-Birch and Dark Oak Wood blocks will no longer drop their respective blocks when broke (Meant to counter-balance the change in the tweaks section).
-The chances of leather dropping from a cow are now 1-2 instead 0-2.
-Certain domestic mobs now require more expensive items in order to breed:
Pigs & Rabbits - Golden Carrots
Cows & Sheep - Golden Apples
Chickens - Glistening Melon Slices
-Lighting Creepers will have their explosion power doubled in addition to the flames.
-Cracked Stone Bricks are now affected by gravity.
-The Wither will now have increased health (300 -> 400).
-Birch and Dark Oak Wooden Plank blocks aren’t affect by gravity anymore (Makes it so that Woodland Mansions don’t immediately fall apart when spawned in).
-Cobblestone slabs are now the only non-wood slab that is affected by gravity.
-The Evoker now has its original item drops (aka the removal of the added Totem of Undying).
-Silverfish block veins now spawn in clusters of 2-6 blocks and appear less frequently.
-The chances for Zombies to spawn riding a Zombie Horse is now 3%.
-The chances for a Spider to be a Spider Jockey are now 7%.
-The chances for Zombies to turn into Husks is now 20%.
-Squids now have a 15% chance to spawn as a Guardian.
-Endermen will now spawn 0-2 Endermite instead of 1-2.
-The fire from a Blaze physical attack will now last 4 seconds
-Obsidian blocks will now spawn in 1-4 stacks instead of 1-2 within all of its respective chests.
-Obsidian blocks now spawn in Village Blacksmith chests again, now with the same chances and stacks as in other chest pools.
-A Ghast’s Fireball now has double the explosion power (Explosion Power = 2).
-Fireballs from a Ghast can also no longer be deflected, and will instead immediately explode when colliding with an arrow or when a player tries hitting it
-Dragon Fireballs will now create a power 2 explosion when hitting the ground in addition to emitting the damaging clouds afterwards.
-The wither explosion created at the beginning is now much stronger (Explosion Power = 10)
-Particles seem to be missing from the Creeper explosion. - FIXED
-An over-abundance of seeds are found in each mineshaft chest. - FIXED -Instead of being randomly found in Stronghold chests, both an Ocean Monument Map and a Woodland Mansion Map will always spawn in the stronghold library chest (Edited version of the stronghold suggestion).
For the first reply: Oh awesome dude! Glad to hear those changes are now possible! I'd say just have the maps only spawn in the Stronghold Library so that when players are done with the Ender Dragon, they can then go after either an Ocean Movement / Woodland Mansion.
Second reply: Aayy nice! Haven't played the latest version of the mod yet, but once I'm done with my college work I'll play it right away!
Seriously dude, I can't thank you enough for using your technical wizardry to make this all possible! If you want I can pay you through paypal or something to make up for all the effort you've put into this mod.
Alright, here are some more tweaks for the latest version:
Changes:
-Silverfish veins spawn a little bit more frequently in addition to now spawning in 3-5 blocks per vein.
-Birch and Dark Oak tree wood blocks don’t drop their blocks when destroyed, while Birch and Dark Oak wooden plank blocks will drop their block when broke.
-The chances for Squids to become Guardians is now 8%.
-Removal of the Zombie riding a Zombie Horse mechanic.
Issues I've Found:
-Ghast Fireball, Ender Dragon Fireball, and Wither Explosions having little to no explosion particles.
-Ghast and Ender Dragon Fireballs deal incredible amounts of damage even in iron armor.
-Upper cobblestone slabs don’t seem to be affected by gravity again.
-Domestic mobs don’t follow their respective golden item when held and will still follow their original food items.
-The Ender Dragon’s Fireball sprite sometimes immediately disappears when the dragon fires it.
-Sometimes Stronghold library chests will have two Woodland Mansion or Ocean Monument maps instead of one map for each structure.
-Domestic mobs don’t follow their respective golden item when held and will still follow their original food items.
Arent they supposed to do that? I thought you only need the golden items to breed them. Im asking because its not super easy to replace certain entity AI's (looking at you sheep AI).
Dont get me wrong, i can do that but i would like to receive a confirmation before i start working on that.
Do you know when exactly that error does occur? The cause could be the dragon colliding with the fireball but i actually dont know.
Yeah I think its because of the Dragon colliding with the fireball, causing it to explode. Strangely though, the hitbox for the explosion and acid seems to still land normally despite the fireball disappearing.
Arent they supposed to do that? I thought you only need the golden items to breed them. Im asking because its not super easy to replace certain entity AI's (looking at you sheep AI).
Dont get me wrong, i can do that but i would like to receive a confirmation before i start working on that.
You can still breed them with only the golden items, they just don't cause mobs to follow the player when in hand while the original food items still do. If it's a hassle to change then I think it'll be fine to leave it as is.
Aside from that, there does seem to be an issue where sometimes feeding a cow/sheep a golden apple will cause the player to consume another one afterwards.
they just don't cause mobs to follow the player when in hand while the original food items still do.
What about making them follow both the original and the golden item? That would kinda make sense since you still need to feed them their original food to boost their age.
Ooh right, I forgot about the age growth mechanic. With that in mind, yeah it would make a lot more sense to have both items cause mobs to follow you! Great suggestion my dude.
(WIP) Reworked the sleep changes: You can now get into the bed but you will wake up without time changing to day (this will print a message into the console saying "<player name> moved wrongly!")
Fixed upper cobblestone slabs not being affected by gravity
Fixed golden apples malfunctioning when breeding cows / sheeps
Breeding or growing an animal will now set the used item on cooldown for 1 second
Fixed several missing explosion particles
Maps (Ocean Monument / Woodland Mansion) should now only generate at a maximum of once per stronghold library chest
Domestic mobs now follow both their original food items and their new breeding items
Zombies no longer have a chance to spawn riding a horse
The chance for a squid to spawn as a guardian is now 8%
Birch and Dark Oak tree log blocks will no longer drop their blocks when destroyed, while Birch and Dark Oak wooden plank blocks will drop their respective block when broke
Silverfish blocks now spawn a bit more frequently (65 spawn tries per chunk instead of 50, vein size is still 7).
Btw, what is the problem with horse-riding zombies? Just being curious.
The problem with the Zombies-riding-horses thing was mostly because of how when the Zombies burned up or de-spawned, you'd have a bunch of Zombie Horses left behind when going out in the day or in caves, which I personally found kind of annoying. Plus, the AI on Zombie Horses when being ridden by a Zombie aren't the best (can't walk down blocks, movement can be wonky sometimes, etc.), making them not as difficult to defeat as one might think. It was a cute idea, but I wasn't sure if it would end up being very practical, so I thought I'd remove it. Hope you're okay with that!
Anyways, glad to see another update being released! I'll make sure to try it out after I'm done with my weekend homework.
Alright, here's what I have for the latest version:
Issues:
-The squid-tuning-into-Guardians mechanic seems to have bugged out and made squids a lot more likely to become Guardians.
-Ghast and Ender dragon fireball damage seems to go through shields.
-Dragon fireballs no longer leave acid behind when hitting the ground.
-Experienced a crash, possibly caused when right-clicking with an empty bucket in the air:
The game crashed whilst unexpected error
Error: java.lang.NullPointerException: Unexpected error
Changes:
-Zombie Pigmen now have an 8% chance to spawn as a Creeper.
-Skeletons now have an 8% chance to spawn as a Stray.
-The damage dealt by Ghast and Ender Dragon fireball explosions have now been reduced.
-The frequency of Silverfish blocks is now 60 spawn tries, with the veins spawning in 3-5 blocks per vein.
-Village, Mineshaft, Dungeon, Desert/Jungle temple chests will now contain 3-5 blocks of Obsidian.
The latest version seems to now have an automatic crash when loading/creating a world:
The game crashed whilst exception in server tick loop
Error: com.google.common.util.concurrent.UncheckedExecutionException: java.lang.RuntimeException: Attempted to add a duplicate pool to loot table: deltahard:obsidian_pool
Seems as though I can't test this version until the crash is fixed.
The next update will be released soon! These are the added changes:
For the first reply: Oh awesome dude! Glad to hear those changes are now possible! I'd say just have the maps only spawn in the Stronghold Library so that when players are done with the Ender Dragon, they can then go after either an Ocean Movement / Woodland Mansion.
Second reply: Aayy nice! Haven't played the latest version of the mod yet, but once I'm done with my college work I'll play it right away!
Seriously dude, I can't thank you enough for using your technical wizardry to make this all possible! If you want I can pay you through paypal or something to make up for all the effort you've put into this mod.
Alright, here are some more tweaks for the latest version:
Changes:
-Silverfish veins spawn a little bit more frequently in addition to now spawning in 3-5 blocks per vein.
-Birch and Dark Oak tree wood blocks don’t drop their blocks when destroyed, while Birch and Dark Oak wooden plank blocks will drop their block when broke.
-The chances for Squids to become Guardians is now 8%.
-Removal of the Zombie riding a Zombie Horse mechanic.
Issues I've Found:
-Ghast Fireball, Ender Dragon Fireball, and Wither Explosions having little to no explosion particles.
-Ghast and Ender Dragon Fireballs deal incredible amounts of damage even in iron armor.
-Upper cobblestone slabs don’t seem to be affected by gravity again.
-Domestic mobs don’t follow their respective golden item when held and will still follow their original food items.
-The Ender Dragon’s Fireball sprite sometimes immediately disappears when the dragon fires it.
-Sometimes Stronghold library chests will have two Woodland Mansion or Ocean Monument maps instead of one map for each structure.
Do you know when exactly that error does occur? The cause could be the dragon colliding with the fireball but i actually dont know.
Arent they supposed to do that? I thought you only need the golden items to breed them. Im asking because its not super easy to replace certain entity AI's (looking at you sheep AI).
Dont get me wrong, i can do that but i would like to receive a confirmation before i start working on that.
Yeah I think its because of the Dragon colliding with the fireball, causing it to explode. Strangely though, the hitbox for the explosion and acid seems to still land normally despite the fireball disappearing.
You can still breed them with only the golden items, they just don't cause mobs to follow the player when in hand while the original food items still do. If it's a hassle to change then I think it'll be fine to leave it as is.
Aside from that, there does seem to be an issue where sometimes feeding a cow/sheep a golden apple will cause the player to consume another one afterwards.
What about making them follow both the original and the golden item? That would kinda make sense since you still need to feed them their original food to boost their age.
Ooh right, I forgot about the age growth mechanic. With that in mind, yeah it would make a lot more sense to have both items cause mobs to follow you! Great suggestion my dude.
Update 0.5.3 is out now!. Here are the changes:
Btw, what is the problem with horse-riding zombies? Just being curious.
The problem with the Zombies-riding-horses thing was mostly because of how when the Zombies burned up or de-spawned, you'd have a bunch of Zombie Horses left behind when going out in the day or in caves, which I personally found kind of annoying. Plus, the AI on Zombie Horses when being ridden by a Zombie aren't the best (can't walk down blocks, movement can be wonky sometimes, etc.), making them not as difficult to defeat as one might think. It was a cute idea, but I wasn't sure if it would end up being very practical, so I thought I'd remove it. Hope you're okay with that!
Anyways, glad to see another update being released! I'll make sure to try it out after I'm done with my weekend homework.
Alright, here's what I have for the latest version:
Issues:
-The squid-tuning-into-Guardians mechanic seems to have bugged out and made squids a lot more likely to become Guardians.
-Ghast and Ender dragon fireball damage seems to go through shields.
-Dragon fireballs no longer leave acid behind when hitting the ground.
-Experienced a crash, possibly caused when right-clicking with an empty bucket in the air:
The game crashed whilst unexpected error
Error: java.lang.NullPointerException: Unexpected error
Changes:
-Zombie Pigmen now have an 8% chance to spawn as a Creeper.
-Skeletons now have an 8% chance to spawn as a Stray.
-The damage dealt by Ghast and Ender Dragon fireball explosions have now been reduced.
-The frequency of Silverfish blocks is now 60 spawn tries, with the veins spawning in 3-5 blocks per vein.
-Village, Mineshaft, Dungeon, Desert/Jungle temple chests will now contain 3-5 blocks of Obsidian.
Oops, i accidentally changed it to 71%
Sorry for asking but what do you mean by "shields"?. The combat shield item or the absorption effect or something else?
OK so i just released a small update that fixes some of the issues you mentioned:
Update 0.5.4
Error: java.lang.NullPointerException: Unexpected error
You can expect a full update that treats all the stuff you mentioned at the end of this week.
No worries! And yeah I was talking about the shields used in combat.
The latest version seems to now have an automatic crash when loading/creating a world:
The game crashed whilst exception in server tick loop
Error: com.google.common.util.concurrent.UncheckedExecutionException: java.lang.RuntimeException: Attempted to add a duplicate pool to loot table: deltahard:obsidian_pool
Seems as though I can't test this version until the crash is fixed.
Yup i fixed it. I honestly have no idea how i made such a mistake but ok.
Nice! Here's the list for version 5.6:
Issues:
-Zombie Horses now seem to spawn on their own.
-Explosion damage from Ghasts and Ender Dragon fireballs still go through combat shields.
-When jumping into a Ghast fireball, the damage output seems to drastically increase, no matter how far away you are from the Ghast.
-Sometimes chests are nearly full of Obsidian blocks (up to 20).
-Arrows will sometimes glitch out when hitting a Ghast Fireball or landing on the ground.
Changes:
-Zombie Pigmen now have a 6% chance to spawn as a Creeper.
-The frequency of Silverfish block veins is now 65 spawn tries.
-The explosion power of an Ender Dragon Fireball is now 1.
0.5.7!
I think is is the case in vanilla as well? At least it seemed to me like that.
Yeah I think its just the damage from 1.5 fireballs in general might be too much. Is there a way to decrease to like 1.3?
Aside from that, everything else's looks good to go!! Feel free to tell me if there's anything in particular you want me to test!
Yes of course. Thats not a problem
Nice !