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Revitalizing tweaks
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Half the cost of jeweled apples (and by extension, revitalized)
Remove the max level - no longer matters in the base mod, and if you get more defense slots, eh, go wild. Protection is objectively better than health in most cases, especially as you get more health
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KnightMiner committed May 17, 2024
1 parent ce188d9 commit 28ce9e8
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Showing 3 changed files with 3 additions and 7 deletions.
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Expand Up @@ -5,9 +5,6 @@
"input": {
"item": "tconstruct:jeweled_apple"
},
"level": {
"max": 5
},
"needed_per_level": 2,
"result": "tconstruct:revitalizing",
"slots": {
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Expand Up @@ -4,9 +4,9 @@
"item": "minecraft:apple"
},
"cast_consumed": true,
"cooling_time": 166,
"cooling_time": 118,
"fluid": {
"amount": 400,
"amount": 200,
"tag": "tconstruct:molten_diamond"
},
"result": "tconstruct:jeweled_apple"
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Expand Up @@ -139,7 +139,7 @@ private void addItemRecipes(Consumer<FinishedRecipe> consumer) {

// jeweled apple
ItemCastingRecipeBuilder.tableRecipe(TinkerCommons.jeweledApple)
.setFluidAndTime(TinkerFluids.moltenDiamond, false, FluidValues.GEM * 4)
.setFluidAndTime(TinkerFluids.moltenDiamond, false, FluidValues.GEM * 2)
.setCast(Items.APPLE, true)
.save(consumer, prefix(TinkerCommons.jeweledApple, folder));

Expand Down Expand Up @@ -731,7 +731,6 @@ private void addModifierRecipes(Consumer<FinishedRecipe> consumer) {
.setTools(ingredientFromTags(TinkerTags.Items.WORN_ARMOR)) // revitalizing would suck on an item you constantly change
.setInput(TinkerCommons.jeweledApple, 1, 2)
.setSlots(SlotType.DEFENSE, 1)
.setMaxLevel(5)
.saveSalvage(consumer, prefix(ModifierIds.revitalizing, defenseSalvage))
.save(consumer, prefix(ModifierIds.revitalizing, defenseFolder));

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