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1.17+粗矿以及解石玩法

To be written
将稀薄灵气矿统一修改为xx灵玉矿,掉落粗xx灵玉矿,然后添加一个解玉功能,大概率掉多个xx灵玉碎片(无灵气,可合成xx灵玉),小概率一个或多个xx灵玉(对应目前的tenuous灵气),即小概率更高级的xx灵玉。
最高的灵玉等级应该限制在三级或者四级,更高级采用其他玩法获得

Do a little rework to ModBlocks.java

So, the issue is, I take a look at previous structure and current, and realize that, the major problem is interaction between two registry, I need make these final and give value while declared.
PHOENIX_SAPLING = registerBlock("phoenix_sapling", new BasicSaplingBlock(ModConfiguredFeatures.PHOENIX_TREE, BlockSettings.PLANT), true);
This is in ModBlocks.java while ConfiguredFeatures will definitely also using some from ModBlocks to get the BlockState needed by certain registry.

So the solution is, one class of two need to give the variable value while declared, so when used by another, will get some value to be used, instead of creating some registry disaster.

灵感列表以及TaskList

  • 以灵植和生物群系为基础的灵气吸取以及修炼体系
  • #6
  • #2
  • 一个可用的KeyBinding以及把相应的设置塞到设置里,并且创建相应的客户端配置文件(ShurlinClient.json)
  • 种出来的维度传送门
  • 树心门
  • 修行的前三个境界以及相应的Mob和Item
  • 让灵气只能用于培养植物,并通过食用植物产物提升修为,也就是不能直接吸取灵气修炼
  • 石磨(模式:去皮/打粉)
  • Tooltips display item's spirit info

Move registry to standalone registry package

Can create a world in old form, and then test if anything is lost.

  • Blocks
  • Items
  • Entities
  • Recipies
  • Features Package (combine ShurlinOreFeatures and ShurlinConfiguredFeatures)
  • Screens (this is discovered during deletion of old cultivation package)

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