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Copy file name to clipboardExpand all lines: docs/content/Modpacks/Changes/v7.4.0.md
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`roll(RecipeCapability<?> cap, List<Content> chancedEntries, ChanceBoostFunction boostFunction, int recipeTier, int chanceTier, Object2IntMap<?> cache, int times)`
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(The chance roll function now also requires the RecipeCapability that is currently being processed to be passed in.)
Copy file name to clipboardExpand all lines: docs/content/Modpacks/Changes/v7.5.0.md
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# Updating from `7.4.1` to `7.5.0`
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## Machine Builder Generics
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We have added a second Generic argument to our (Multiblock)MachineBuilder. This effectively means that anywhere where you used to store a partially finished `MachineBuilder<?>`, you now need to store a `MachineBuilder<?, ?>`. The same holds for `MultiblockMachineBuilder<?, ?>`.
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## MachineBuilder Generics
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We have added a second Generic argument to our (Multiblock)MachineBuilder. This effectively means that anywhere where you used to store a partially finished `MachineBuilder<?>`, you now need to store a `MachineBuilder<?, ?>`. The same holds for `MultiblockMachineBuilder<?,?>`.
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## Machine & Cover Copy/Paste System
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A new system for copying machines using the Machine Memory Card has been added, see [this page](../Other-Topics/Cover-Machine-Copy-Paste-Support.md) if you want to add extra copy/paste behaviour to your own machines and covers.
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## RecipeCondition Generics
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We have added a Generic argument to `RecipeCondition` describing the condition.
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- public RecipeCondition createTemplate() {
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+ public ExampleCondition createTemplate() {
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```
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## Machine & Cover Copy/Paste System
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A new system for copying machines using the Machine Memory Card has been added, see [this page](../Other-Topics/Cover-Machine-Copy-Paste-Support.md) if you want to add extra copy/paste behaviour to your own machines and covers.
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## Mortar Recipe Fix
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Previously, adding GTToolType.MORTAR to your tool did not automatically generate the recipe. This has been fixed. If you previously generated a recipe using this, you need to remove your manual recipe.
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## Pipe rendering changes
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_This is only relevant to add-on mods with custom pipe types._
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Addons with custom pipe implementations will have to tweak their code slightly to function with the new rendering code (see example below).
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```patch
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-public final PipeModel model = new PipeModel(pipeType.getThickness(), () -> [side texture], () -> [end texture], null, null);
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-@Getter
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-private final PipeBlockRenderer renderer = new PipeBlockRenderer(model);
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