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This last two weeks Rid and I we have made a lot of progress in SushiGoCrafting getting it very close to alpha and being honest it woud be very funny if I could get the alpha out for April 1st but I don't think it will be on time.

Most of the textures are done, worldgen is done, it just missing some of the core mechanics and food mechanics (the food crafting basics are done it's just missing the buffs basics)

Look at all the great textures @Rid made:

So for the first time let me try to explain how the food crafting will work. All the things used the make food (called ingredients) will have a weight amount. In the roller you can specify how much of that weight you can use to craft something making the output be a perfect, empty or thicc item, you will always want it to be perfect but why? 

Here is where the food benefits come to play:

Most ingredients will have benefit, for example potion buffs or extending or multiplying those effects. Having a perfect food will amplify those effects so you try to get a perfect to get a big increase on those.

Here is the catch with the weight selection, weights will be world based, meaning that each world will have different weights so you need experiment for a bit each world, but don't worry the crafter will show you which weights are not perfect:

I know that I'm not very good at explaining things but I hope you got how it will work more or less.

Also if you like this mod make sure to support Rid on his patreon and on mine too 😜

The meat ore processing in Industrial Foregoing is almost done, it will be a bit different that 1.12 and I hope it to be more powerful, here is a sneak peak:

I hope you all like this week's post. See you in 2 weeks

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