Updated RitualEffectGrowth's y range from a static value to scaling with the range. This is to add support for mods such as agricraft, in which crops aren't always only on top of soil.
When the clients graphics are set to be "fast" the client renders items as 2d plains always facing the player and not as rotating 3d objects. So if the item rotates it is invisible half of the time because it has no backside.
I don't know where else you used this code but please consider fixing it.
-Necr0
Will require a re-setup of the workspace (`gradlew [eclipse|idea]`) in order to download the Chisel API. This launches just fine without Chisel installed.
It now functions correctly. Only downside to this is that currently using the wildcard value of `*` does not work. Need to figure out how to cleanly do that.
This way, they'll be 5 by default, but since they now follow Forge's normal way of getting/setting the harvest level on tools, other mods - such as Iguana Tinker Tweaks - can alter their harvest levels as desired. When the tools are not activated, they will now return a -1 instead of 0, which results in not being able to be used as a tool at all, rather than the equivalent of a wooden tool.
Added the ability to select between matching biomes in the biome changer ritual (Ritual of Gaia's Transformation). Previously, the ritual would always select the first biome that (approximately) matches the given temperature/humidity. However, especially with a mod like Biomes O' Plenty or similar installed, many biomes may match such a specification, and thus many are inaccessible to this ritual.
The added specificity is based a class of additional control items, colored wool, to be placed on the plinths. If one or more colored wool are present, they combine together to yield a "biome skip count," which indicates how many matching biome IDs to skip before settling on one. Since the absence of any wool counts as a skip value of 0, a wool with damage value of 0 counts as 1 skip, a damage value of 1 counts as 2, etc. Multiple wools sum together. If the biome skip count is greater than the number of matching biomes, the ritual defaults to plains, just as if no matching biome were found.
While it's not expected that a player will know the exact skip count to use, trial-and-error can enable fine-grained control, as opposed to the task of specific biome selection often being impossible before.
Example:
* 2 coal and 3 lapis are placed on the plinths, yielding 0.7 temperature and 0.8 humidity.
* Normally, this would always evaluate to biome ID 4, vanilla Forest.
* However, we additionally add one Orange Wool (damage value 1), adding 2 to the biome skip counter. Equivalently, we could have added two White Wools (damage value 0).
* Now, the first two matching biomes will be skipped, and the third is used (likely biome ID 29, Roofed Forest, depending on modpack).