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- =================================================================================
- Roguelike Adventures and Dungeons 1.35 --> Roguelike Adventures and Dungeons 1.36
- =================================================================================
- Updated:
- Aether: Lost Content (Lost Aether Content 1.12.2-v0.1.1 --> Lost Aether Content 1.12.2-v0.1.2):
- Lost Aether Content 1.12.2-v0.1.2:
- - Fixed Aerwhale King not stunning clientside
- - Added Legacy disc to the Platinum loot poll
- - Added a changelog file, to check for updates if there is any
- - Fixed emissive textures not working
- - Updated banner file
- Building Gadgets (BuildingGadgets-2.7.4.jar --> BuildingGadgets-2.8.1.jar):
- BuildingGadgets-2.8.1.jar:
- [2.8.1 - 1.12.2] - 2020-02-23
- Woops, I broke it. Dank Nulls now work again with some other nice improvements for one of the final 1.12.2 versions. This version comes with some rewrites on the inventory system so please post any issues to the [Building Gadgets Github](https://github.com/Direwolf20-MC/BuildingGadgets/issues/new/)
- Changed
- * Rewrote how the Gadgets insert items back into the inventories, It now follows in the extracting systems footsteps and flows from the Linked inventory to the Players inventory and finally looking for any inventory bound inventories (Dank Null)
- * Added the Astral Sorcery Flare to the blacklist by default as it causes some odd issues with the Copy Paste Gadget. Fixed
- * Fixed the Dank Null support that I removed by accident.. Woops, sorry about that.
- * Fixed the Gadgets being able to build above the world height (and below)
- * Fixed the Gadgets being able to select our Effect Block (The one that shrinks and grows). This was mostly an issue in Creative.
- BuildingGadgets-2.8.0.jar:
- [2.8.0 - 1.12.2] - 2020-02-19
- Firstly, 12 MILLION downloads and counting! What a milestone. Thank you to everyone who has downloaded and enjoyed BuildingGadgets! Secondly 2.8.0 of BuildingGadgets marks the first of what I hope to be only a few final releases for 1.12.2. We have big plans for 1.14 onwards and hope to see all of you in the newer Minecraft versions :heart:
- Changed
- * Rewrote the way we extract items from inventories. We now have an actual defined flow of Remote / Bound inventory then Player inventory. This also fixes some weird issues with having partly enough items in one or the other inventory. Fixed
- * Fixed a pretty major dupe bug using the exchanger and some DireDurps! (Huge thanks to [dh458](https://github.com/dh458))
- * Sudo Fixed a few crashes by catching their errors instead of crashing Minecraft. Seems fair... :D Removed
- * Removed some console spam, sorry about that. Sometimes debug code sneaks it way into a release.
- Chance Cubes (ChanceCubes 1.12.2-4.1.0.300 --> ChanceCubes 1.12.2-5.0.2.345):
- ChanceCubes 1.12.2-5.0.2.345:
- Last planned 1.12.2 release!
- - Added commands to list disabled rewards
- - Fixed issue with Profiles not resetting on servers after a player logs out and then back in
- - Added Random Item and Random Block dynamic values
- - Random item can now only return ones that show up in a tab
- 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
- Comforts (comforts-1.12.2-1.4.1.2.jar --> comforts-1.12.2-1.4.1.3.jar):
- comforts-1.12.2-1.4.1.3.jar:
- 1.4.1.3
- ----------------
- Changed
- - Added Spanish translation, thanks OdinsRagnarok!
- 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)
- Corail Tombstone (Corail Tombstone 3.6.4 for 1.12.2 --> Corail Tombstone 3.6.8 for 1.12.2):
- Corail Tombstone 3.6.8 for 1.12.2:
- This mod supports mc version from 1.8.9 to 1.15.2
- Minecraft Version = [1.12.2] - Forge Version [14.23.2.2650+]
- Latest : 3.6.8 - Recommended : 3.6.8
- Changes 3.6.8 :
- - fix #133 (bug introduced in 3.6.7, dying around a grave can break that grave)
- Changes 3.6.7 :
- - improve spanish translation
- - fix Hwyla compat (#124)
- Changes 3.6.6 :
- - spanish translation (courtesy of EdicionGamer)
- - fix for the tablet of assistance (introduced in 3.6.5)
- - set a new cooldown on magic items if the gametime is reset (#123)
- Changes 3.6.5 :
- - compat FuturePack, AdvancedFishing (#118), Quark (totem)
- - improve grave items interaction with block when not enchanted
- - update chinese lang
- - fix for the tablet of assistance (to prevent to skip the permission, thanks CJ)
- Changes 3.6.4 :
- * - compat Hwyla (#107)
- - compat TConstruct (#112) Changes 3.6.3 :
- * - fix lost tablets not awaking (#103)
- - fix the plate texture on graves
- - russian lang Changes 3.6.2 :
- * - command tbteleporthome (bed location/respawn)
- - tablet of home (+ ancient version only foundable by fishing)
- - client config to show the magic circles
- - new texture for the ghost & background of the guis
- - fix #98 (related to the changes in 3.6.1 if the player loses knowledge points) Changes 3.6.1 :
- * - improvements about the knowledge guis & add an alignment bar
- - Ancient Tablet of Recall foundable by fishing
- * - new enchantment Magic Siphon
- - improve magic items interaction (about entity/block interaction)
- - sync the SmokeColumn to players around when using dust of vanishing (so visible on server to others players)
- - prefix the advancement translations
- - display a partial cooldown for the ankh when relogging
- - reduce Ghostly Shape cost
- - visible area effects when praying or using the ancient tablet Changes 3.6.0 :
- * - relook the knowledge guiscreen
- - fix nightvision not active with True Sight/Ghostly Shape (since 3.5.7)
- - Scroll of Reach
- Corail Tombstone 3.6.6 for 1.12.2:
- This mod supports mc version from 1.8.9 to 1.15.2
- Minecraft Version = [1.12.2] - Forge Version [14.23.2.2650+]
- Latest : 3.6.6 - Recommended : 3.6.6
- Changes 3.6.6 :
- - spanish translation (courtesy of EdicionGamer)
- - fix for the tablet of assistance (introduced in 3.6.5)
- - set a new cooldown on magic items if the gametime is reset (#123)
- Changes 3.6.5 :
- - compat FuturePack, AdvancedFishing (#118), Quark (totem)
- - improve grave items interaction with block when not enchanted
- - update chinese lang
- - fix for the tablet of assistance (to prevent to skip the permission, thanks CJ)
- Changes 3.6.4 :
- * - compat Hwyla (#107)
- - compat TConstruct (#112) Changes 3.6.3 :
- * - fix lost tablets not awaking (#103)
- - fix the plate texture on graves
- - russian lang Changes 3.6.2 :
- * - command tbteleporthome (bed location/respawn)
- - tablet of home (+ ancient version only foundable by fishing)
- - client config to show the magic circles
- - new texture for the ghost & background of the guis
- - fix #98 (related to the changes in 3.6.1 if the player loses knowledge points) Changes 3.6.1 :
- * - improvements about the knowledge guis & add an alignment bar
- - Ancient Tablet of Recall foundable by fishing
- * - new enchantment Magic Siphon
- - improve magic items interaction (about entity/block interaction)
- - sync the SmokeColumn to players around when using dust of vanishing (so visible on server to others players)
- - prefix the advancement translations
- - display a partial cooldown for the ankh when relogging
- - reduce Ghostly Shape cost
- - visible area effects when praying or using the ancient tablet Changes 3.6.0 :
- * - relook the knowledge guiscreen
- - fix nightvision not active with True Sight/Ghostly Shape (since 3.5.7)
- - Scroll of Reach
- Corail Tombstone 3.6.5 for 1.12.2:
- This mod supports mc version from 1.8.9 to 1.14.4
- Minecraft Version = [1.12.2] - Forge Version [14.23.2.2650+]
- Latest : 3.6.5 - Recommended : 3.6.5
- Changes 3.6.5 :
- - compat FuturePack, AdvancedFishing (#118), Quark (totem)
- - improve grave items interaction with block when not enchanted
- - update chinese lang
- - fix for the tablet of assistance (to prevent to skip the permission, thanks CJ)
- Changes 3.6.4 :
- * - compat Hwyla (#107)
- - compat TConstruct (#112) Changes 3.6.3 :
- * - fix lost tablets not awaking (#103)
- - fix the plate texture on graves
- - russian lang Changes 3.6.2 :
- * - command tbteleporthome (bed location/respawn)
- - tablet of home (+ ancient version only foundable by fishing)
- - client config to show the magic circles
- - new texture for the ghost & background of the guis
- - fix #98 (related to the changes in 3.6.1 if the player loses knowledge points) Changes 3.6.1 :
- * - improvements about the knowledge guis & add an alignment bar
- - Ancient Tablet of Recall foundable by fishing
- * - new enchantment Magic Siphon
- - improve magic items interaction (about entity/block interaction)
- - sync the SmokeColumn to players around when using dust of vanishing (so visible on server to others players)
- - prefix the advancement translations
- - display a partial cooldown for the ankh when relogging
- - reduce Ghostly Shape cost
- - visible area effects when praying or using the ancient tablet Changes 3.6.0 :
- * - relook the knowledge guiscreen
- - fix nightvision not active with True Sight/Ghostly Shape (since 3.5.7)
- - Scroll of Reach
- Cosmetic Armor Reworked (CosmeticArmorReworked-1.12.2-v4a.jar --> CosmeticArmorReworked-1.12.2-v4b.jar):
- CosmeticArmorReworked-1.12.2-v4b.jar:
- Fix incompatibility with Armourer's Workshop. (If this introduces other incompatibilities with other mods, please let me know)
- Cyclic (Cyclic-1.12.2-1.19.19.jar --> Cyclic-1.12.2-1.19.20.jar):
- Cyclic-1.12.2-1.19.20.jar:
- Fixed autocrafter/JEI dupe bug.
- Fix game crash when slowfall is disabled.
- Fixed a bug introduced in 1.19.19 causing way too many chunk updates for a single machine.
- Fixed Fluid Collector pulling in the wrong fluid and in some cases building over mismatching fluids.
- Cyclops Core (CyclopsCore-1.12.2-1.6.0.jar --> CyclopsCore-1.12.2-1.6.1.jar):
- CyclopsCore-1.12.2-1.6.1.jar:
- As always, don't forget to backup your world before updating!
- Fixes:
- * Fix crash when reading DimPos client-side for a non-default dimension
- Closes CyclopsMC/IntegratedDynamics#806
- Doomlike Dungeons (DoomlikeDungeons-1.12.10-MC1.12.2.jar --> DoomlikeDungeons-1.13.1-MC1.12.2.jar):
- DoomlikeDungeons-1.13.1-MC1.12.2.jar:
- It is now possible to define block families and add them to themes; blocks will be randomly selected from the family when used.
- Themes can now be whitelisted and blacklisted for specific biomes as well as biome types.
- Any block can be set to act as "air" (empty space) in any theme.
- The "WATER" flag is now deprecated for themes.
- Existing themes have been updated to use the new features (you must re-install the themes to see these changes).
- Theme versions as now integers and do nothing.
- Various bug fixes from previous beta version.
- DoomlikeDungeons-1.12.12-MC1.12.2.jar:
- Field names in themes are now case insensitive (no longer care about capitalization).
- Now the dimension white list field really should work.
- Electroblob's Wizardry (Electroblob's Wizardry - 4.1.4 - MC 1.12.2.jar --> Electroblob's Wizardry - 4.2.9 - MC 1.12.2):
- Electroblob's Wizardry - 4.2.9 - MC 1.12.2:
- Version 4.2.9 - Getting twilight-ready!
- + Added German translations, courtesy of Alsentar
- + Updated Chinese translations, courtesy of Hokorizero and TUsama
- + Updated Spanish translations, courtesy of BirdyDragon
- + The screen now shakes when shockwave is cast nearby, and when a meteor or lightning hammer lands nearby
- + Items and blocks specified in the config now support metadata, resolving issue #353
- > For example, minecraft:coal:1 can be used to specify charcoal
- > If no metadata is specified, the entry will match all metadata values
- * Made some tweaks to the random_spell loot function to minimise the chance of empty books generating
- * Shockwave no longer prints '[player] resisted Shockwave' when the playersMoveEachOther option is disabled
- # Fixed issue #323, where newer version of Antique Atlas would fail to translate wizardry's custom marker names
- # Possibly fixed issue #359 (and maybe even the ancient issue #15!), a syncing issue with the snare block
- # Fixed issue #362, where the game would crash when summoned creatures were killed by forest of thorns with CoFH Core installed
- # Fixed a bug where casting shockwave near a player wearing an amulet of anchoring, or with playersMoveEachOther disabled, would cause the spell to not affect some other nearby players or mobs
- # Fixed earthquake not making the screen shake
- # Fixed a bug where the pocket furnace item blacklist checked the smelting result, not the item being smelted
- # Fixed a bug where the blink effect was being ticked twice
- Electroblob's Wizardry - 4.2.8 - MC 1.12.2:
- Version 4.2.8 - Tweaking this, fixing that
- + Wizardry's custom fireballs can now be parried like vanilla ones, fixing issue #335
- + Wizards can now cast grapple... enjoy!
- + Wizards can now cast snowball (but they don't naturally spawn with it equipped)
- * Updated Russian translations, courtesy of bigenergy
- * Wizardry's custom fall damage can no longer deal more damage than normal vanilla fall damage would have dealt
- * Tweaked how constructs deal periodic damage so mobs don't all get hit at once, makes it look more natural
- * Tomes of arcana now have more accurate descriptions, fixing issue #330
- * Miscellaneous API improvements:
- > Added a SpellThrowable class for spells that shoot vanilla projectiles and projectiles from other mods
- > Added entity- and tileentity-sensitive versions of Spell#canBeCastByNPCs and Spell#canBeCastByDispensers - you can use these, for example, to make spells that wizards can only equip if they spawn in a particluar location
- > Added chainable methods for setting which items (as in books/scrolls) a spell can appear on, and which entities can spawn with it equipped
- > Added an overload to WizardrySounds#createSound(...) that accepts a mod ID; mainly for use by the Spell class
- > Added similar overloads for the texture creation methods in ParticleWizardry
- > All of the sound-related methods in the Spell class now use the appropriate mod ID for that spell; you should no longer have to override them for normal spells
- > Wizardry.proxy.addMultiLineDescription(...) now accepts format arguments
- # Fixed issue #178, where players would immediately die again after resurrecting when potion core was installed
- # Fixed issue #299, where the game would freeze due to a circular reference in NBT (somehow?!) - this now prints an error to the console
- # Fixed issue #317, where empowering presence could be cast repeatedly to get unlimited levels of the empowerment effect
- # Fixed issue #336, where teleporting away or logging out when near an entity with the slow time effect sometimes resulted in a player or mob being invulnerable and unable to affect the world
- # Fixed issue #345, where wizards, evil wizards and phoenixes would play their continuous spell sounds every tick
- # Fixed an issue where tomes of arcana would display an incorrect tier in their tooltips
- # Fixed a (virtually unnoticeable) rounding error related to invisibility when wearing wizard armour
- # Erased the stray pixel from the Skyrim-style HUD skin (What? It was annoying me...)
- Electroblob's Wizardry - 4.2.7 - MC 1.12.2:
- Version 4.2.7 - Hotfix
- * Smoke bombs now apply blindness to mobs as well as the mind trick effect - this should make it work better with Dynamic Stealth
- # Found the earth mage leggings texture, somehow it must have fallen down the back of the sofa
- # Fixed rounding errors when handling mana consumed by continuous spells, this was mainly noticeable when casting spells costing 5/second with a full matching armour set
- # Fixed an issue where enchanting scrolls with crystal shards or grand crystals used the mana value for regular magic crystals
- # Fixed an issue where Lycanite's mobs would not drop wizardry loot, also thanks to Azim-Palmer
- Electroblob's Wizardry - 4.2.6 - MC 1.12.2:
- Version 4.2.6 - A few festive fixes
- + Added a damage property to the frost axe spell JSON file, fixing issue #322
- + Added a config option to disable growing crystal flowers with bonemeal
- + Decked the halls
- # Fixed issue #170 (and hopefully #208, #289 and #313), a GL state issue affecting rendering from other mods - courtesy of UltraHex
- # Fixed issue #261, where the frostbite skin overlay effect would stop the second layer of a player's skin from rendering until they left the game or changed their skin customisation settings
- # Fixed issue #262, where ice giants and phoenixes spawned from eggs would try to attack players in creative mode
- # Fixed issue #280, where all nearby players would see the on-screen blink effect when a player cast blink
- # Fixed issue #288, where OCDevices would query conjured item max damage before spell initialisation, causing a crash
- # Jingled the bells
- # Fixed issue #291, an error when loading wizard NBT data
- # Fixed issue #294, where wizard armour would sometimes break when it ran out of mana
- # Fixed issues #298 and #304, crashes (server and client respectively) caused by a ConcurrentModificationException when updating dispenser casting
- # Fixed issue #303, where the ring of chaining effect would attack the player wearing it
- # Fixed issue #305, where arcane-locked blocks would cause VoxelMap to crash
- # Fixed issue #306, a server error when creating ice spikes
- # Fixed issue #307, where re-remembering the same stone circle location would sometimes crash the game
- # Wrapped the presents
- # Fixed an issue where Lycanite's mobs with the frostbite effect would cause a rendering error, resulting in weird graphical glitches - courtesy of Azim-Palmer
- # Fixed an issue where black hole would grow indefinitely if the client got out of sync
- Electroblob's Wizardry - 4.2.5 - MC 1.12.2:
- Version 4.2.5 - Hotfix
- # Fixed issue #274, where spawning conditions for wizardry's hostile mobs were incorrectly applied to all hostile mobs
- Electroblob's Wizardry - 4.2.4 - MC 1.12.2:
- Version 4.2.4 - Bits and bobs, balancing and bugfixes
- + Unleashed the full potential of spell properties files!
- > Spell properties files can now be overridden globally in config/ebwizardry/spells
- > Spell properties files can now be overridden for specific worlds in [world save]/data/spells
- > Moved the main config file to the new ebwizardry folder because it makes more sense for it to be there now
- + API improvements to spell books:
- > Allow spells to set which book/scroll items they can appear on
- > Allow spell books to set custom GUI textures
- > Tweaks to loot functions and wizards to accommodate the changes
- * Updated the crystal ore picture in The Wizard's Handbook
- * Rebalanced wand progression, it should be a lot less of a grind now, especially at lower tiers
- * Increased the health threshold for the amulet of transience, it should now trigger more often
- * Fast worldgen now performs a simple check for water instead of just ignoring ocean biomes, so it shouldn't generate structures underwater
- * Improved the descriptions of some of the structure generation settings to make it clearer how to disable them completely
- # The looting spell context now works properly
- # Fixed issue #186 (also #269), a crash during world generation with Dynamic Trees installed - fancy worldgen should now work again with Dynamic Trees
- # Converted wizardry's in-world sound files from stereo to mono, fixing issue #218
- # Fixed issue #244, where arcane jammer would sometimes not work properly on evokers
- # Fixed issue #245, where the client and server would sometimes select different forfeits
- # Fixed issue #248, where the game would crash during world generation if any of the config structure file lists did not contain any valid files - this now prints a warning instead, sincce that's not how you should disable structures
- # Fixed issue #256, where removing spells (either by updating from an older version or uninstalling a spell pack) would result in various spell book and scroll metadata mismatches
- # Fixed issue #257, where the ring of condensing and amulet of transience would only recharge wands/armour on the client side, meaning the charge would reset to its previous value when the item was moved around
- # Fixed issue #260, where lightning wraith spawners would only work during thunderstorms
- # Fixed issue #267, a block detection misalignment that caused block properties to be queried on the wrong block in various spells
- Electroblob's Wizardry - 4.2.3 - MC 1.12.2:
- Version 4.2.3 - Hotfix
- # Temporarily disabled the spells sound category to prevent issue #238, this will be reinstated later when a solution is found
- # Fixed JEI spamming the log with errors about mana flask charging recipes having no output
- # Fixed issue #242, where charging an item with a mana flask would wipe its NBT data
- Electroblob's Wizardry - 4.2.2 - MC 1.12.2:
- Version 4.2.2 - More tweaks and fixes
- + Added Polish translations, courtesy of Trozuu
- + Spell books and scrolls now display their tier, element and spell type when advanced tooltips are enabled (F3+H) - this allows you to search by element or spell type in the creative menu, hooray!
- + Conjure block now requires the player to be sneaking to dispel a block
- + Added support for WAWLA enchantment descriptions to the en_us and en_gb lang files, fixing #210
- + Added a 5x bonus progression modifier for casting an undiscovered spell for the first time
- * Wands now only track the last 5 spells cast, instead of 10 - this means that cycling through all the spells in sequence on any wand incurs no repetition penalty to progression
- * Reduced the required progression for all tiers by about 30-35%
- * Increased the default rarity of wizardry's structures, reset them in the config menu to get the new values
- * Combustion rune now respects player block damage and mob griefing settings, see issue #217
- * Items can no longer be recharged with mana flasks if they are already fully charged
- * The game will no longer launch with Forge versions older than the required version
- # Fixed issue #68, where mana flask charging recipes did not work correctly in non-vanilla crafting grids
- # Fixed issue #172 (also #191, #198, #199, #205, #211, #217, #220, #226, #230, #232 and #234), an ArrayIndexOutOfBoundsException crash related to wizardry's custom sound category
- # Fixed issue #179, where the possession spell shaders were applied to all players instead of just the one using possession
- # Fixed issue #182, where various construct spells would crash the game when cast by dispensers
- # Fixed issue #183, yet another ArrayIndexOutOfBoundsException in wand NBT data
- # Fixed issue #185, a crash related to summoned creature revenge-targeting
- # Fixed issue #190, where certain forfeits were able to break or overwrite blocks they should not
- # Fixed issue #196, a crash related to sound loops checking if they should continue
- # Fixed issue #205, a ConcurrentModificationException crash when rendering arcane lock effects
- # Fixed issue #216, where the game would sometimes crash when a shrine was conquered
- # Fixed a crash when clicking an already-remembered stone circle, see issue #217
- # Fixed spectral bow repeatedly re-equipping when used, see issue #217
- # Fixed imbuement spells not working correctly, see issue #217
- # Fixed issue #219, a crash on startup related to lightning hammer item attribute modifiers
- # Fixed issue #228, a dedicated server crash related to disintegration effects
- # Fixed issue #229, a NullPointerException crash during transportation teleporting
- # Fixed issue #236, a crash with targeting events related to possession
- # Fixed lighting issues with spectral blocks, they no longer emit light but always appear bright
- # Fixed clairvoyance particles not moving correctly
- # Fixed some typos in the lang files
- Electroblob's Wizardry - 4.2.1 - MC 1.12.2:
- Version 4.2.1 - Hotfix
- + Added a config option to specify blocks that count as trees for wizardry's structure generators - fixes issue #165
- + Added various translations which were missed in the 4.2.0 update
- * The wizard tower rarity config option now resets itself to the default value (600) when it is below the minimum value (20) - this means old configs should now change automatically
- # Fixed issue #49, where the game would crash when entities were added to the config immunity lists
- # Fixed issue #166, a crash caused by a NullPointerException in potion events
- # Fixed issue #171, where the game would crash with a JSON syntax error when recipes referenced from the handbook were removed - a blank recipe grid is now displayed instead when this happens
- # Fixed issue #176, another ArrayIndexOutOfBoundsException in wand NBT
- Electroblob's Wizardry - 4.2.0 - MC 1.12.2:
- Key:
- ^ Version updates
- + Added features
- * Changed features
- # Bugfixes
- - Removed features
- Version 4.2.0 - An update so big the changelog is in multiple parts!
- General:
- ^ Updated to Forge 1.12.2 - 14.23.5.2814
- * Sanitised the jar filename a bit (removed the spaces and the apostrophe, apparently Maven doesn't like them)
- Cosmetic:
- + Added many new particle effects to various spells
- + Added a variety of new sounds, including spell selection, spell binding in the arcane workbench, and casting of various spells
- + The arcane workbench GUI now has a fancy animation when the apply button is pressed
- + Conjured items now have an appearing/disappearing animation
- + Creatures with the frostbite effect now show an icy layer over their skin
- + Wizard robes now bend when the wearer is sneaking or sitting down
- + Legendary wizard armour now has its own armour texture variants (the items still look the same)
- + The spell HUD has a new default texture and now supports different skins defined using JSON files in resource packs, which can be selected in the config menu - the base mod now comes with 19 different skins to choose from!
- + The spell HUD now shows the previous and next spells and has a spell-switching animation
- + Sixth sense and transience (along with two of the new spells) now have fancy shaders!
- + The spell HUD position config option now has four more options allowing the HUD to switch from left to right depending on which hand the active wand is held in
- + Wands now display their progression when advanced tooltips are enabled
- + Added a spells sound category, use the slider in Options -> Music & Sounds to change the volume of spells separately to other sounds
- + Added a config option to turn off spell shaders
- + Added a config option to reverse the spell switching scroll direction
- * The default spell HUD scroll direction has been reversed so it works the way you'd expect it to with the new animation
- * The spell HUD now scales itself to get out of the way of the hotbar and offhand slot - this normally only happens with a large GUI scale or a small game window, and can be avoided by changing the HUD position, GUI scale or the player's primary hand
- * Completely rewrote the rendering for arc/lightning ray/chain lightning, it is now fully 3D and no longer an entity, resulting in improved performance
- * Completely rewrote the rendering for forcefields, they are now actual spheres and not made of particles, and have particle effects when things hit them
- * Shockwave has a new animation and sound
- * Rewrote the particle system to use the texture atlas, resulting in a major performance improvement for large numbers of particles (such as with the blizzard spell)
- * Particles can now have simple physics, for example, flame ray spreads out when it hits a block
- * Spirit animals now fade away when dispelled
- * All sounds are now defined in separate sound events
- * Continuous spell sounds are now looped nicely, with start and end sections and a much longer loop
- * Retextured most of the blocks
- * Retextured nearly all of the items, including all of the wands
- * Retextured a number of spell icons
- * Retextured a few entities
- * Retextured all of the book GUIs and added subtly different variations for different tiers of spell book
- * Updated the Wizardry logo
- * Most chat readouts (excluding commands) have been changed to toast notifications above the hotbar
- # Fixed render pass/layer issues for various translucent things
- # Fixed a bug where status effects with custom particles (e.g. frostbite) would not update on the client when applied to non-players, causing them to appear to continue indefinitely
- # Status effects with custom particles no longer mix their colours with other status effects
- # Ice spikes no longer appear black when inside blocks
- # Fixed transparency for cobwebs from the cobwebs spell
- # Flame particles no longer appear dull and translucent for some spells (firebomb, flame ray, phoenix attacks, etc.)
- # Fixed various spells where particles that were meant to appear did not
- # Fixed z-fighting on the brim of wizard hats when they have the enchantment glint effect
- # Wizard hats no longer clip through the hat layer of player skins, fixing issue #83 - the brim is slightly wider now to keep it in proportion
- # The arcane workbench in-world animation is now smoother
- # The spell HUD no longer displays in spectator mode
- # Wizards no longer spawn heal particles around themselves when they first spawn
- - Removed the mana readout in item tooltips (you can still view the exact mana in an arcane workbench - or by pressing F3 + H, you spoilsport...)
- Blocks:
- + Added runestone and runestone pedestals
- + Added elemental crystal block variants
- + Stones of transportation now display particles at the positions of any stones missing from the circle when right-clicked
- * Magic light blocks can now be broken in creative mode
- # Fixed issue #128, where magic light blocks would grow indefinitely on server/client desync
- # Arcane workbenches no longer connect to fences, panes, iron bars or walls
- Items:
- + Added artefacts! These can only be found by exploring shrines, which will each contain a single artefact
- + Added elemental crystal variants, which may be used to craft novice elemental wands
- + Added wand progression - a new mechanic in which wands gain progression from casting spells and must reach a certain amount of progression before they can be upgraded to the next tier (tomes of arcana are still required to do the actual upgrading)
- + Added a config option to revert to legacy wand levelling, because I know you'll ask
- + Added 3 armour enchantments: Magic Protection, Frost Protection and Shock Protection - these can be applied to any armour, including wizard armour, and may be applied to or found in enchanted books
- + Wizard armour items now show a tooltip in the arcane workbench with how much mana they have left
- + Added spark bombs as an item - they work in much the same way as firebombs, poison bombs and smoke bombs and can be crafted or found in dungeon chests
- + Added wand melee upgrades, which allow wands to deal more melee damage
- + Added purifying elixir for removing curses
- + Added astral diamonds, which can be found as loot and are now required to buy master-tier items
- + There are now three different sizes of mana flask, which restore 300, 700 and 1400 mana respectively and can occasionally be found in dungeon chests or dropped by wizards, as well as being craftable as before
- + Added spawn eggs for all of wizardry's non-vanilla summoned creatures
- * Magic wands are now empty when first crafted
- * Wizard armour can now be enchanted using an enchantment table, as well as with an anvil as before (though that was not intended prior to this release!) - fixes issue #139
- * The cost reduction provided per piece of wizard armour has been reduced to 15%, however there is now an additional 20% bonus for wearing a complete set, meaning that the cost reduction for a full set is still 80% as before
- * When invisible, wizard armour is now ignored when calculating the mob detection penalty for wearing armour
- * Wizard armour now doesn't render at all when invisible, rather than just using an invisible texture
- * Siphon upgrades have been buffed to grant at least 5 mana per level for each kill (it was 3 before)
- * All wands are now available in the creative inventory, and wizardry gear (wands, armour and artefacts) now has its own separate tab
- * Spell books and scrolls now stack to 16 (the arcane workbench slots still only accept one spell book at a time, but you can now enchant a stack of 16 scrolls at once)
- # Wands and conjured items can no longer be enchanted using an anvil
- Worldgen/loot:
- + Added obelisks
- + Added shrines
- + Added some of the new items to loot tables
- + Firebombs, poison bombs, smoke bombs, spark bombs and a selection of spell scrolls now have a chance to generate in jungle temple dispensers
- + Added the 'fancy' structure generation algorithm to determine whether there is space for the structure to spawn, meaning structures are very unlikely to spawn on cliffs, steep slopes, or other structures, and will clear any floating trees left behind after they generate - there is a config option to turn this off for potentially quicker worldgen
- + Added the option 'undiscovered_bias' to the random_spell loot function; this option allows a weighting towards undiscovered spells to be specified, with 0 being no weighting (as it was previously) and 1 producing guaranteed undiscovered spells
- + Added a config option to change the chance for a tower to contain an evil wizard and loot chest, see issue #133
- + Added a config option to add, change and remove structure file locations, allowing pack makers to add and remove structure variants from resource packs rather than being limited to just overriding the default ones
- + Added a config option to specify the loot injection locations, meaning you can now add wizardry's standard set of dungeon loot to any loot table from any mod
- * All structures now use the structure file system, meaning you can spawn them yourself using structure blocks and change them using resource packs
- * The tower rarity config option is now the 1/n chance per chunk that a wizard tower will generate, allowing for finer control over their rarity - multiply pre-4.2 values by 70 for an equivalent value in the new system
- * Wizard tower materials have been tweaked a little: cobblestone and stone brick towers now have random mossy blocks and towers in mesas are now made of red sandstone
- * Structures now ignore trees when finding a space to generate, meaning they should now spawn at the same rate in forests as everywhere else
- * The spell books and scrolls generated in dungeon chests and wizard tower chests (as well as shrines and obelisks) now have an undiscovered bias of 0.3 by default, meaning 65% of generated spell books and scrolls will contain spells the player has not yet discovered
- * Mob spell book drops are now defined in a loot table, and mobs can be blacklisted or whitelisted for this in the config
- * Mobs no longer drop master spell books, apart from evil wizards spawned from structures
- * All loot is now less common in dungeon chests, to account for the new structures
- * Tomes of arcana are now much less common
- * Various other loot rarity tweaks
- # Eliminated most cascading worldgen lag (a small amount still remains; this is due to the size of the bigger stuctures)
- # All structures now respect the generated structures world option
- # The rewrite should fix issue #100
- - Removed novice elemental wands from loot tables in favour of elemental crystals
- - Removed the generateLoot config option in favour of finer control over loot injection locations, see above
- Spells:
- + Added 32 new spells!
- + Spells can now be cast by placing a spell scroll in a dispenser and powering the dispenser - some spells behave slightly differently to when they are cast by players, and a few spells such as transportation cannot be cast by dispensers
- + Continuous spells can now be cast using scrolls, and will last for a set duration of 6 seconds in survival mode. They also work in dispensers!
- + Continuous spells may now have cooldowns, though by default none of them do
- + Arcane jammer now prevents evokers from casting spells
- + Added a config option to prevent player block damage, this should stop griefing on servers - the one exception to this is the new Mine spell since that's all it does, but it should still respect block protection mods (if not, you'll have to disable the spell, sorry)
- + Added a pocket furnace item blacklist to the config
- + Added sword and bow item whitelists to the config
- * Wizards (and other non-player spell casters) now obey range restrictions for all spells, so no more being electrocuted from 20 blocks away!
- * Wizards now have the decency to tell you which spell you are buying before you buy it - however, it will only count as discovered after you buy it
- * All construct spells including sigils now have anti-overlap, meaning that multiple constructs of the same type cannot be placed such that they intersect - this removes an exploit where constructs (especially sigils) could be stacked up at a single location to deal massive amounts of damage
- * All summoned creatures now increase their attack damage based on the potency the spell was cast with
- * Summoned creatures can now always attack non-players that are attacking their caster (noticeable with, for example, angry wolves)
- * Some spells such as blizzard no longer require the caster to be aiming at the ground in order to cast them, they can now be cast in mid-air just like black hole, fixing issue #132
- * Summoning a spirit horse or wolf when the player already has one now causes the old one to disappear, instead of not allowing the new one to be summoned - this fixes issue #74
- * Wizards can now cast even more of the spells
- * Some projectile spells have had their base ranges reduced to make range upgrades more useful
- * Forcefield's repulsion code has been completely rewritten; it is now impossible for anything to get through that isn't supposed to - this fixes issue #117
- * Forcefield now supports blast modifiers, which increase the forcefield size
- * Forcefield now protects against explosions - you can now stand inside your forcefield and watch creepers blow up in your face without taking a single bit of damage!
- * Blocks can now be placed and broken and entities can now be interacted with inside forcefields; however, you cannot interact with anything outside a forcefield from inside it, and vice versa
- * Sigil spells are now affected by potency modifiers
- * Blast upgrades now affect various spells that weren't affected by them before
- * Firestorm has been renamed to fire breath (any references to the old firestorm spell in existing worlds will change to fire breath)
- * Fireball and greater fireball have had their fireballs replaced with custom ones because the vanilla ones are useless - you can optionally replace all fireballs in the game with these if you prefer them
- * Phase step now allows teleportation through floors and ceilings, and also works as a short-distance teleport that does not require the caster to be looking at a block, unlike blink
- * Summoned silverfish now have a limit to the number of 'generations' that can happen, preventing them from multiplying indefinitely - this fixes issue #143
- * Flame ray and fire breath now support duration modifiers, in the same way as ignite
- * Life drain's healing power has been nerfed slightly, but now scales with potency modifiers
- * Wall of frost now freezes mobs solid if they are caught in its blast
- * Wall of frost now uses frosted ice instead of ice statue blocks, eliminating the large number of tile entities, resulting in improved performance
- * Wall of frost now supports duration modifiers, which will increase the time before the ice breaks
- * Lightning hammer now deals damage to entities on a direct hit
- * Phoenixes now spawn in mid-air instead of on the ground
- * Banish's teleportation radius is now affected by blast modifiers instead of range modifiers. The range of the actual spell shot is still affected by range modifiers.
- * Light is now affected by range modifiers
- * Greater fireball and growth aura are now affected by blast modifiers
- * Glide and flight are now affected by potency modifiers, which in both cases increase flight speed
- * Intimidate is now affected by potency modifiers, which increase the distance mobs will run away
- * Whirlwind is now affected by potency modifiers, which increase the repulsion speed
- * Ice spikes can now be summoned on walls and ceilings
- * Ice charge now spawns ice shards with greater velocity
- * Diamondflesh now gives resistance IV instead of resistance V
- * The code now allows wizards to cast most master spells, but only wizards spawned from shrines will actually do so naturally - but you can make any wizard cast master spells by right-clicking them with a master spell book in creative mode (at your own risk!)
- * All spells now respect the mobGriefing gamerule
- # All spells no longer hit entities that are in the process of dying
- # Transience now prevents all damage except being out of the world, as was originally intended - you can now jump off a cliff and land unharmed under its effects
- # Spirit wolves now spawn with a full 40 health instead of 8 (the value for untamed wolves, which was incorrectly used in previous versions)
- # Decoy now has a greater chance to trick mobs the higher the potency, as it should (it was less before... my bad!)
- # Pocket furnace no longer smelts weapons, tools or armour, fixing issue #115
- # Fixed issue #30, where Potion Core (or any other mod that modifies vanilla invulnerability timers) would cause continuous spells to deal damage in very quick succession in certain cases - the config-based workaround should no longer be necessary
- # Fixed issue #69, where discover spells would (sometimes?) reset client-side on player death
- # Fixed issue #137, where summoned iron golems would behave like village ones instead of player-built ones
- # Fixed issue #150, where lightning hammer caused a crash with LordCraft installed
- The Wizard's Handbook:
- + Added a movable bookmark to The Wizard's Handbook
- + Added more images to The Wizard's Handbook
- + The Wizard's Handbook now adds pages as and when you discover the relevant item, location or thing, so that new players don't have a huge wall of text to start off with (and to encourage you people to actually read the thing!)
- + Added a (client-side) config option to switch this behaviour off for the wizardry veterans out there
- + Added a config option controlling whether wizardry's books pause the game when opened in singleplayer, fixing issue #126
- * The Wizard's Handbook is now defined in a JSON file, allowing for much more flexibility in its structure and formatting - it now supports:
- > Inline and animated crafting recipes, which are loaded dynamically from defined recipe JSON files
- > Inline images with captions > Customisable text colours
- > Inline hyperlinks to sections of the book and external websites
- > Customisable contents lists, complete with automatically-generated hyperlinks
- > Advancement triggers for book sections
- * Updated and reorganised the information in The Wizard's Handbook
- # As a result of the changes, text now wraps properly regardless of the font, language or book contents, fixing issue #58
- # Fixed issue #145, where the handbook background was coloured if the GL colour was not set to white by whatever was drawn before it
- Mod Integration / Compatibility:
- + Added Baubles integration for the new artefacts - if Baubles is installed, they are active when worn in the appropriate Baubles slot, otherwise they are active when on the hotbar (and are limited to the same number as the Baubles slots would allow)
- + Added Antique Atlas integration for wizard towers and the two new structures, shrines and obelisks - each has its own dedicated marker type, and by default global markers will be added as the structures are generated
- + Added mod integration options to the config file
- # Added the damage safety checker, fixing issues #72 and #89 - this system allows wizardry to detect an imminent crash before it happens and divert the damage to prevent it
- # Fixed issue #125, a crash with the Applied Energistics 2 terminal
- # Fixed issues #66 and #153, an exploit where wands and armour could be refilled with mana using item repair methods from other mods
- Technical/Commands:
- + Added support for positional spell casting using commands, meaning players and command blocks can cast spells at any location as if there was a dispenser there
- + Spells now each have their own JSON file located under assets/ebwizardry/spells, which defines the spell's base attributes and where it can appear and be used - this means they can now be tweaked using resource packs
- > On a server, you'll need to modify the jar in the same way you would for recipes or advancements - but the changes will be sent to clients automatically
- + Added proper advancement triggers, meaning you can make custom advancements for certain actions in wizardry including spell casting, spell discovery and arcane workbench use
- * Continuous spells cast via commands now last for a certain duration which may be specified in the command, or left as the default 5 seconds, similar to the /effect command
- * Assigning spells to wizards via right-clicking in creative now displays a chat readout
- * Increased the config limit for player/NPC damage scaling from 20 to 255
- * Wizardry's commands now respect the sendCommandFeedback gamerule (with the exception of /allies, since that's all it does)
- # Eliminated several ArrayIndexOutOfBoundsExceptions caused by wand NBT in commands
- Miscellaneous:
- + Ice wraiths now occasionally spawn at night in tundra, ice spikes and ice mountains biomes
- + Lightning wraiths now occasionally spawn in any biome during thunderstorms
- + Added config options to control mob spawning
- + Added a config option for changing the items required to buy items from wizards, useful if, for example, your modpack has a currency item such as coins
- + Added Korean translations, thanks to rewi_wire and shejery
- + Added French translations, thanks to Hahdrim
- + Added Brazilian Portugese translations, thanks to lorrampi
- * The ally designation system now takes tamed creatures into account, including those from other mods (assuming they use the vanilla system): creatures tamed by you or an ally will not be targeted by your spells, even when you are not logged in
- * Due to internal changes (namely that they now implement IEntityOwnable), other mods should now recognise that your summoned creatures and constructs belong to you - actual effects will vary between mods
- * The friendly fire config option now has four settings: All (allow all friendly fire), Only players (prevent friendly fire on creatures summoned/tamed by you or an ally, but allow it on allied players), Only minions/pets (prevent friendly fire on players, but allow it on creatures summoned/tamed by you or an ally), and None (prevent all friendly fire)
- * The minion revenge targeting config option now works on everything the ADS works on, so your pets, your friends and their pets will now be completely safe if it is disabled
- * Wizard trades are a bit less expensive now, and diamonds have been removed from the potential items bought
- * Reorganised wizardry's advancements, added some new ones and removed some old ones
- * Updated Russian translations, thanks to kellixon
- * Reorganised and improved the config file and GUI
- * Polar bears are now immune to frost damage
- # Binding the next/previous spell keys to mouse buttons finally works properly - gaming mouse users, rejoice!
- # Fixed issue #116, where the server would freeze when it received an invalid arcane workbench packet (this now prints a warning instead)
- # Squashed a load of other little bugs
- Internal/Development:
- + Improved API support for adding new elements
- + Improved API support for adding new tiers, you'll probably need to do some of the legwork yourself though
- + Added the ISpellCastingItem interface, allowing custom spellcasting items to be defined without needing to extend ItemWand
- + Added the IManaStoringItem interface, allowing custom implementations of mana storage (such as NBT)
- + Added a spell data system to WizardData which allows data of any type to be stored in it. This is done by specifying a key which is an IVariable<T>, where T is the type of data you want to store. The system also allows automatic saving to NBT through supplied converter functions, see IStoredVariable. There are a number of static methods for generating keys for primitives and other common data types in StoredVariable. The system is completely optional, so you may well not even need to use it.
- * Reorganised some of the packages
- * Moved a lot of methods around in an effort to improve code navigability and separation of concerns. There shouldn't be too many external changes, but some helper methods may be somewhere different to before (notably: raytracing, NBT helpers and the ally designation system).
- * Significantly refactored the structure and hierarchy of the spell classes, introducing a set of standardised superclasses for similar types of spells. These changes should be backwards-compatible except for a few minor tweaks/name changes, though these are insignificant compared to the changes required as part of the spell JSON system - HOWEVER, it is highly recommended that spell classes are converted over to extend the appropriate superclass wherever possible. This will likely result in deletion of a lot of copied code.
- * Introduced spell properties, which are the code representation of the base_properties object in the new spell JSON files. You'll need to make JSON files for all your spells and plug in their tier, element, cost, etc. (I have a code snippet that generates the standard stuff for you, give me a shout). The more involved part is taking the hardcoded constants ('properties') out of your spells and moving them over to the JSON file so that users can change them. Your spells will still work without doing this, so which things you choose to give users control over is up to you. See my spell classes for examples.
- * Decoupled spell metadata from the numbers used in packets. This fixes a problem where removing a spell from a world (perhaps by uninstalling a spell pack) would result in the game crashing when trying to sync spell glyph data. Spells now have a network ID which must be used for packets, see Spell#networkID() and Spell#byNetworkID(int). For clarity, the Spell#id() and Spell#get(int) methods have been renamed to metadata() and byMetadata() respectively. N.B. Spell metadata is likely to be phased out in future updates in preparation for 1.13 and the flattening, network IDs are the first step towards that.
- * Rewrote the particle system, pretty much from the ground up. Wizardry particles must now be spawned using the particle builder - see electroblob.wizardry.util.ParticleBuilder for more details. It's pretty self-explanatory though, this isn't a difficult change to make. You can even add your own particles to this system!
- * Improvements and changes to spell casting events and modifiers to accommodate dispenser casting, including proper support for cooldown modifiers and integration of cost into the modifiers system - fixing issue #140
- * Allies are now stored as UUIDs, as are owners of summoned creatures and constructs, which now also implement IEntityOwnable. The ally system has been tweaked accordingly and there are a few extra helper methods for it, see electroblob.wizardry.util.AllyDesignationSystem for details. This change fixes issue #113 and possibly #21.
- Extra Alchemy (Archived file --> extraalchemy-0.5.3.jar):
- extraalchemy-0.5.3.jar:
- Changelog on [Github](https://github.com/zabi94/ExtraAlchemy/commits/master)
- FTB Library (FTBLib-5.4.4.5.jar --> FTBLib-5.4.5.0.jar):
- FTBLib-5.4.5.0.jar:
- Experimental version that should fix bugs related to player logging in crashing server
- GottschCore (GottschCore-mc1.12.2-f14.23.5.2768-v1.10.0.jar --> GottschCore-mc1.12.2-f14.23.5.2768-v1.11.0.jar):
- GottschCore-mc1.12.2-f14.23.5.2768-v1.11.0.jar:
- No changelog provided.
- Ice and Fire: Dragons in a whole new light! (iceandfire-1.8.3-1.12.2 --> iceandfire-1.8.4-1.12.2):
- iceandfire-1.8.4-1.12.2:
- -Rewrite of dragon logic
- -Rewrite of flying mob riding, should fix many issues pertaining to mounts disappearing, teleporting, dying, exploding, splitting, etc.
- -Added new model and texture for silver armor set
- -easter egg implementation...
- -Dragons now have an inventory slot for banners, which can be displayed on their back
- -Dragons will now only drop blocks when they break them 10% of the time, and only when they are not blacklisted
- -Riding a dragon now goes into a zoomed out third person view automatically
- -Genericized dragon code to aide any possible addons
- -Dragons and myrmex are better navigators
- -Dragon armor now renders on a separate layer
- -Removed dragon gl fix error config, no longer needed
- -Bestiary now hides contents unless shift is held
- -Increased sea serpent render distance
- -Ear plugs can protect against dragon roars as well now
- -Updated Japanese translations
- -Updated Chinese translations
- -Updated Russian translations
- -Added config option for cockatrice health
- -Added config option for dragon sleeping
- -Improved server side performance of the mod
- -Fixed dragons and myrmex constantly spinning in circles
- -Fixed dragon armor textures having after images
- -Fixed dragons attacking players in peaceful mode
- -Fixed particles being spawned on server side
- -Fixed escorting dragons hunting prey when hungry
- -Fixed dragons turning bedrock into charred stone
- -Fixed silver ingots and nuggets spawning in chests even when disabled in config
- -Fixed crash when shift clicking items in lectern
- -Fixed bestiary main menu screen rendering weird with different gui settings
- -Fixed baby amphithere being rideable
- -Fixed dragon not inheriting name tag from the egg they hatch from
- -Fixed dragon shake prey attack deleting your mount
- -Fixed sea serpents getting stuck in boats
- -Fixed dragon skull client side crash
- -Fixed amphitheres not eating cocoa beans off the floor
- -Fixed dragon gl error when riding when playing with certain mods
- -Fixed EntityPlayerMP error with dragon fire charges
- -Fixed hopper not depositing dragon blood into a dragon forge properly
- -Fixed ContainerHorseChest crash
- -Fixed black dot in ice dragon egg bestiary image
- -Fixed baby amphitheres attacking players
- -Fixed ice dragon wing dealing no damage
- -Fixed hitting amphithere while riding
- -Fixed not being able to control an ice dragon when in water
- -Fixed ice dragon breath not turning water into ice
- -Fixed fire dragon tail freaking out when hovering
- -Fixed silver and myrmex tools not applying their descriptive modifiers
- -Fixed player model being inside the dragon model
- -Fixed dragons being deleted from the world by Thaumic Periphery Pauldron
- -Fixed sea serpents spawning too many bubbles
- -Fixed amphitheres drowning in water when dismounted
- -Fixed podiums not rendering any items other than eggs
- -Fixed dragon forge not dropping items when broken
- -Fixed myrmex royals getting stuck in water
- -Fixed dragons attacking through walls
- JourneyMap (journeymap-1.12.2-5.5.6 --> journeymap-1.12.2-5.5.9):
- journeymap-1.12.2-5.5.9:
- JourneyMap 1.12.2-5.5.9 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 (2020-02-12-12:16:29):
- 5.5.9
- * Expanded Radar optimization
- journeymap-1.12.2-5.5.8:
- JourneyMap 1.12.2-5.5.8 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 (2020-02-01-12:56:12):
- 5.5.8
- * Updated google maps api for Chinese users
- * Fixed: Map auto switching to cave map when server has cave mapping disabled, thus displaying a blank map.
- * Fixed: NPE when mods do not properly implement fake players.
- 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
- Land Manager (landmanager-1.12.2-1.4.0.jar --> landmanager-1.12.2-1.4.1.jar):
- landmanager-1.12.2-1.4.1.jar:
- - Removed an unfinished feature that was causing errors
- - Fixed an error when opening the Home block GUI and a player's data doesn't exist
- - Fixed a missing localisation
- - Fixed bug with interact permission for areas when the global setting is set to "true"
- Level Up! Reloaded (levelup2-1.2.1.jar --> levelup2-1.2.4.jar):
- levelup2-1.2.4.jar:
- Fix level sync bugs for real this time
- levelup2-1.2.3.jar:
- Fix bugs with new level syncing logic
- levelup2-1.2.2.jar:
- Buffed mining skill
- Add skill screen keybind
- Add "add level" button to skill screen
- Fix syncing issue with server-to-client packet
- Living Enchantment (Living Enchantment 3.2.0 --> Living Enchantment 3.2.1):
- Living Enchantment 3.2.1:
- Added support for traditional chinese language (zh_tw)
- Mystical Mechanics API (Mystical Mechanics-0.11.jar --> Mystical Mechanics-0.12.jar):
- Mystical Mechanics-0.12.jar:
- - Fixes some gears not rendering in gearboxes because of an experiment I left in.
- RandomPatches (RandomPatches 1.12.2-1.20.1.0 --> 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.
- Reborn Core (RebornCore-1.12.2-3.16.4.478-universal.jar --> RebornCore-1.12.2-3.18.1.514-universal.jar):
- RebornCore-1.12.2-3.18.1.514-universal.jar:
- (drcrazy) #releaseBuild
- (drcrazy) Reorder methods + fix for generics related warnings
- (drcrazy) Fix facing property
- (drcrazy) Fix blockstate loading exceptions.
- (drcrazy) Update mappings
- (drcrazy) Bump forge and graddle versions
- (drcrazy) Fix warnings for generics and license
- (estebes) Small fix.
- (estebes) Improvements to the recipe system.
- (estebes) Minor improvment to the recipe handler.
- (estebes) Small recipe handler improvment.
- (estebes) Improve the performance of the recipe system. Bump version
- (estebes) More fixes.
- (estebes) Small fix.
- (estebes) More stuff.
- (estebes) Things
- (estebes) More things.
- (estebes) Things.
- (estebes) things
- (estebes) Minor tweak.
- (estebes) Dont use this.
- (estebes) Minor things.
- (estebes) Improve tanks.
- (estebes) Improve the performance of the FuelHandler.
- (estebes) Make constructor public.
- (estebes) Bump RebornCore version.
- (estebes) Fix license header.
- (estebes) Fix crash.
- (estebes) More fixes.
- (estebes) Tentative FluidStack packet handling.
- (estebes) Fixes.
- (estebes) Improvements to praescriptum.
- (estebes) Improvements to praescriptum.
- (estebes) Small fix.
- (estebes) Some stuff.
- (estebes) Fix GUI shift click bug.
- (estebes) Minor improvments to the recipe system.
- Storage Drawers (StorageDrawers-1.12.2-5.4.0.jar --> StorageDrawers-1.12.2-5.4.1.jar):
- StorageDrawers-1.12.2-5.4.1.jar:
- * - Fix framed drawers voiding contents when broken
- * - Fix compacting drawers with void upgrades voiding incompatible items on input
- * - Remove drawers as fuel candidate for furnaces
- Unique Crops (uniquecrops-1.12.2-0.1.98.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
- V-Tweaks (V-Tweaks 1.12.2 2.0.5 --> V-Tweaks 1.12.2 2.0.8):
- V-Tweaks 1.12.2 2.0.8:
- VTweaks Changelog
- 2.0.8
- Added
- * Challenger Mobs config for disabling custom name tags 2.0.7
- Fixed
- * Crash on right-click of block when the CropHelper blacklist config item is invalid 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 2.0.7:
- VTweaks Changelog
- 2.0.7
- Fixed
- * Crash on right-click of block when the CropHelper blacklist config item is invalid 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 2.0.6b:
- 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
- [ANGRY PIXEL] The Betweenlands (The Betweenlands v3.5.5 --> The Betweenlands v3.5.7):
- The Betweenlands v3.5.7:
- Changes:
- - Added es_ES localization, thanks NathanielFreeman!
- - Added gamerule to disable timed events changing state
- Fixes:
- - Fixed great sword/axe type weapons AoE damage not working properly
- - Fixed rubber tap fluid texture
- - Fixed Ring of Recruitment crash
- The Betweenlands v3.5.6:
- Changes:
- - Updated ja_JP localization, thanks tento64!
- - Several small optimizations: weedwood bush logic, equipment inventory ticking, ring of recruitment, location titles
- Fixes:
- - Fixed texture packs not working properly with certain block models
- - Fixed crash when equipping two Ring of Power
- - Fixed Tamed Spirit Tree Face being hostile mob
- - Fixed Ring of Ascent leaf swirl starting at incorrect position
- - Fixed Barrishee pathing crash
- Generated using [ChangelogGenerator 2.0.0-pre2](https://github.com/TheRandomLabs/ChangelogGenerator).
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