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- =====================================================
- Life in the Village 1.16 --> Life in the Village 1.17
- =====================================================
- Updated:
- Bountiful (Bountiful-2.2.0.jar --> Bountiful-2.2.1.jar):
- Bountiful-2.2.1.jar:
- Hey there, it's been a while! I'm definitely still alive and modding, I've just been busy. Here's a bugfix!
- Changed:
- * Fixed a bug where sometimes, players could not turn in bounties on a server.
- Building Gadgets (BuildingGadgets-2.7.3-hotfix --> BuildingGadgets-2.7.4.jar):
- BuildingGadgets-2.7.4.jar:
- Full [CHANGELOG on Github](https://github.com/Direwolf20-MC/BuildingGadgets/blob/2.7.4-1.12.x/CHANGELOG.md)
- [2.7.4 - 1.12.2] - 2019-11-07
- Release note: We're nearing the final versions of Building Gadgets for Minecraft 1.12 and will be winding down on the release schedule. 1.14 is going strong and we'd recommend you check it out :D
- Added
- * Back ported a feature from 1.14 that disabled the Gadgets tooltip for power if the config is set to 0 for max-power
- * Back ported a feature from 1.14 that allows you to disable absolute coords mode for the Copy and Paste gadget to mask coords. Changed
- * Bumped forge version to 14.23.5.2847 Fixed
- * Disabled other mods from being able to use the gadgets as a battery
- * Stopped leaves decaying when placed by the the gadgets
- * Fixed the Surface mode on the Building & Exchanging gadget using the wrong radius
- Chance Cubes (ChanceCubes 1.12.2-4.1.0.300 --> ChanceCubes 1.12.2-5.0.1.339):
- ChanceCubes 1.12.2-5.0.1.339:
- Fixed server crash with some rewards
- ChanceCubes 1.12.2-5.0.1.338:
- Fixed issue on the client when connecting to a server.
- ChanceCubes 1.12.2-5.0.1.337:
- WARNING!
- This version (v5) is not compatible with older versions of configs! Do note that if you update, your configs may not work like they did!
- Updates from previous beta version:
- Buffed the Demonic Blaze rewards slightly
- Fixed issues with rewards not spawning things correctly
- Fixed wrong reward name for default profile
- Fixed crash associated with #201
- Fixed issue with random oredict not working #200
- Fixed issue with Giant Chance Cubes not spawning in when placing made via 3x3x3 cube #199
- Removed uneeded methods from RewardsUtil
- Fixed naming issue with the Icosahedron reward
- Fixed mixup with the nether start and notch apple rewards
- ChanceCubes 1.12.2-5.0.1.335:
- Added more helpful reward commands
- Removed reward config enabling/disabling
- Fixed issue with hardcoded profiles not correctly working
- Fixed issue with custom user rewards not properly enabling
- Fixed some rewards missing
- ChanceCubes 1.12.2-5.0.1.334:
- =====Major update=====
- Added Mimic Boss reward
- Added Slime Queen Boss reward
- Removed Mob Effects reward
- Removed slime queen reward temporarily
- Added Demonic Blaze boss reward
- Added Evil Witch boss reward
- Biodomes are more modular and adjustable now
- Guardians reward now have a Chance value of -85 with the hardcore profile
- Added options to Chance Cubes Rename reward
- Added lots more reward property options to rewards
- Added profile option to biodomes to disable entity spawning
- Added profile options for oresphere for white and black lists
- Added white and black lists to the ore pillar reward
- Added profile property black list to biomes in biodome giant chance cube reward
- Added ability to spawn "copies" of an entity via the custom rewards system
- Added more options for Entity Rewards
- Changed the command reward parts to be able to have the cube as the origin and not always the player
- Fixed a bug with Giant Cube rewards not being re-enabled by profiles
- Fixed issue with some rewards not properly enabling/ disabling
- Fixed issue with rewards not being correctly enabled/ disabled on world join
- Fixed issue with rewards not properly being set as enabled/ disabled on reload
- Added support for perworld profiles
- Added support for triggering profiles via advancements
- Fixed issue with custom profiles not "enabling" on startup
- Added better support for profiles that have sub profiles
- Sub profiles enabled and disabled before parent profile
- Fixed a bug with custom subprofiles not being able to be found
- Fixed bug with profile settings persisting into new worlds
- Added support for triggers to require all before enabling profile
- Profiles are now initially enabled if they have no triggers
- Fixed profiles not disabling giant cube rewards when enable
- Fixed issue with non ASCII characters having issues with gradle
- OffsetBlocks now accept RewardBlockCaches
- All commands can now be run on single player without op
- Fixed #186
- Fixed issue with localisation
- Fixed issue with Giant Cubes and copy spawning them
- Missed part of converting to and from global and relative positions
- Fixed crash in profileUI
- Fixed game loading crash
- Fixed issue with offsetblocks taking up a lot of memory #194
- Updated Chance Cubes texture to be 16x16 instead of 64x64
- Converted the giant cube rewards to be per player based
- Changed name of all hard coded class rewards to use new naming format
- Added more information to rewardsinfo command
- Added Chance Cubes as non-removable blocks
- Other small bugs fixed with rewards in files
- Fixed issue with loading in Effect rewards
- Converting rewards to be hardcoded json files
- ConnectedTexturesMod (CTM - MC1.12.2-1.0.0.29 --> CTM - MC1.12.2-1.0.1.30):
- CTM - MC1.12.2-1.0.1.30:
- CTM MC1.12.2-1.0.1.30
- Changes
- - If no layer is specified, the default will now be null (same as textures with no metadata) rather than SOLID
- - Now requires forge 2807 at a minimum (for item lighting fixes)
- Fixes
- - Eliminated unnecessary memory overhead from model loading (asiekierka)
- - Fix ctm models having duplicate quads when rendered as an item and containing null-layer quads
- - Cache quad subsets for no-layer cases a bit, should speed up item model rendering marginally
- Controlling (Controlling-3.0.7 --> Controlling-3.0.8):
- Controlling-3.0.8:
- Added Polish language
- Updated Russian language
- Cooking for Blockheads (CookingForBlockheads_1.12.2-6.4.71.jar --> CookingForBlockheads_1.12.2-6.5.0.jar):
- CookingForBlockheads_1.12.2-6.5.0.jar:
- Fixed ingredients showing up as missing when they weren't
- Fixed multiple milk jars being required when cooking recipes with more than one milk bucket
- Fixed preservation upgrade not properly excluding recipe options in all cases
- Fixed dyes being used up when dyeing in creative mode (by WesCook)
- Allow coloring of blocks with any oredict dye (as opposed to only Vanilla) (by WesCook)
- Added Traditional Chinese translation (by chesterccj305)
- Updated Russian translation (by Bytegm)
- CraftTweaker (CraftTweaker2-1.12-4.1.19 --> CraftTweaker2-1.12-4.1.20):
- CraftTweaker2-1.12-4.1.20:
- FINAL RELEASE FOR 1.12 (unless there are serious issues that need addressing)
- Update ZS
- IEntity: Made Coordinate setters persistent and added setter for pos3f
- Continue statement | Array<->List cast | ReturnsSelf
- Removed unused code from the food command. Closes #834
- Moved the tooltip event to Low instead of Lowest, should fix things
- Add preproc for search tree disabling, close #829 - if you are getting stuck on crafttweaker load complete or whatever, use #disable_search_tree in your script somewhere
- Custom Main Menu (CustomMainMenu-MC1.12.2-2.0.9.jar --> CustomMainMenu-MC1.12.2-2.0.9.1.jar):
- CustomMainMenu-MC1.12.2-2.0.9.1.jar:
- * Fixed (By mysticdrew): connectToServer causing issues with other mods
- Cyclops Core (CyclopsCore-1.12.2-1.5.1.jar --> CyclopsCore-1.12.2-1.6.0.jar):
- CyclopsCore-1.12.2-1.6.0.jar:
- As always, don't forget to backup your world before updating!
- Additions:
- * Add cached recipe lookup helper method
- * Add setItemAtIndex helper method
- Fixes:
- * Fix important users lookup running in the main thread, Closes #139
- FTB Library (FTBLib-5.4.3.149.jar --> FTBLib-5.4.4.5.jar):
- FTBLib-5.4.4.5.jar:
- * Maybe fixed crash on login - LatvianModder
- FTBLib-5.4.4.4.jar:
- * Fixed timer configs not working if string had quotation marks - LatvianModder
- FTBLib-5.4.4.3.jar:
- * Changed version to fix jenkins build issue - LatvianModder
- FTBLib-5.4.3.2.jar:
- No changelog provided.
- FTBLib-5.4.3.151.jar:
- No changelog provided.
- FTBLib-5.4.3.150.jar:
- No changelog provided.
- FTB Quests (FTBQuests-1.8.0.234.jar --> FTBQuests-1.8.0.237.jar):
- FTBQuests-1.8.0.237.jar:
- * Fixed custom tasks not syncing with client properly - LatvianModder
- FTBQuests-1.8.0.236.jar:
- * "Fixed" the crash when creating new task in empty chapter again - LatvianModder
- FTBQuests-1.8.0.235.jar:
- * Fixed crash when creating new quest in blank chapter - LatvianModder
- FTB Utilities (FTBUtilities-5.4.0.114.jar --> FTBUtilities-5.4.0.124.jar):
- FTBUtilities-5.4.0.124.jar:
- * Fixed ``/ranks remove name` breaking without rank specified - LatvianModder
- FTBUtilities-5.4.0.123.jar:
- * Fixed crash with EnderIO - LatvianModder
- FTBUtilities-5.4.0.122.jar:
- * Display warning that sponge is installed instead of removing /ranks command - LatvianModder
- * Fixed quotation marks not porting from old rank files - LatvianModder
- FTBUtilities-5.4.0.121.jar:
- * Fixed /nbtedit not working with blocks - LatvianModder
- FTBUtilities-5.4.0.120.jar:
- * Fixed usernames not working in rank commands. Again. - LatvianModder
- FTBUtilities-5.4.0.119.jar:
- * Fixed usernames not working in rank commands - LatvianModder
- FTBUtilities-5.4.0.118.jar:
- * Fixed missing dep in build script - LatvianModder
- Fairy Lights (fairylights-2.1.9-1.12.2 --> fairylights-2.1.10-1.12.2):
- fairylights-2.1.10-1.12.2:
- Fix invisible fence fasteners ([#69](https://github.com/pau101/Fairy-Lights/issues/69))
- FastWorkbench (FastWorkbench-1.12.2-1.7.2.jar --> FastWorkbench-1.12.2-1.7.3.jar):
- FastWorkbench-1.12.2-1.7.3.jar:
- FastWorkbench will now forcibly disable the recalculation of search trees by CraftTweaker when the recipe book is disabled.
- FoamFix (FoamFix 0.10.8 (1.12.2) --> FoamFix 0.10.10 (1.12.2)):
- FoamFix 0.10.10 (1.12.2):
- * Un-force-disabled smallPropertyStorage for NEIDs/JEIDs. This was found to be an Unlimited Chisel Works bug, which was more commonly appearing in large modpacks (= modpacks with NEIDs/JEIDs installed).
- * Fixed PropertyValueMapper crashes in an environment with multi-threaded block state generation.
- FoamFix 0.10.9 (1.12.2):
- * Added the "client.deduplicateModels" option, to disable specifically deduplication of baked models.
- * Fixed disabling the "client.deduplicateModelBakers" option causing the progress bar to not be properly removed.
- * Fixed NotEnoughIDs not auto-disabling the "coremod.smallPropertyStorage" option, which it seems to have issues with.
- * Removed unused debug message in ProxyCommon.preInit.
- Inspirations (Inspirations 0.2.8 for 1.12.2 --> Inspirations 0.2.9 for 1.12.2):
- Inspirations 0.2.9 for 1.12.2:
- Planned last 1.12 release
- * Fix shield knockback not working on players
- * Fix crash when using global config
- * Update Russian language (thanks kellixon)
- JourneyMap (journeymap-1.12.2-5.5.5 --> journeymap-1.12.2-5.5.7):
- journeymap-1.12.2-5.5.7:
- JourneyMap 1.12.2-5.5.7 for Minecraft 1.12.2
- Requirements:
- * Java 8
- * Minecraft 1.12.2
- * Forge 14.23.5.2768 General Information:
- * See [http://journeymap.info/]() for information about how to install and use this mod, rules about inclusion in modpacks, translation, etc.
- * See [http://journeymap.info/Support]() for information on getting technical support.
- * Implements [JourneyMap API v1.12-1.4]() CHANGELOG (2020-01-22-16:44:20):
- 5.5.7
- * Double click on fullscreen to create waypoints is back
- * Many Lan issues resolved
- * Map waypoint label fix
- journeymap-1.12.2-5.5.6:
- JourneyMap 1.12.2-5.5.6 for Minecraft 1.12.2
- Requirements:
- * Java 8
- * Minecraft 1.12.2
- * Forge 14.23.5.2768 General Information:
- * See [http://journeymap.info/]() for information about how to install and use this mod, rules about inclusion in modpacks, translation, etc.
- * See [http://journeymap.info/Support]() for information on getting technical support.
- * Implements [JourneyMap API v1.12-1.4]() CHANGELOG (2019-12-18-08:30:53):
- 5.5.6 Release
- * Fix for custom theme loading
- * New Fullscreen button to pan map to specified coordinates.
- * Updated Network protocols to fix some sync issues. Requires Client and Server update.
- * Added compression to Server Options dimension list, should fix issues for servers with a large amount of dimensions.
- * Network optimizations, expanded player radar should now use significantly less bandwidth.
- * Updated the splash screen.
- * Remove journeymap-api as embedded library on curse, this will hopefully prevent people from putting it in their mods folder
- * Updated version check url
- * InfoSlot time formatting options.
- * Death waypoint auto-removal
- * Death waypoint time and date formats are now configurable!
- Level Up! Reloaded (Level Up! 2-1.1.23-1.12.jar --> levelup2-1.2.1.jar):
- levelup2-1.2.1.jar:
- Book of Specialization Change now supports reclassing
- Specialization bonus skills now cannot be downgraded
- Attempted fallback smelting recipes for ore chunks
- A couple other internal improvements
- levelup2-1.2.0-pre4.jar:
- Skills work now! You can put down the pitchforks!
- * Complete revamp of the skill leveling system
- * Skill leveling is now done via a book given to you on first load (also craftable for cheap if you lose it)
- * The old hotkey is for activating and deactivating player skills as a whole, a requested feature
- * Skill leveling also doesn't take levels directly anymore, shift-right-click the book to turn 5 levels into a skill point
- * Skill classes make a return, giving you a predefined (and configurable!) set of skills to start out with, along with your skill spec
- * CUSTOM CLASSES! You can define your own class and associated bonuses with custom JSON files in the playerclass directory
- * MULTISPECCING! A fairly frequently requested feature, default cost is 10 points per spec
- * Specs are no longer hardcoded. While the original three return, you can add new specs fairly easily (you will still have to do all the skill event gruntwork yourself)
- * Skill points can be refunded by leveling down skills. This is a 100% refund for now, the config option doesn't do anything
- * Ore chunks are less difficult to understand and are defined in the same String list in the config file (most of the popular ores are pre-configured (with the most popular mod ingots as smelting outputs, change it if you don't have Thermal Expansion or TConstruct) and will only activate when present)
- * If you want to reconfigure the ore chunks to break into something else (like Geolosys ore chunks), you can add that to the end of the ore chunk line, using a comma as a separator. See config comment for explanation
- levelup2-1.2.0-pre3.jar:
- Fixes bug with downgrading skills infinitely
- THIS IS LABELED ALPHA FOR A REASON. I HAVE NOT TESTED HOW SKILLS WILL TRANSFER ON OLD WORLDS.
- * Complete revamp of the skill leveling system
- * Skill leveling is now done via a book given to you on first load (also craftable for cheap if you lose it)
- * The old hotkey is for activating and deactivating player skills as a whole, a requested feature
- * Skill leveling also doesn't take levels directly anymore, shift-right-click the book to turn 5 levels into a skill point
- * Skill classes make a return, giving you a predefined (and configurable!) set of skills to start out with, along with your skill spec
- * CUSTOM CLASSES! You can define your own class and associated bonuses with custom JSON files in the playerclass directory
- * MULTISPECCING! A fairly frequently requested feature, default cost is 10 points per spec
- * Specs are no longer hardcoded. While the original three return, you can add new specs fairly easily (you will still have to do all the skill event gruntwork yourself)
- * Skill points can be refunded by leveling down skills. This is a 100% refund for now, the config option doesn't do anything
- * Ore chunks are less difficult to understand and are defined in the same String list in the config file (most of the popular ores are pre-configured (with the most popular mod ingots as smelting outputs, change it if you don't have Thermal Expansion or TConstruct) and will only activate when present)
- * If you want to reconfigure the ore chunks to break into something else (like Geolosys ore chunks), you can add that to the end of the ore chunk line, using a comma as a separator. See config comment for explanation
- levelup2-1.2.0-pre2.jar:
- Server fix
- THIS IS LABELED ALPHA FOR A REASON. I HAVE NOT TESTED HOW SKILLS WILL TRANSFER ON OLD WORLDS.
- * Complete revamp of the skill leveling system
- * Skill leveling is now done via a book given to you on first load (also craftable for cheap if you lose it)
- * The old hotkey is for activating and deactivating player skills as a whole, a requested feature
- * Skill leveling also doesn't take levels directly anymore, shift-right-click the book to turn 5 levels into a skill point
- * Skill classes make a return, giving you a predefined (and configurable!) set of skills to start out with, along with your skill spec
- * CUSTOM CLASSES! You can define your own class and associated bonuses with custom JSON files in the playerclass directory
- * MULTISPECCING! A fairly frequently requested feature, default cost is 10 points per spec
- * Specs are no longer hardcoded. While the original three return, you can add new specs fairly easily (you will still have to do all the skill event gruntwork yourself)
- * Skill points can be refunded by leveling down skills. This is a 100% refund for now, the config option doesn't do anything
- * Ore chunks are less difficult to understand and are defined in the same String list in the config file (most of the popular ores are pre-configured (with the most popular mod ingots as smelting outputs, change it if you don't have Thermal Expansion or TConstruct) and will only activate when present)
- * If you want to reconfigure the ore chunks to break into something else (like Geolosys ore chunks), you can add that to the end of the ore chunk line, using a comma as a separator. See config comment for explanation
- LevelUpReloaded 1.2-pre1:
- THIS IS LABELED ALPHA FOR A REASON. I HAVE NOT TESTED HOW SKILLS WILL TRANSFER ON OLD WORLDS.
- * Complete revamp of the skill leveling system
- * Skill leveling is now done via a book given to you on first load (also craftable for cheap if you lose it)
- * The old hotkey is for activating and deactivating player skills as a whole, a requested feature
- * Skill leveling also doesn't take levels directly anymore, shift-right-click the book to turn 5 levels into a skill point
- * Skill classes make a return, giving you a predefined (and configurable!) set of skills to start out with, along with your skill spec
- * CUSTOM CLASSES! You can define your own class and associated bonuses with custom JSON files in the playerclass directory
- * MULTISPECCING! A fairly frequently requested feature, default cost is 10 points per spec
- * Specs are no longer hardcoded. While the original three return, you can add new specs fairly easily (you will still have to do all the skill event gruntwork yourself)
- * Skill points can be refunded by leveling down skills. This is a 100% refund for now, the config option doesn't do anything
- * Ore chunks are less difficult to understand and are defined in the same String list in the config file (most of the popular ores are pre-configured (with the most popular mod ingots as smelting outputs, change it if you don't have Thermal Expansion or TConstruct) and will only activate when present)
- * If you want to reconfigure the ore chunks to break into something else (like Geolosys ore chunks), you can add that to the end of the ore chunk line, using a comma as a separator. See config comment for explanation
- Living Enchantment (Living Enchantment 3.1.9 --> Living Enchantment 3.2.0):
- Living Enchantment 3.2.0:
- Fixed bug with items that don't lose durability. They won't act like they're dying forever anymore.
- Millénaire (Millénaire 8.0.0 --> Millénaire 8.0.1):
- Millénaire 8.0.1:
- This version is incompaible with savegames from v7.x.x. Upgrade your worlds at your own risk.
- - New Byzantine tools
- - Improved Byzantine skins
- - Removed some constraints on the placement of buildings in controlled villages
- - Improved the efficiency of some villager goals
- - Improved Greek names for the Byzantines by ShieldBearer
- - Fixed minor crash causes
- - Fixed some causes of lag spikes
- - Fixed some issues with Maya buildings
- - Fixed the Herbalist ending up planting only unneeded flower colours
- - Made it easier to spawn Notre Dame
- Minecolonies (minecolonies-1.12.2-0.10.488-RELEASE-universal.jar --> minecolonies-1.12.2-0.10.592-RELEASE-universal.jar):
- minecolonies-1.12.2-0.10.592-RELEASE-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.592-RELEASE
- * Merge branch 'testing/1.12' into release/1.12
- * Merge remote-tracking branch 'origin/version/1.12' into testing/1.12
- * Merge branch 'testing/1.12' into origin/version/1.12
- * Merge remote-tracking branch 'origin/version/1.12' into testing/1.12
- * [Draft] [1.12.2] Info Tabs (#4122) Adds dynamically added information tabs to worker huts (dynamically based on lang entries) Adds info button and tab to builder and lumberjack for now. * Rpg msging 1.12 (#4132)
- There are different types of interactions which result in different trees, different messages, validators and response options.
- Each response type has:
- One inquiry: The message displayed to the player Response options: Options the player can use to respond Validator: A predicate which checks if the interaction is still valid. At the moment we have two specific types of Interactions:
- StandardInteraction Which has the response options you can see in the top screenshot. It has a validator based on the citizenData only.
- PosBased Same response options but the validator receives besides the citizenData more special data (the pos).
- If a validator requires more information (PoS, ItemStack, Block, ChunkPos, IToken, etc) you setup a new interactionResponseHandler similarly to the PoSBased one and register and set it up in the ModInteractions.
- All these interactions inherit the ServerInteraction (only exists on the server side), the ClientInteraction handler exists only on the client and when triggered it sends a message back to the server to invoke the one on the server side.
- To setup an interaction of the citizen follow the following steps:
- 1: Setup a validator and add it to the ModValidators in a static block on top of the class where you use it.
- 2: Trigger the interaction in the citizen and reference the validator you used above.
- This is part 1 of this interaction handling. It adds:
- The framework for handling The GUI setup for generic handling. All currently basic citizen interactions. Request System integration Followup Tasks:
- ChitChat status based interactions While testing this I found some bugs and fixed them:
- All furnace based jobs had problems detecting a broken furnace Fisherman had problem with position finding when in water and had problems detecting wrong rods. * hotfix building tool is null issue for 1.12 * hotfix advancement crash * Sleeping guard feature (#4104)
- Guards received a new sleeping feature Added sleeping and levelup particles Guards AI/Combat and stats got a little rework and should work more smooth * Add correct pathfinding shutdown to 1.12.2 (hotfix) * Hotfix advancements NPE (#4107)
- fix colony crash on startup * DRAFT: Information Tabs and Advancements (#3944)
- Adds in Advancements as a form of Guide through the mod * Added a backup to the sorting function in case some exception occurs. (#4098) * improve state typing/add dynamic tick rates (#4056)
- * changing base state type to IState to not be AI dependent
- * Adding tickrate into the statemachine, so it can dynamically skip ticks
- * Fixed textures merging. (#4085) Just a small fix for the textures that are merging on the lumberjack model block, when you see the block from under. No visual difference, but the problem disappear. * Merge branch 'version/1.12' into testing/1.12 * fix dynamic claim issue * Feature/empty hut counter (#4038)
- getJobName method added to View. getMaxInhabitants method added to View. Additions to logic in getting the total max jobs. * hotfix restriction issues * Fix/msg clientside (#4065)
- Fixes an exception on the server because the wrong class is used. * Fix/dman unblock (#4063)
- Add that dman which is inactive doesn't get tasks When dman gets reactivated he tries to reassign requests which were assigned to the player * Hotfix packets and netty memory leak (#4061)
- *
- * hotfix packets and netty memory leak
- *
- * forgot bugger
- * add enchanter recipe (hotfix)
- * Updated README for windows (#4054) Updated README for windows * Enchanter (#4024)
- the enchanter has a GUI where you can set from who he will drain experience
- he will walk to these workers daily and drain some experience (you can set how many levels per day)
- there is a chance of him enchanting randomly something while draining (side effect)
- if he has a high enough experience level he will request enchanted tomes
- he will enchant this tome with a random enchantment, depending on his level, there is a chance to get high level enchantments A few notes a) It is probably one of the nicest workers to watch working b) He takes only 50% of the xp he gains (because he is very skilled) but this percentage is configurable in the config file c) you can configure which books he can produce in the config file as well So, also modded enchantments work
- Also adds potential max, to allow to recruit workers if there is a free space for the guard tower. * Improve/fix some chunk data issues (#4036)
- * - removed unecessary chunk load counter which goes out of sync
- * made sure the chunk is mark dirty whenever the capability data changes
- *
- * fix 3 claim logic issues
- *
- * fix chunk claim caches
- * fix backup loading re-claim
- * Disable crusher and sifter from learning recipes (#4045)
- * fix crusher or sifter responding to 2x2 requests (by disabling teaching them)
- *
- * fix subscribers add when the spawn is claimed (#4033)
- * fix permissions to not get overwritten by older permission versions (upgrade issue)
- * Translation (#4029) Immensive 1.12 language update * Added empty huts counter (#4005)
- Added empty huts counter * Schematics (#4021)
- Update jungle schematic style and fix several other schematics * Improve backup loading (#4004)
- * - fix colony readNbt not always resetting existing lists
- * Add backup loading on worldload when the cap is missing a non-deleted colony.
- *
- * fix loading to all existing & missing files
- *
- * add javadoc
- *
- * only load once
- *
- * update building removal warning condition
- *
- * forgot the reset
- *
- * add permission map clear on read
- * - improve active condition and view send rate
- * - fix chunk data/claim issue (#4013)
- * 1.14 fixes (#4002) Respect native workOrder order * Subscriber and colony tick improvements (#3995)
- Changes proposed in this pull request: Feature chunkload Colonies now save the position of claimed chunks which are loaded, which is used to see if the colony is loaded/parts of it are loaded. Feature subscribers In this I've changed the way subscriber adding works, aswell as some internal structure of it.
- Subscribers(players who receive colony views) are no longer constantly pulled from the server's playerlist each tick, instead they're added/removed on chunk enter. Which adds little overhead at all as we're already loading the chunk claim on chunk enter. Those which are added on chunk enter are called/saved as close subscribers, aka subscribers close to the colony.
- In addition we're storing important players with global permissions on login/logoff, those are used for out of colony functionality like keeping the colony active when chunks are loaded, or receiving important messages of stuff happening within the colony like a raider event. Atm owners and officer have those perms.
- Feature Colony Ticks Introduces states to the colony Simplifies ticking logic and makes it about 3x faster Reworked some older ticking logic stuff The basic idea is that states for a colony lets us freely control what the colony updates in each state. For now there are three states:
- Active: All managers /other things updated/tick as usual Unloaded: Only logic which should tick even when the colony chunks are not loaded, requires a player(global subscriber) online for the colony with certain permissions. Inactive: Colony does nothing except occasionally checking if it needs to go into another state. Using the statemachine for this allows us to define transitions for logic which needs to be executed on ticks, simply by choosing in which state it should tick, giving it a function to execute and specifying at which rate we need the updates. Regarding performance this makes our colonies require about three times less tim...
- minecolonies-1.12.2-0.10.590-BETA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.590-BETA
- * Merge remote-tracking branch 'origin/version/1.12' into testing/1.12
- * Merge branch 'testing/1.12' into origin/version/1.12
- minecolonies-1.12.2-0.10.587-BETA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.587-BETA
- * Merge remote-tracking branch 'origin/version/1.12' into testing/1.12
- * [Draft] [1.12.2] Info Tabs (#4122) Adds dynamically added information tabs to worker huts (dynamically based on lang entries) Adds info button and tab to builder and lumberjack for now. * Rpg msging 1.12 (#4132)
- There are different types of interactions which result in different trees, different messages, validators and response options.
- Each response type has:
- One inquiry: The message displayed to the player Response options: Options the player can use to respond Validator: A predicate which checks if the interaction is still valid. At the moment we have two specific types of Interactions:
- StandardInteraction Which has the response options you can see in the top screenshot. It has a validator based on the citizenData only.
- PosBased Same response options but the validator receives besides the citizenData more special data (the pos).
- If a validator requires more information (PoS, ItemStack, Block, ChunkPos, IToken, etc) you setup a new interactionResponseHandler similarly to the PoSBased one and register and set it up in the ModInteractions.
- All these interactions inherit the ServerInteraction (only exists on the server side), the ClientInteraction handler exists only on the client and when triggered it sends a message back to the server to invoke the one on the server side.
- To setup an interaction of the citizen follow the following steps:
- 1: Setup a validator and add it to the ModValidators in a static block on top of the class where you use it.
- 2: Trigger the interaction in the citizen and reference the validator you used above.
- This is part 1 of this interaction handling. It adds:
- The framework for handling The GUI setup for generic handling. All currently basic citizen interactions. Request System integration Followup Tasks:
- ChitChat status based interactions While testing this I found some bugs and fixed them:
- All furnace based jobs had problems detecting a broken furnace Fisherman had problem with position finding when in water and had problems detecting wrong rods. * hotfix building tool is null issue for 1.12 * hotfix advancement crash * Sleeping guard feature (#4104)
- Guards received a new sleeping feature Added sleeping and levelup particles Guards AI/Combat and stats got a little rework and should work more smooth * Add correct pathfinding shutdown to 1.12.2 (hotfix) * Hotfix advancements NPE (#4107)
- fix colony crash on startup * DRAFT: Information Tabs and Advancements (#3944)
- Adds in Advancements as a form of Guide through the mod * Added a backup to the sorting function in case some exception occurs. (#4098) * improve state typing/add dynamic tick rates (#4056)
- * changing base state type to IState to not be AI dependent
- * Adding tickrate into the statemachine, so it can dynamically skip ticks
- * Fixed textures merging. (#4085) Just a small fix for the textures that are merging on the lumberjack model block, when you see the block from under. No visual difference, but the problem disappear.
- minecolonies-1.12.2-0.10.584-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.584-ALPHA
- * [Draft] [1.12.2] Info Tabs (#4122) Adds dynamically added information tabs to worker huts (dynamically based on lang entries) Adds info button and tab to builder and lumberjack for now.
- minecolonies-1.12.2-0.10.583-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.583-ALPHA
- * Rpg msging 1.12 (#4132) There are different types of interactions which result in different trees, different messages, validators and response options.
- Each response type has:
- One inquiry: The message displayed to the player Response options: Options the player can use to respond Validator: A predicate which checks if the interaction is still valid. At the moment we have two specific types of Interactions:
- StandardInteraction Which has the response options you can see in the top screenshot. It has a validator based on the citizenData only.
- PosBased Same response options but the validator receives besides the citizenData more special data (the pos).
- If a validator requires more information (PoS, ItemStack, Block, ChunkPos, IToken, etc) you setup a new interactionResponseHandler similarly to the PoSBased one and register and set it up in the ModInteractions.
- All these interactions inherit the ServerInteraction (only exists on the server side), the ClientInteraction handler exists only on the client and when triggered it sends a message back to the server to invoke the one on the server side.
- To setup an interaction of the citizen follow the following steps:
- 1: Setup a validator and add it to the ModValidators in a static block on top of the class where you use it.
- 2: Trigger the interaction in the citizen and reference the validator you used above.
- This is part 1 of this interaction handling. It adds:
- The framework for handling The GUI setup for generic handling. All currently basic citizen interactions. Request System integration Followup Tasks:
- ChitChat status based interactions While testing this I found some bugs and fixed them:
- All furnace based jobs had problems detecting a broken furnace Fisherman had problem with position finding when in water and had problems detecting wrong rods.
- minecolonies-1.12.2-0.10.579-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.579-ALPHA
- * hotfix building tool is null issue for 1.12
- minecolonies-1.12.2-0.10.578-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.578-ALPHA
- * hotfix advancement crash
- minecolonies-1.12.2-0.10.572-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.572-ALPHA
- * Sleeping guard feature (#4104) Guards received a new sleeping feature Added sleeping and levelup particles Guards AI/Combat and stats got a little rework and should work more smooth
- minecolonies-1.12.2-0.10.570-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.570-ALPHA
- * Add correct pathfinding shutdown to 1.12.2 (hotfix)
- minecolonies-1.12.2-0.10.566-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.566-ALPHA
- * Hotfix advancements NPE (#4107) fix colony crash on startup
- minecolonies-1.12.2-0.10.565-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.565-ALPHA
- * DRAFT: Information Tabs and Advancements (#3944) Adds in Advancements as a form of Guide through the mod
- minecolonies-1.12.2-0.10.562-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.562-ALPHA
- * Added a backup to the sorting function in case some exception occurs. (#4098)
- minecolonies-1.12.2-0.10.558-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.558-ALPHA
- * improve state typing/add dynamic tick rates (#4056)
- * changing base state type to IState to not be AI dependent
- * Adding tickrate into the statemachine, so it can dynamically skip ticks
- minecolonies-1.12.2-0.10.557-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.557-ALPHA
- * Fixed textures merging. (#4085) Just a small fix for the textures that are merging on the lumberjack model block, when you see the block from under. No visual difference, but the problem disappear.
- minecolonies-1.12.2-0.10.554-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.554-ALPHA
- * fix dynamic claim issue
- minecolonies-1.12.2-0.10.553-BETA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.553-BETA
- * Merge branch 'version/1.12' into testing/1.12
- * fix dynamic claim issue
- minecolonies-1.12.2-0.10.549-BETA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.549-BETA
- * Feature/empty hut counter (#4038) getJobName method added to View. getMaxInhabitants method added to View. Additions to logic in getting the total max jobs. * hotfix restriction issues * Fix/msg clientside (#4065)
- Fixes an exception on the server because the wrong class is used.
- minecolonies-1.12.2-0.10.545-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.545-ALPHA
- * Feature/empty hut counter (#4038) getJobName method added to View. getMaxInhabitants method added to View. Additions to logic in getting the total max jobs.
- minecolonies-1.12.2-0.10.541-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.541-ALPHA
- * hotfix restriction issues
- minecolonies-1.12.2-0.10.539-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.539-ALPHA
- * Fix/msg clientside (#4065) Fixes an exception on the server because the wrong class is used.
- minecolonies-1.12.2-0.10.538-BETA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.538-BETA
- * Fix/dman unblock (#4063) Add that dman which is inactive doesn't get tasks When dman gets reactivated he tries to reassign requests which were assigned to the player * Hotfix packets and netty memory leak (#4061)
- *
- * hotfix packets and netty memory leak
- *
- * forgot bugger
- * add enchanter recipe (hotfix)
- * Updated README for windows (#4054) Updated README for windows * Enchanter (#4024)
- the enchanter has a GUI where you can set from who he will drain experience
- he will walk to these workers daily and drain some experience (you can set how many levels per day)
- there is a chance of him enchanting randomly something while draining (side effect)
- if he has a high enough experience level he will request enchanted tomes
- he will enchant this tome with a random enchantment, depending on his level, there is a chance to get high level enchantments A few notes a) It is probably one of the nicest workers to watch working b) He takes only 50% of the xp he gains (because he is very skilled) but this percentage is configurable in the config file c) you can configure which books he can produce in the config file as well So, also modded enchantments work
- Also adds potential max, to allow to recruit workers if there is a free space for the guard tower. * Improve/fix some chunk data issues (#4036)
- * - removed unecessary chunk load counter which goes out of sync
- * made sure the chunk is mark dirty whenever the capability data changes
- *
- * fix 3 claim logic issues
- *
- * fix chunk claim caches
- * fix backup loading re-claim
- * Disable crusher and sifter from learning recipes (#4045)
- * fix crusher or sifter responding to 2x2 requests (by disabling teaching them)
- *
- * fix subscribers add when the spawn is claimed (#4033)
- * fix permissions to not get overwritten by older permission versions (upgrade issue)
- * Translation (#4029) Immensive 1.12 language update * Added empty huts counter (#4005)
- Added empty huts counter
- minecolonies-1.12.2-0.10.536-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.536-ALPHA
- * Fix/dman unblock (#4063) Add that dman which is inactive doesn't get tasks When dman gets reactivated he tries to reassign requests which were assigned to the player
- minecolonies-1.12.2-0.10.534-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.534-ALPHA
- * Hotfix packets and netty memory leak (#4061)
- *
- * hotfix packets and netty memory leak
- *
- * forgot bugger
- minecolonies-1.12.2-0.10.529-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.529-ALPHA
- * add enchanter recipe (hotfix)
- minecolonies-1.12.2-0.10.525-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.525-ALPHA
- * Updated README for windows (#4054) Updated README for windows
- minecolonies-1.12.2-0.10.521-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.521-ALPHA
- No Changes detected!
- minecolonies-1.12.2-0.10.524-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.524-ALPHA
- No Changes detected!
- minecolonies-1.12.2-0.10.519-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.519-ALPHA
- * Improve/fix some chunk data issues (#4036)
- *
- * removed unecessary chunk load counter which goes out of sync
- * made sure the chunk is mark dirty whenever the capability data changes
- *
- * fix 3 claim logic issues
- *
- * fix chunk claim caches
- * fix backup loading re-claim
- minecolonies-1.12.2-0.10.517-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.517-ALPHA
- * Disable crusher and sifter from learning recipes (#4045)
- * fix crusher or sifter responding to 2x2 requests (by disabling teaching them)
- minecolonies-1.12.2-0.10.514-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.514-ALPHA
- *
- * fix subscribers add when the spawn is claimed (#4033)
- * fix permissions to not get overwritten by older permission versions (upgrade issue)
- minecolonies-1.12.2-0.10.512-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.512-ALPHA
- * Translation (#4029) Immensive 1.12 language update
- minecolonies-1.12.2-0.10.510-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.510-ALPHA
- * Added empty huts counter (#4005) Added empty huts counter
- minecolonies-1.12.2-0.10.508-BETA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.508-BETA
- * Schematics (#4021) Update jungle schematic style and fix several other schematics * Improve backup loading (#4004)
- * - fix colony readNbt not always resetting existing lists
- * Add backup loading on worldload when the cap is missing a non-deleted colony.
- *
- * fix loading to all existing & missing files
- *
- * add javadoc
- *
- * only load once
- *
- * update building removal warning condition
- *
- * forgot the reset
- *
- * add permission map clear on read
- * - improve active condition and view send rate
- * - fix chunk data/claim issue (#4013)
- * 1.14 fixes (#4002) Respect native workOrder order * Subscriber and colony tick improvements (#3995)
- Changes proposed in this pull request: Feature chunkload Colonies now save the position of claimed chunks which are loaded, which is used to see if the colony is loaded/parts of it are loaded. Feature subscribers In this I've changed the way subscriber adding works, aswell as some internal structure of it.
- Subscribers(players who receive colony views) are no longer constantly pulled from the server's playerlist each tick, instead they're added/removed on chunk enter. Which adds little overhead at all as we're already loading the chunk claim on chunk enter. Those which are added on chunk enter are called/saved as close subscribers, aka subscribers close to the colony.
- In addition we're storing important players with global permissions on login/logoff, those are used for out of colony functionality like keeping the colony active when chunks are loaded, or receiving important messages of stuff happening within the colony like a raider event. Atm owners and officer have those perms.
- Feature Colony Ticks Introduces states to the colony Simplifies ticking logic and makes it about 3x faster Reworked some older ticking logic stuff The basic idea is that states for a colony lets us freely control what the colony updates in each state. For now there are three states:
- Active: All managers /other things updated/tick as usual Unloaded: Only logic which should tick even when the colony chunks are not loaded, requires a player(global subscriber) online for the colony with certain permissions. Inactive: Colony does nothing except occasionally checking if it needs to go into another state. Using the statemachine for this allows us to define transitions for logic which needs to be executed on ticks, simply by choosing in which state it should tick, giving it a function to execute and specifying at which rate we need the updates. Regarding performance this makes our colonies require about three times less tim...
- minecolonies-1.12.2-0.10.507-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.507-ALPHA
- * Schematics (#4021) Update jungle schematic style and fix several other schematics
- minecolonies-1.12.2-0.10.505-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.505-ALPHA
- * Improve backup loading (#4004)
- *
- * fix colony readNbt not always resetting existing lists
- * Add backup loading on worldload when the cap is missing a non-deleted colony.
- *
- * fix loading to all existing & missing files
- *
- * add javadoc
- *
- * only load once
- *
- * update building removal warning condition
- *
- * forgot the reset
- *
- * add permission map clear on read
- minecolonies-1.12.2-0.10.501-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.501-ALPHA
- * - improve active condition and view send rate
- minecolonies-1.12.2-0.10.499-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.499-ALPHA
- * - fix chunk data/claim issue (#4013)
- minecolonies-1.12.2-0.10.498-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.498-ALPHA
- * 1.14 fixes (#4002) Respect native workOrder order
- minecolonies-1.12.2-0.10.496-ALPHA-universal.jar:
- Minecolonies Changelog
- Version: 1.12.2-0.10.496-ALPHA
- * Subscriber and colony tick improvements (#3995) Changes proposed in this pull request: Feature chunkload Colonies now save the position of claimed chunks which are loaded, which is used to see if the colony is loaded/parts of it are loaded. Feature subscribers In this I've changed the way subscriber adding works, aswell as some internal structure of it.
- Subscribers(players who receive colony views) are no longer constantly pulled from the server's playerlist each tick, instead they're added/removed on chunk enter. Which adds little overhead at all as we're already loading the chunk claim on chunk enter. Those which are added on chunk enter are called/saved as close subscribers, aka subscribers close to the colony.
- In addition we're storing important players with global permissions on login/logoff, those are used for out of colony functionality like keeping the colony active when chunks are loaded, or receiving important messages of stuff happening within the colony like a raider event. Atm owners and officer have those perms.
- Feature Colony Ticks Introduces states to the colony Simplifies ticking logic and makes it about 3x faster Reworked some older ticking logic stuff The basic idea is that states for a colony lets us freely control what the colony updates in each state. For now there are three states:
- Active: All managers /other things updated/tick as usual Unloaded: Only logic which should tick even when the colony chunks are not loaded, requires a player(global subscriber) online for the colony with certain permissions. Inactive: Colony does nothing except occasionally checking if it needs to go into another state. Using the statemachine for this allows us to define transitions for logic which needs to be executed on ticks, simply by choosing in which state it should tick, giving it a function to execute and specifying at which rate we need the updates. Regarding performance this makes our colonies require about three times less tim...
- Open Terrain Generator (OpenTerrainGenerator / OTG) (Archived file --> OpenTerrainGenerator-1.12.2 - v8.3):
- OpenTerrainGenerator-1.12.2 - v8.3:
- * ALWAYS BACK UP YOUR FILES BEFORE UPDATING *
- v8.3
- Solved several problems with the pregenerator:
- - All pregenerated chunks are now fully populated.
- - Solved compresscache crash for OTG+ worlds. OTG will try to recover corrupted worlds.
- BO4's:
- - Added compression for bo4data files used with OTG+ worlds. Files are much smaller, startup times quicker, less stutter when exploring. Users will have to delete and re-generate their bo4data files.
- - Fixed BO3Group setting for BO4's, used with OTG+ worlds.
- OpenTerrainGenerator-1.12.2-v8.2:
- * ALWAYS BACK UP YOUR FILES BEFORE UPDATING *
- v8.2
- - Fixes problems with the "o" menu for BoP/RTG worlds created before OTG was installed ([https://github.com/PG85/OpenTerrainGenerator/issues/345](https://github.com/PG85/OpenTerrainGenerator/issues/345)). - Fixes a crash with Galacticraft when switching planets ([https://github.com/PG85/OpenTerrainGenerator/issues/324](https://github.com/PG85/OpenTerrainGenerator/issues/324)). - Snow is no longer placed on non-solid modded block (plants etc) ([https://github.com/PG85/OpenTerrainGenerator/issues/362](https://github.com/PG85/OpenTerrainGenerator/issues/362)).
- OreLib (OreLib-1.12.2-3.5.2.3.jar --> OreLib-1.12.2-3.6.0.1.jar):
- OreLib-1.12.2-3.6.0.1.jar:
- Requirements * Forge 2779+
- What's New * Config options to control debug tracing and version update notification in chat during log in.
- Fixes * Not able to find version check method on dedicated server
- Changes * Removed dead code and brought inline with Dynamic Surroundings/Huds.
- OreLib-1.12.2-3.6.0.0.jar:
- Requirements * Forge 2779+
- What's New * Config options to control debug tracing and version update notification in chat during log in.
- Changes * Removed dead code and brought inline with Dynamic Surroundings/Huds.
- RandomPatches (RandomPatches 1.12.2-1.19.1.1 --> RandomPatches 1.12.2-1.21.0.0):
- RandomPatches 1.12.2-1.21.0.0:
- Observers no longer send a signal when they are placed by default.
- Fixed EigenCraft Unofficial Patch and Replay Mod compatibility.
- The particle fixes are now compatible with CleanView and Dynamic Surroundings.
- RandomPatches 1.12.2-1.20.1.0:
- Fixed SpongeForge compatibility.
- RandomPatches 1.12.2-1.20.0.1:
- Hotfix.
- RandomPatches 1.12.2-1.20.0.0:
- Refactor.
- Added a configuration option to change the framerate limit step size.
- Repurpose (Repurpose-1.0.0.19.jar --> Repurpose-1.0.0.20.jar):
- Repurpose-1.0.0.20.jar:
- Note: At a minimum, Forge version 1.12.2-14.23.3.2673 is required for this mod.
- Release - 1.0.0.20
- Fixes!
- Fixed an issue with the Redstone Clock and Scanner where the block data would get duplicated during save eventually causing a world crash.
- Release - 1.0.0.19
- Fixes!
- Fixed various issues with Sickles.
- Release - 1.0.0.18
- Changes!
- All textures have been updated to be 16x16 by popular demand. For those that want the original 32x32 textures, we will be creating a texture pack for that in the near future.
- Release - 1.0.0.17
- Fixes!
- Fixed an issue with compatibility with Croparia.
- Release - 1.0.0.16
- Fixes!
- Fixed an issue where the game would crash if there were ore dictionary entries made before this mod was loaded.
- Release - 1.0.0.15
- Fixes!
- Fixing more issues with items not being registered correctly.
- Release - 1.0.0.14
- Fixes!
- Fixed issues with the mod items/blocks not being registered properly after changes were made in the previous build.
- Release - 1.0.0.13
- New Stuff!
- Added new types of Swift Blades. These are for different material types introduced in other mods and 1 new vanilla swift blade.
- * Copper
- * Same strength/durability/enchantability as Stone Swift Blade.
- * Available through many tech mods as well as many ore specific mods.
- * Repair item and crafting item is a Copper Ingot of any kind that is registered in the ore dictionary.
- * Osmium
- * Slightly better attack damage than Iron and 500 durability. Otherwise it's the same as Iron level.
- * Available through Mekanism or Base Metals and other ore specific mods.
- * Repair item and crafting item is an Osmium Ingot of any kind that is registered in the ore dictionary.
- * Bronze
- * Same strength/durability/enchantability as Iron Swift Blade.
- * Available through many tech mods and ore specific mods.
- * Repair item and crafting item is a Bronze Ingot of any kind that is registered in the ore dictionary.
- * Steel
- * Same strength and enchantability as Diamond Swift Blade.
- * 1.5 times as durable as a Iron Swift Blade.
- * Repair item and crafting item is a Steel Ingot of any kind that is registered in the ore dictionary.
- * Obsidian
- * 1 better attack damage than Diamond Swift Blade.
- * 1.5 times as durable as a Diamond Swift Blade.
- * Same enchantability as a Diamond Swift Blade
- * Repair item and crafting item is an obsidian block. Release - 1.0.0.12
- New Stuff!
- Crates and Bunches Oh My! With this release we have added storage options for vanilla foodstuffs. Carrots, beetroots, potatoes and eggs can be stacked into bunches and then again into crates. Crates are not blocks, they are items so you cannot put them into the world. These are just for storage.
- Release - 1.0.0.11
- New Stuff!
- Bag of Holding - This is a portable storage item. It has 54 slots for basically everything. Note: You cannot put other bags of holding in it or other types of containers (chests, shulker boxes, etc).
- This item does a lot, here's what it can do:
- * Right-click when in off-hand and not pointed to any block to open the inventory of the bag.
- * Shows the currently selected item when placed in the off hand and what is the current slot number.
- * Right-click when in off-hand and pointed at a block within range to place the currently selected item (if it can be placed in the world).
- * Use Alt + X, Alt + Z to change the currently selected item.
- * These keybinds can be changed in the normal keybind menu.
- * Sneak and right-click when the bag is in your off-hand to open/close the bag.
- * When the bag is open it will automatically harvest block/monster drops and place it in the bag instead of your normal inventory!
- * Release - 1.0.0.10
- New Stuff!
- Updated the Redstone clock so it will turn off when receiving a redstone signal from a neighboring block. This behaves similarly to how a redstone torch will turn off if the block under it receives a redstone signal from say a lever.
- Release - 1.0.0.9
- New Stuff!
- Scroll - This is an item which can be enchanted like books in an enchantment table and can be used to create bookshelves. This way you can save all of your favorite cows!
- Light Blocks emit light when in hand - This is a client-side enhancement though server admins can turn it off. When any light source block is in the player's hand (Main or Off Hand), the area around the player will be lite up. Since this is client-side only, monsters can still spawn around the player. The light will move with you as you move. If you move fast, expect the light to change suddenly as you are moving. If you remove a light-source from your hand the light will obviously go away. Dropped light-source blocks will not generate light.
- Release - 1.0.0.8
- Fixes!
- Fixed an issue where the new detailed logging configuration option wasn't syncing.
- Release - 1.0.0.7
- Changes!
- Added a configuration option for adding detailed logging in certain circumstances.
- Release - 1.0.0.6
- Fixes!
- Fixed an issue where the /home command wasn't properly being disabled. When turning this configuration option on and off the user will have to restart the game/server.
- Fixed an issue where the right-click harvesting wasn't working when the drops from the crop didn't include a seed but the player had the appropriate seed in their inventory.
- Release - 1.0.0.5
- New Stuff!
- Zombies, Skeletons and Creepers have a chance to drop their head. By default there is a 4% chance of this happening. This can be changed in the configuration file.
- Release - 1.0.0.4
- New Stuff!
- Official support for Minecraft 1.12.2! Release - 1.0.0.3
- New Stuff!
- Random Item Drop Configuration options - Each random drop item from Leaves, Coal Ore, Stone and Dirt now have an individual configuration option to determine the percentage of the drop chance. Changing these requires a minecraft restart.
- Saddle - A recipe for the saddle has been added. String - A recipe for string has been added. Take any color of wool to turn into 4 string.
- Charcoal Block - A block of charcoal, same burn length as a coal block.
- Release - 1.0.0.2
- New Stuff!
- Iron Lump: This item is created by combining 3 Iron Nuggets. 3 Iron Lumps can then be used to create 1 Iron Ingot. Other than that, Iron Lumps are used to create Chain Mail. With this item, you can have armor that doesn't require so much iron or as much leather.
- Sickles: This is a new Tool family who's primary purpose is clearing away grass, dead bushes, leaves and flowers. Just a simple swing of this tool will clear a decently sized area of these blocks. The cleared area is centered on the block clicked on. Even with a wooden sickle you will be able to clear a good area as it can clear a 3x3x3 area with a single swing!
- Release - 1.0.0.1
- Changes!
- Added tool-tips to some items and blocks so players have a better idea of what they do. Hold shift to see the tool tip when hovering your mouse over the item/block.
- Removed "Swift Combat". Too many things can be broken with this feature.
- Re-Added Swift Blades. This way there is a small and controlled way to get fast combat.
- Release - 1.0.0.0
- This is the first release of the re-branded mod. Please report any bugs onto the GitHub repo.
- This release is not compatible with WuestUtilities and you will get some errors in the log if you used to WuestUtilities in your world.
- There were some features added and some removed in this re-brand.
- Added:
- Swift Combat - This removes the cool-down of all weapons and tools with attack speeds by boosting the attack speed. This cool-down is only changed when the player equips the weapon/tool. This option can be turned off if needed.
- Flat Bedrock Generation - Bedrock in the overworld is generated as a single layer of bedrock instead of the various height differences in vanilla. This can be turned off in the configuration.
- Removed:
- Villager Egg - This wasn't really used and was a complicated recipe. There are also vanilla ways to get villagers.
- Swift Blades - With the addition of Swift Combat these weapons are no longer necessary.
- Rustic (rustic-1.1.1.jar --> rustic-1.1.2.jar):
- rustic-1.1.2.jar:
- * Added lang files:Added lang files:
- - zh_tw.lang
- * - es_es.lang
- Unique Crops (uniquecrops-1.12-0.1.76.jar --> uniquecrops-1.12.2-0.2.0.jar):
- uniquecrops-1.12.2-0.2.0.jar:
- v0.2.0:
- - dumb beans
- uniquecrops-1.12.2-0.1.99.jar:
- v0.1.99:
- - fix hourglass of nostalgia ignoring metadata in custom conversion recipes
- - fix cinderleaves continually making lava in large bodies of water
- - reworked battery beans (should be able to charge/decharge in RF using machines)
- - gave crafty plant block a function
- - add option to disable ruins from generating in the world
- uniquecrops-1.12.2-0.1.98.jar:
- v0.1.98:
- - make itero supercrop structure bigger to avoid stepping on other pressure plates by accident
- - add treecutter supercrop
- - make multiblock book recipe cheaper
- - make cropworld not have blocks broken inside of it
- - add egg basket
- - make +10 pixel glasses function also work in multiplayer as well
- - add missing advancements for newer crops
- - add magnet crops
- - add item magnet
- - add speedy boots
- - add some more enchanter recipes
- - lower underground ruins generation by one block
- uniquecrops-1.12.2-0.1.97.jar:
- v0.1.97:
- - fix crash involving the debug pie menu
- - fix block hardness of bucket on a rope
- - fix redstone output/update of precision crop
- - tweak JEI information for fascino enchanting to be more informative at a glance
- - buff escape rope to be useful in the nether
- - nerf stacking harvest traps near each other
- - hide staff overlay when chat is open
- - add table of contents to multiblocks book
- - add information for some items and blocks in JEI
- - make waffles cookable instead of being a straight drop from the crops
- - add 2 food
- - add new music discs to be dropped by the musica crop
- uniquecrops-1.12.2-0.1.96.jar:
- v0.1.96:
- - add bookworm emblem
- - !! FIX ARTISIA CROPS TILE ENTITIES NOT HAVING READ/WRITE METHODS !!
- - make goodie bag give coal if it randomly gets air from the registry pool
- uniquecrops-1.12.2-0.1.94.jar:
- v0.1.94:
- - fix feroxia growth steps not showing up in book (a break and replace of the crop with the book in your inventory will do the trick)
- - make feroxia crop bonemealable when able to ignore growth restrictions
- uniquecrops-1.12.2-0.1.93.jar:
- v0.1.93:
- - add new potion effect
- - add precision hammer
- - add more lilypad types
- - add supercrops
- - add mass heater with craftweaker and JEI support for recipes
- - add enchanter with craftweaker and JEI support for recipes
- - add block which helps certain crops ignore certain growth restrictions
- - add a new page for each crop in the book
- - add way to create lava using cinderleaves
- - add dried thatch
- - add normie crate
- - fix imperia crop not stopping most spawns
- - slightly retexture last stage of normie crops to not look so pitch black
- - retexture food emblem to actually look like a funyun ring
- - retexture donut steel
- - move food emblem to ring bauble type instead of charm
- - make collis crop only require being planted above 100y, ignoring which world it is in
- - make splash potion of reversing effects a little better
- - make knowledge crops check for chest placed above blocks that increase enchantment power of the enchanting table
- - make precision crop output redstone when it is at the correct growth stage - rework how millennium crops actually grow
- - fix typo in 'Large Dirible Plum'
- - make EULA crops ask you only once while planting it for the current game session
- - add JEI support for hourglass conversion recipes
- - add crafttweaker and JEI support for hourglass conversion recipes
- - add crafttweaker support for drops from cobblonia crops
- - add bucket on a rope
- - add impact shield
- - add colorful cube
- - add ruined bricks
- - add tree
- - add dimension
- V-Tweaks (V-Tweaks 1.12.2 2.0.5 --> V-Tweaks 1.12.2 2.0.6b):
- V-Tweaks 1.12.2 2.0.6b:
- VTweaks Changelog
- 2.0.6b
- Fixed
- * HOTFIX: Remove debug console logs when lumbering 2.0.6
- Changed
- * Lumbering
- * Lumbering will now break tools again
- * Lumbering won't break tools with Imperishable
- * Lumbering respects Forge Energy capabilities
- * Lumbering respects CoFH Energy and other mods using the Energy NBT tag. 2.0.5:
- Fixed
- * Lumbering (Backport from 1.14 version) 2.0.4:
- Fixed
- * Crash if ChallengerMobs Rarity less than or equal to 0
- * Debug output when throwing concrete powder with ConcreteTweaks enabled 2.0.3:
- Added
- * ConcreteTweaks: Throwing a concrete powder item from your inventory into water will turn it into a concrete block! This also works with dispensers. 2.0.2:
- Added
- * Config option for PeacefulSurface Y requirements
- * Config for whether or not lumbering chops down leaves with the tree CHANGED
- * Lumbering wood-chopping algorithm: * It now cuts down all of most trees! No more static pattern, now uses recursion to detect trees better Fixed
- * Updater URL (for the Mods GUI screen) 2.0.1:
- Added
- * Adventurer's Toolbox compat to Lumbering recipe CHANGED
- * Peaceful Surface feature to use Sea Level instead of "surface" guesstimate. 2.0.0c:
- * Peaceful Surface feature now does a better guesstimate at what's the 'surface' of a world 2.0.0b:
- * Fix crash on dedicated server with Peaceful Surface feature. 2.0.0:
- This is the "Cleanup" update; it removes a lot of features that were weird, useless, or just didn't flow right with MC or Modded MC You'll need to re-generate your config file
- Removed
- * Multifaceted, Hypermending, Autosmelt and Stepboost enchantments
- * Loss prevention features (the ones where obisidian / cactus / others would just pop into your inventory)
- * Stack Tweaks
- * Leaf Eater
- * Glitching Item Fixes
- * Mob Killer (For pigmen, bats, overworld withers)
- * Extra smeltables
- * Torch Helper
- * Ping Damage Protection Changed
- * Challenger Mobs now only drop one item - Not sure what ever convinced me they should drop two... Added
- * Peaceful Surface: prevents enemies from spawning on the surface, except for nights of a new moon 1.4.11.4:
- The 1.10.x branch is now only under a "as-needed" updating basis; only widespread game-crashing bugs will be Fixed
- Fixed
- * Loss-prevented blocks not being picked up by fake-player type breaking blocks. 1.4.11.3:
- Added
- * Config option for blacklisting entities for Challenger Mobs. Fixed
- * Stepboost sometimes not working (see below): Removed
- * Stepboost sneak toggle. It's not something I could necessarily get working. PR's accepted if you propose a fix
- * Unused Sleeping Bag config
- * Overall Enchantment system restructure. No user-visible changes. 1.4.11.2:
- Changed
- * Change everything to the new Forge Registry system 1.4.11.1:
- The 1.11.x branch is now only under a "as-needed" updating basis; my current code focus is 1.10.2 and 1.12
- Added
- * 1.12 version! Most things work short of JEI integration (pending) Removed
- * Sleeping Bags. Dumb feature, didn't work well, and wasn't done well by me. "Sleeping Bag" beds should work as plain beds.
- V-Tweaks 1.12.2 2.0.6:
- VTweaks Changelog
- 2.0.6
- Changed
- * Lumbering
- * Lumbering will now break tools again
- * Lumbering won't break tools with Imperishable
- * Lumbering respects Forge Energy capabilities
- * Lumbering respects CoFH Energy and other mods using the Energy NBT tag. 2.0.5:
- FIXED
- * Lumbering (Backport from 1.14 version) 2.0.4:
- FIXED
- * Crash if ChallengerMobs Rarity less than or equal to 0
- * Debug output when throwing concrete powder with ConcreteTweaks enabled 2.0.3:
- ADDED
- * ConcreteTweaks: Throwing a concrete powder item from your inventory into water will turn it into a concrete block! This also works with dispensers. 2.0.2:
- ADDED
- * Config option for PeacefulSurface Y requirements
- * Config for whether or not lumbering chops down leaves with the tree CHANGED
- * Lumbering wood-chopping algorithm: * It now cuts down all of most trees! No more static pattern, now uses recursion to detect trees better FIXED
- * Updater URL (for the Mods GUI screen) 2.0.1:
- ADDED
- * Adventurer's Toolbox compat to Lumbering recipe CHANGED
- * Peaceful Surface feature to use Sea Level instead of "surface" guesstimate. 2.0.0c:
- * Peaceful Surface feature now does a better guesstimate at what's the 'surface' of a world 2.0.0b:
- * Fix crash on dedicated server with Peaceful Surface feature. 2.0.0:
- This is the "Cleanup" update; it removes a lot of features that were weird, useless, or just didn't flow right with MC or Modded MC You'll need to re-generate your config file
- Removed
- * Multifaceted, Hypermending, Autosmelt and Stepboost enchantments
- * Loss prevention features (the ones where obisidian / cactus / others would just pop into your inventory)
- * Stack Tweaks
- * Leaf Eater
- * Glitching Item Fixes
- * Mob Killer (For pigmen, bats, overworld withers)
- * Extra smeltables
- * Torch Helper
- * Ping Damage Protection Changed
- * Challenger Mobs now only drop one item - Not sure what ever convinced me they should drop two... Added
- * Peaceful Surface: prevents enemies from spawning on the surface, except for nights of a new moon 1.4.11.4:
- The 1.10.x branch is now only under a "as-needed" updating basis; only widespread game-crashing bugs will be fixed
- Fixed
- * Loss-prevented blocks not being picked up by fake-player type breaking blocks. 1.4.11.3:
- Added
- * Config option for blacklisting entities for Challenger Mobs. Fixed
- * Stepboost sometimes not working (see below): Removed
- * Stepboost sneak toggle. It's not something I could necessarily get working. PR's accepted if you propose a fix
- * Unused Sleeping Bag config
- * Overall Enchantment system restructure. No user-visible changes. 1.4.11.2:
- Changed
- * Change everything to the new Forge Registry system 1.4.11.1:
- The 1.11.x branch is now only under a "as-needed" updating basis; my current code focus is 1.10.2 and 1.12
- Added
- * 1.12 version! Most things work short of JEI integration (pending) Removed
- * Sleeping Bags. Dumb feature, didn't work well, and wasn't done well by me. "Sleeping Bag" beds should work as plain beds.
- Waystones (Waystones_1.12.2-4.0.72.jar --> Waystones_1.12.2-4.1.0.jar):
- Waystones_1.12.2-4.1.0.jar:
- Fixed language keys being broken
- Added GenerateWaystoneNameEvent for mod compat
- Added option to control xp cost when travelling between dimensions
- Holding shift while clicking a sort or page button now moves to the front/end immediately
- Name generator now chooses randomly from custom names, instead of in order
- Fixed warp scroll costing XP
- Fixed duplicate waystone entries when using return or bound scroll
- Fixed return scrolls pretending to bound to waystones
- Fixed duplicate Journeymap waypoints when using return or bound scroll
- Waystones_1.12.2-4.0.73.jar:
- Added option to control xp cost when travelling between dimensions
- Holding shift while clicking a sort or page button now moves to the front/end immediately
- Name generator now chooses randomly from custom names, instead of in order
- Fixed warp scroll costing XP
- Fixed duplicate waystone entries when using return or bound scroll
- Fixed return scrolls pretending to bound to waystones
- Fixed duplicate Journeymap waypoints when using return or bound scroll
- Removed:
- - Signpost
- - World Primer
- Generated using [ChangelogGenerator 2.0.0-pre2](https://github.com/TheRandomLabs/ChangelogGenerator).
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