Ever since Mastic Resin was added back in v1.3 - Sugarcoated, there has always been the issue of the liquid interactions being a bit overpowered. I've been wanting to address this for some time now, of which I have finally found the time to workshop some changes and additions that I believe would fit quite well as a replacement.
Recently, I received a suggestion to add more colours for Mastic Resin. At first, I dismissed this suggestion and didn't believe that it was a good idea, as it would require a lot of backend work (such as removing a lot of the current items or adding a lot more items, creating inventory clutter alongside having unnecessary items).
However, when I finally decided to begin reworking Mastic Resin, I returned to the suggestion. With the ideas that I've come up with, I believe that this would work fantastic in the new atmosphere that I've been workshopping.
So, starting at an undesignated point in time, you can expect a full palette of Mastic Resin for your Minecraft worlds. A list of new colours can be found below.
Initial Textures for Mastic Stones [Old & New Colouring]
Additionally, Mastic Resin will no longer generate any of the Create mod stones - Asurine, Crimsite, Ochrum, and Veridium. Instead, as you can somewhat see above, a new stone type of 16-coloured variants will be generated. The name of the stone type is still being decided, but some in-dev names are - Mastic Stone, Candied Stone, Zultanite, or Sugar Stone. Of course, feedback and suggestions on the name are appreciated.
These stones can be crushed to obtain certain materials - though, the rates of which are extremely rare for balancing purposes. While the exact materials gathered and rates are being decided, the current list is as follows:
Developer Comment | Made on May 7th, 2024
This below section has been added, as it was neglected upon the initial creation of this post. Apologies for the inconvenience!
There's also the "uncoloured" (default) variants of Mastic Resin that needs addressing.
There will be stone block, similar to the other 16, to match this variant. The block generated will act similarly to Tuff, which it currently generates, just at a slightly decreased rate.
This rate will not be substantial enough to break any existing generators, so no worries there.
Alongside these new colour variants of Mastic Resin, also comes with 10 more ways of dyeing your items.
Did you mean to make Blue Candles, but perhaps you now want Black or Cyan Candles? Well, you will now be able to with this addition/adjustment.
Now, of course, there's the issue of inventory clutter. This is one of the main reasons why I haven't already added the remaining colours.
Logically, since there are coloured variants of the Venerable Delicacies, Slime Drops, and other items - that would mean that 10 more items per set of items would be added. This would result in a lot more items and could also result in some people becoming overwhelmed. I'm not currently sure exactly how this problem could be resolved, seeing as there are not many other options aside from straight-up removing several items and potentially breaking pre-existing worlds.
Something that I could do to help justify this is to have benefits depending on the variant that is consumed.
For example, consuming a Light Blue Venerable Delicacy could result in the player gaining temporary Speed for a minute. Another example, consuming an Orange Slime Drop could result in the player gaining temporary Fire Resistance for 30 seconds.
This system does have some flaws and even some conflictions with other systems in the mod, such as the Melted Cinder Flour nuts with an Effect - which creates an entirely different issue of spamming "effect items" to the player. While that issue isn't as bad as inventory clutter, it is something that could confuse new players, no matter how simple it may seem.
While this post mainly talks about Mastic Resin and how lots of changes are going to occur to make sure that it's balanced - there's an elephant in the room, Apple Cider.
Apple Cider generates Ochrum, which has surprisingly never really been talked about. This will also be receiving a slight adjustment, no longer generating Ochrum and instead generating Carnotite.
You may be wondering what'll happen to Abyssal Stone, Unstable Stone, and Ritualistic Stone. Since these stones can no longer be obtained by Mastic Resin, they either become non-renewable or are flat-out not obtainable anymore with the base rework.
Though, luckily, I've thought about this a little bit.
While Carnotite will be obtainable and renewable from Apple Cider, you will also be able to haunt the Yellow stone variant to obtain this stone type.
Abyssal Stone will also be obtainable from bulk haunting, just from utilizing the Purple and/or Magenta stone variants instead.
Ritualistic Stone, while still can be found naturally generating in desert biomes, will also be obtainable by haunting the Brown stone variant. Additionally, milling the Orange stone variant is an alternative method, but will only have a percent chance to provide Ritualistic Stone.
A feature that hasn't even been released fully yet - Sweet Tea.
Currently, this fluid is not planned to have any fluid interactions. This could change in the future, but is unlikely.