Enderslime: magic damage, enderclearance
    • Magma: explosion damage, explosive

Migration to JSON

Migrated many modifiers to JSON:

  • No configuration: harvest (from scythes and kamas), blocking, firestarter, and bucketing.
    • Note blocking and bucketing have some configuration via other modules such as tool stats.
  • Autosmelt: new autosmelt module allows configuring the chance of extra drops on fiery.
  • Shears:
    • Shears module allows configuring the base value, plus multipliers on expanded and higher levels of shears.
    • Shears and silky shears both support higher levels for AOE instead of needing a separate modifier.
    • Silky AOE shears is now deprecated, as 2 levels of silky shears recreates the same thing.
  • Expanded, multishot, fireprimer, and reflecting: all make use of the volatile int module with new keys.
    • Fireprimer now works the same as expanded, meaning it expands other modifiers on flint and brick such as tilling.
  • Sweeping edge: allows configuring the percentage of damage added per level.
  • Nearsighted and farsighted: FOV module allows configuring the amount increased or decreased per level.
  • Soulspeed: dedicated module is effectively a copy of the constant enchantment module, expect show a tooltip of the current effect.
  • Tanned: uses the new tool damage range module.
  • Flinging, springing, boning, and warping: uses new modules to control force and drawtime multipliers plus other stats:
    • Flinging and springing use sling leap, which also contains some extra height configuration. Requires the drill attack modifier tag to support that behavior.
    • Bonking uses sling knockback.
    • Warping uses sling teleport.
  • Flamewake: supports setting the radius scaling.
  • Tasty: edible module allows configuring durability usage, counter chance, and the representative item (for diet).
    • Additionally, added tool stats for configuring the amount of hunger and saturation restored.
  • Fluid modifiers: all use the tool stat module for configuring capacity per level.
    • Slurping: allows configuring the slurp duration and the effect strength.
    • Splashing: allows configuring the effect strength.
    • Spitting: allows configuring the shots per level. Effect strength uses power.
  • Solar powered: uses existing formula modules for high configuration.
  • Cosmetic modifiers:
    • Trim, dyed, and embellishment all use new dedicated modules for their function.
    • Embellishment notably allows a tool to have multiple embellishments using the swappable modifier recipe.
    • For recipes, dyed and trim are still hardcoded as otherwise you just get a recipe conflict.
    • In armor models, can notably specify alternatives to these modifiers.
  • Necrotic: migrated as necrotic (using lifesteal module) and restore (using lost health module). Both modifiers can configure durability usage and restore percentage.
  • Experienced: removed hardcoding of experience boost to modifier ID. Now uses volatile float module to set that amount.
  • Boon of Sssss: uses the positive effect duration attribute and the new tconstruct:reduce_effect_on_unequip module.
  • Migrated decay to JSON, using new tconstruct:tool_usage_mob_effect module with previous effect modules.
  • Migrated magnetic to JSON, using tconstruct:tool_usage_mob_effect and some new data keys.
  • Migrated enderference to JSON; most of its unique code was moved to the effect so its just a standard effect module plus data key now.
  • Migrated revenge to JSON, using the new tconstruct:clear_effect_on_unequip.

Enderference

  • The enderference potion effect now allows more projectiles to hit the target.
  • Arrows have their enderman logic moved from bows to the potion effect, meaning you can hit a target with a non-enderference weapon after they get the effect.
    • Note that this requires making some strong assumptions about arrows to work.
    • There is a tag blacklist in case the assumption proves to be wrong for a modded arrow type. If it ends up being too much of a problem we will switch to whitelist.
  • Fluid projectiles, thrown tools, shurikens, and fishing hooks all now can damage enderferenced endermen.
  • Fixed a few cases of ranged damage not being marked as ranged, such as spilling on thrown tools or fishing rods.

Defense Rework

Currently, plate and travelers have a little bit too much overlap when it comes to modifier slots. The next update makes them a bit more didstinct using a few changes:

  • Ancient hide removal:
    • With the introduction of many new types of maille, ancient hide feels a little redundant, just granting +1 defense slot.
    • With the introduction of the ancient tool material, ancient hide is a bit confusing.
    • Removing notably prevents turning curiass into +1 defense slot, making the difference in effective defense slots between plate and travelers 2 instead of 1.
    • See Jeweled Hide for the harvest replacement.
    • For migration, the material will still exist on 1.20, just be hidden and uncraftable.
  • Slotless defense slot:
    • Using armor trim on armor or shield will grant it +1 defense slot alongside the cosmetic.
    • This modifier also now works on shields and travelers goggles. It was chosen to not work on current ancient tools.
    • This change gives plate a needed boost to make better-than-vanilla protection possible pre-end.
    • This also means that travelers gear in this update has a net gain of 0 defense slots (lost 1 from ancient hide, gained one from trimmed).

Materials

  • Added turtle as a new maille material, granting turtle shell as its trait.
  • Trigger momentum upon throwing tools.
  • Allow crafting pig iron bows. Tasty trait will eat as you pull back the bow.
  • Valiant (knightmetal) tweaks:
    • Now based on the mobs "armor coverage", giving it better support for mobs with less equipment.
    • On melee, does 1.6 damage per level instead of 2.0.
    • On ranged, does 0.8 power per level instead of 1.0.
  • Lightweight (aluminum bows) no longer debuffs protection, but also does slightly less drawspeed and accuracy boost.
  • Knightmetal's fluid effect now does 3 pierce damage instead of 4.
  • Necrotic bone shield cores now grant "Restore".
    • Its the same effect, but split to fix an exploit with unarmed chestplate receiving necrotic.
    • Grants a 15% chance of restoring 25% of damage taken, before armor.
  • Improve ordering of arrow traits, so they run in order attractive -> bounce -> smashing -> explosive -> spectral. This means attractive attracts on each bounce, while bounce always runs before explosive, smashing, or placing glows.
  • Improved behavior of reclaim (shulker shell arrow head):
    • Magnetite is no longer removed after attracting mobs.
    • Reusable glowing is not removed after placing the glow.
    • Reusable enderporting is not removed after teleporting.
    • Smashing and explosive remain incompatible with reclaim.
  • Tweaked decay (necronium): now grants a flat time duration instead of random duration.
  • Fix enderference bows causing ballista tools to be deleted.
  • Fix insatiable, Olympic, and necrotic all applying even when blocking with a shield.
  • Fix insatiable showing its power tooltip on javelins (which do not use power).
  • Fix spectral projectiles preventing explosive.
  • Fix enderporting damaging fishing rods on cast instead of on teleport.
  • Fix pierce and impact damage not being marked as melee damage for spilling or splashing.
  • Fix depth protection sometimes showing "+0%" in the tooltip.

Knightslime

  • Introduce knightslime as a new tier 4 end material.
  • Alloyed from cobalt, obsidian, and enderslime.
  • Contains brand new textures as the previous palette was too similar to amethyst bronze.
    • All textures from before it was added have been repurposed.
  • Knightslime's fluid effect causes an explosion that does not harm blocks and causes no damage, but does more damage than other explosions.
  • On general and ranged tools, its trait is overwield: Boosts melee speed, mining speed, drawspeed, and velocity at the cost of consuming extra overslime per action.
  • On armor, its trait is overshield: Boosts protection at the cost of consuming extra overslime per hit.
  • Both overshield and overwield boosts are canceled when the tool is out of overslime.
  • Since knightslime now uses overshield, ichor's trait was changed godspeed: Grants +2.5% attack speed, +5% movement speed, and +7.5% mining speed.

Manyullyn

  • Redesigned its traits entirely to better suit its cost.
  • Previously, manyullyn had insatible and kinetic, which while good traits had tough activation conditons.
  • New melee/ranged trait is ambush, which grants +1 damage when you are at full health and +0.6 damage when the target is at full health.
  • New armor trait is warded, which reduces incoming damage by 1 per level after armor when health is full, to a minimum of 1.

Nicrosil

  • New compatibility alloy available from tin, nickel, or chromium.
    • Recipe will vary based on the presence of tin, chromium, and nickel.
    • If both nickel and chromium are available, alloying both with some quartz gets nicrosil.
    • Without chromium, emerald is substituted.
    • Without nickel, tin is substituted to mirror Metalborn.
    • This is changed compared to the previous version which used iron instead of diamond.
  • On melee/ranged, it grants insatiable, boosting melee damage and power on consecutive hits.
  • On armor, it grants kinetic, turning taken hits into melee damage.
  • Both traits fit the idea of storing up power for later release, pulling from the now unused Manyullyn traits.

Redstone

  • New arrow head material crafted from redstone dust or blocks.
  • Trait is supercharged, which boosts the projectile's velocity.
  • This increases it's range and increases the damage of arrows and fishing rods.

Jeweled Hide

  • Crafted from pouring molten diamond on leather. Melting diamonds requires blazing blood making this tier 4.
  • On harvest tools, grants fortune, replacing ancient hide.
  • On ranged tools, grants fortune, which now grants fishing luck to fishing rods (plus is useful on war picks).
  • On armor, grants revitalized. This is the last defense slot option that was not previously available as armor maille.

Stat Tweaks

Tweaked many ranged material stats to make materials more inline with their tier Mostly buffs as a lot of materials seemed a little undertuned, especially those that have high velocity. A few small nerfs for materials overtuned, mostly to accuracy.

Drawspeed:

  • Amethyst bronze, ancient, bronze, lead, steel (+10%)
  • Fiery, manyullyn (+15%)
  • Knightmetal (-5%)

Accuracy:

  • Amethyst bronze, constantan, knightslime (+5%)
  • Bronze (+10%)
  • Electrum, nahuatl (-5%)

Additionally, pewter's stats were just wrong compared to the design docs, so returning it to that:

  • Limb: +10% velocity
  • Grip: -15% accuracy, -5% durability

Smeltery

  • Allow melting seared and scorched lamps into the respective stone type.
  • Frogs eating terracubes now drop seared lamps.
  • Update Immersive Engineering chemical thrower compatibility for new fluids.
  • Added architect's palette nubs to platform connections (#5610).
  • Allow wearing fluid cannons, because it looks funny. Has zero function.
  • Added redstone to the fluid cannon recipe, mirroring dispensers and as a hint for how it works.
  • Allow fluid cannons to harvest berry bushes using liquid ender and kamas or scythes. Previously did not work as its harvest type (interaction) requires a player.
  • Fluid projectiles are now slowed down underwater.
  • Fix wrong inside texture on scorched fluid cannons.
  • Fix tinker tank not being on the blacklist for melting pans.

Knightmetal Fluid Cannon

  • End variant of fluid cannon crafted from knightmetal and shulker shells.
  • Fires at a higher velocity, and has more capacity.

World

  • Armored slimes now report 100% armor coverage when wearing their helmet.
  • Remove recipe for crafting magma cream from tinkers slime. Decided magma is specifically earthslime.
  • Fix swapped earth and sky geode crystal blocks in slime spawning tags.

Documentation

  • Mention knockback scaling of sling modifiers on knockback encyclopedia page.
  • More minor typo fixes across books and tooltips.
  • Notably fixed descriptions of flint and stone's traits in the book, which were not fully updated with the throwback update changes.
  • Renamed "Recurrent Projection" modifier to "Recurrent" as its not protection.
  • Correct whitestone description in encyclopedia.
  • Improve accuracy of description of strength modifier.

JEI

  • Show the amount restored in the overslime recipe (#5645)
  • Fix recipes with both needed and value set above 1 showing unexpected stack sizes in JEI.

Textures

  • Improve texture of steel blocks using the now unused texture from knightslime.
  • Change cinderslime palette to include more orange.
  • Create new textures for cinderslime ingots and nuggets. These textures were originally meant for knightslime before its visual overhaul.

Technical

  • Switch to Mantle's soulbound logic instead of using our native logic. Is functionally the same but is now deduplicated with Metalborn's logic.
  • Make DynamicModifier extend StaticModifier, allowing future modifier JSON migrations without changing the field type (causing a binary break).
  • Relocate some JSON modifier IDs from TinkerModifiers to ModifierIds.
  • Resorted modifier fields on TinkerModifiers. This should have no impact on addons, so if something you were using is missing do put in an issue report.
  • Restore ability for non-harvest tools to run harvest hooks, as we used this functionality on firestarter and glowing.
  • Batch fluid removal in JEI, making it slightly more efficient.
  • Added helper to ModifierCondition to change the min or max level.
  • Added helper to IToolStackView to check if its the same instance as an item stack.
  • Added new equipment iterator, to iterate modifiers on all 4 armor pieces in priority order.
    • This means a modifier with low priority is guaranteed to run last across all 4 pieces, letting a modifier do things like zero out protection without another armor piece increasing it later.
  • Include rotation in modifier teleport packet (#5623).
  • Status effects from various modifiers and fluids now set the effect source to the relevant entity.
  • Improve stability of offhand attribute fetching. Prevents issues with attacking within the same tick as swapping items.
  • Optimize default implementation of the inventory modifier hook.
  • Fix finishHarvest being called with too many blocks when a block is failed to be removed.
  • Fix a few cases where armor modifier hooks are called on armor in the wrong slots.
  • Fix some custom entity tags being in the wrong namespace (forge instead of tconstruct).
  • Fix wrong stack being passed to the event in the crafting station and tinker station (#5599).

Books

  • Fix certain line lengths of bullet points (e.g. on modifier or tool pages) causing a double line break.
  • Fix modifier pages showing recipes where no tool matches the filter.

JSON

  • Added chance fields to severing recipe JSON. Replaces the previous tag for "rare mobs".
  • Added new tags for bypassing various types of durability reducing modifiers.
  • Blunted now properly works on melee weapons, though no current plans to allow that combination. Could use the module to recreate sponge from 1.12.
  • Tool "has modifier predicate" now properly sums all matching modifier levels if multiple match a tag or complex predicate.
    • For efficiency, has a quick exit if the range matches all levels or just 0 (absent).
  • Added tconstruct:fixed_material_swapping and tconstruct:part_swapping_override recipes to allow overriding part swapping behavior beyond the tool definition.

Tags

  • Allow adding tconstruct:empty to modifier tags, for the sake of durability modifier tags (which use empty to mean "tool itself").
  • Tag bobber under forge:bobber (#5632)
  • Added forge:tridents entity tag for both thrown tridents and our thrown tool.
  • Added tconstruct:modifiable/ranged/power, tconstruct:modifiable/ranged/bounce, and tconstruct:modifiable/ranged/quick_charge as new tags controlling the respective modifier. Allows giving a tool access to them without making it a bow or staff.

Modifier Modules

  • Added many new modules used in migrating specific modifiers to JSON.
  • Added volatile float module, like volatile int but for different usages in code.
  • Added tool damage range module to restrict durability loss to within a particular min and max level.
  • Added flat damage reduction to reduce damage either before or after armor. Used in warded and dragonheart.
  • Added the "show interaction source" module to show interaction sources on right click related modules.
    • Separated out of many modules to avoid it showing twice when a modifier has multiple types of interaction.
  • Split mob effect module into a few parts:
    • tconstruct:weapon_mob_effect for applying effects on melee or ranged.
    • tconstruct:counter_mob_effect for applying effects on counter when attacked. Can also be swapped to target yourself instead of the attacker.
    • tconstruct:tool_usage_mob_effect: new module for applying mob effects to yourself on tool usage, such as for magnetic.
    • tconstruct:mob_effect sticks around for legacy behavior, for removal in 1.21.
  • Added tconstruct:block_item_provider so a modifier can consume durability to provide a block. Used by glowing notable.
  • Added tconstruct:energy_as_capacity module to allow the capacity modules to interact with Forge energy on the tool.
  • Added tconstruct:fireball module:
    • Works a lot like the previous firebreath modifier, but can be used on held or helmets.
    • Can specify the type of ammo consumed along with its effects and damage multiplier.
  • Durability shield module now supports specifying how much capacity is lost per durability.
  • Tool circle and sweep modules now support changing the multiplier on expanded.

Variable

  • Added effective mining speed variable, to change a number based on whether the context is effective.
  • Allow light level variables to specify no type to take the max between block and sky.
  • Added variable range predicates:
    • Matches when the variable is between the given values.
    • Support open, closed, right open, and left open matches.
    • Supports tools, entities, and block states.
  • Fix sky light in light level variables not being corrected for time of day.

API

  • Added IMaterialRegistry#getStatsOrDefault: returns the stats for the passed material, or the default stats if they are undefined.
  • Added modifier context to tool damage util methods.
  • FluidEffectContext:
    • Added getDirectSource() to get the direct damage source (either projectile or entity).
    • Added getEffectSource() to get the cause of inflicted effects (either entity or projectile).
  • Added ReusableProjectile interface, letting a projectile be conditionally reusable (e.g. reclaim from shulker). The tag is still supported for unconditionally reusable.
  • Deprecate TinkerEffect#apply, not really that useful.
  • Added BlockItemProvider capability, allowing an item from another mod to provide blocks from a bag or alike which is used by exchanging and block placing fluid effects.
  • Added BlockItemProviderModifierHook for allowing a modifier to provide block items.
  • Added IToolStackView#isSameStack to check if an item stack instance refers to the same tool as a tool stack instance in a modifier.
  • ToolDamageUtil#damageAnimated without a slot will now search for the tool in the inventory instead of assuming active using item. Note this is slightly less efficient than just directly passing the slot, so pass it if you know.
  • Added BlockModelSkullRenderer/SlimeskullArmorModel#registerBlockModel for using a block as a slimeskull skull model.
  • Added IModifiable#getToolDefinition(Item) to get the tool definition for a possibly modifiable item, returning empty if absent.
  • KeybindInteractModifierHook now passes in the charge time and the active modifier to stopInteract, allowing you to run things closer to held interaction modifiers.
  • Helpers in BowAmmoModifierHook now support passing ItemStack#EMPTY for the bow stack to do an inventory search instead of the entity ammo hook for ammo location. Useful for non-arrow ammo.
  • Move cooldown helpers to GeneralInteractionModifierHook.
  • Fix wrong generics on MaxArmorStatModule.Builder, preventing usage of the parent methods (#5635)

Modifier Models

  • Added new system for modifier models.
    • Core difference is instead of using existence of modifier textures, tools can specify 1 or more modifier model maps that specify the models for each modifier. These JSON support merging across datapacks.
    • This notably means you can have a modifier have different appearances on different tools.
    • This also makes it easier to reuse textures for modifiers.
    • Supports constant models, which will show on any tool regardless of crafted modifiers. Replaces forced modifiers in the model JSON, along with the "show traits" boolean.
    • Can datagen the relevant JSON.
  • Previous system will continue to function until 1.21.
    • Will log a warning if any usages of the legacy system are detected.
    • We notably keep around modifier roots on most of our modifiers for the sake of addons adding those textures. This will only warn if an addon modifier uses it.
    • The trim modifier model notably will be skipped if you provide modifier roots to prevent unnecessary warnings; make sure to provide it with the new system if using a mix.
  • Modifier model options:
    • tconstruct:empty: has no quads. Used for load conditional models and to override a model in a modifier model map merging.
    • tconstruct:basic: default model, with a texture, a large texture, a color tint, and a minimum light. Models specified as just a string use basic with the string acting as the texture.
    • tconstruct:dyed: tints the modifier texture based on the color in the persistent data key matching the modifier ID.
    • tconstruct:armor_trim: displays the default armor trim material textures for the given slot.
    • tconstruct:custom_trim: displays the specified texture and large texture with trim materials.
    • tconstruct:fluid: displays fluid at the location of the given mask. Note this does not show the tank texture, for that you want a list of both using tconstruct:compound.
    • tconstruct:tank: displays fluid with a separate full and partially full texture. Like tconstruct:fluid, does not include the tank texture.
  • Technical models:
    • tconstruct:compound: displays all quads from a list of models. Models specified as just an array use compound with the list as all model options.
    • tconstruct:conditional: displays the nested model, provided it passes the tool condition.
    • tconstruct:trait: shows the specified model if the specified modifier is present as a trait.
    • tconstruct:material_has_fallback: displays one of 2 textures based on whether the material at the given index has the given fallback texture.

1.19.2

Last updated: https://github.com/SlimeKnights/TinkersConstruct/commit/451172af932c9a8a55ac5ad283dbbd4d5e00d208

Tools

  • Fix daggers not being stackable.
  • Fix Tinkers' Anvil resetting names set by vanilla Anvil on any modification.
  • Fix battlesign using dagger modifier textures.

Misc

  • Improve stability of fluids in the smeltery drain.
  • Fix wrong tooltip color on cheese (#5276).
  • Fix potion fluid not showing in JEI.
  • Fix errors loading generator part textures causing the command to fail with no error output.

1.18.2

Last updated: https://github.com/SlimeKnights/TinkersConstruct/commit/c3038dae25bfd6426f9a6e26f07770d52c150cc7

Tools

  • Fix haste modifier applying twice on harvest tools (#5273)

Misc

  • Fix wrong tooltip color on cheese (#5276).

Metalborn

Last updated: 1.0.1 release

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