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Derckren edited this page Sep 28, 2022 · 4 revisions

Items

Stone Tools

Each stone now has its own sword, pickaxe, axe, shovel, and hoe. These stone have varying durability but cannot mine anything that the default stones cannot.

Cobalt

Cobalt is a new ore type.

Base items

The following items make up the cobalt family:

  • Cobalt Ingot
  • Cobalt Nugget
  • Raw Cobalt

Cobalt Tools

There exists cobalt versions of the sword, pickaxe, axe, shovel, and hoe. There are also cobalt helmets, chestplates, leggings, and boots as well as cobalt horse armor. These tools are similar to diamond tools but have lesser durability, protection, mining speed, and enchantability. Cobalt tools can be smelted down into cobalt nuggets.

Oil

Oil is a new ore found in Ancient Caves.

Raw Oil Shale

Item obtained by mining oil shale in Ancient Caves.

Crude Oil

Oil item obtained by smelting raw oil shale. It is used in crafting. It can also be placed as an oil spill.

Sack

Utility item crafted with leather and leads. It is used to enhance and organize the inventory as well as expanding the amount of space it can hold.

Sacks function as the "older brother" to the bundle. Sacks can hold up to approximately 4 stacks of items however these items must be alike. The definitions of alike items are defined in the datapack, so sack usage can be easily expanded to other mods. The datapack also defines how much space an item takes up, with most items taking up 1 space, while some items take up a fraction of a space and some take up multiple spaces.

For example, while coal and raw iron take up one space, redstone will take up less than one space as more redstone drop from an ore than iron or coal.

Items can also be used, placed, or interacted with entities as defined in the datapack. For example, blocks of cobblestone inside the stone stack may be placed directly from the sack and food from the food sack can be eaten directly from the sack. Items picked up will automatically go into a sack if the player has a sack that can take the item.

Sacks can be dyed in a crafting table as well as locked in a crafting table. A locked sack will retain its type even when items run out. This is useful if you have a sack of stone and place all the stone, picking up stone will automatically put it into the sack.

Finally, items in sacks have a priority defined in the datapack. When deciding the item to use in the sack, the sack will choose the first instance of the last item with the highest priority. In other words, when deciding which item to use, the sack goes through all of the items in order and returns the last item with the highest priority. So if the highest priority in the sack is 2 and there are two items with this priority, it will select the item last in the list (first to be put into the sack). With this item chosen, the sack runs through its contents again and returns the first item stack matching that of the previous item. This way the priority item always stays relevant while maintaining the same item regardless of what the player picks up (unless the player picks up an item of a higher priority). Because of this, priority must be set in a manner such that an item with a higher priority must be more likely to want to be used than all of the items with a lower priority.

A great example of priority in action is the food sack. While the player may eat berries from a sack, it is assumed that if a player has cooked steak in the stack, they will want to eat the cooked steak first and will give priority to the steak.

Misc

Here are a few miscellaneous items included in Sprinks:

  • Silt Ball: Dropped from the silt block.
  • Silt Brick: Crafted from smelting silt ball.

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