-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.
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.
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.
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.