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- =======================
- LITV 1.22 --> LITV 1.23
- =======================
- Added:
- - Collective (Forge)
- - Colytra (Forge)
- - CraftStudio API
- - Macaw's Bridges
- - Macaw's Doors
- - Macaw's Fences and Walls
- - Macaw's Roofs
- - Macaw's Trapdoors
- - Macaw's Windows
- - Mystical World
- - MysticalLib
- - Patchouli
- - Phosphor (Forge)
- - Rope Bridge
- - Unique Enchantments - Utils
- - Unique Enchantments Base
- Updated:
- Better Animal Models (Better Animal Models 1.12.2-5.3.0 --> Better Animal Models 1.12.2-5.5.0):
- Better Animal Models 1.12.2-5.5.0:
- * Updated sheep model
- * Added a rearing animation for polar bears
- * 1.14+: Fixed issues with shaders and spider eyes
- * Fixed cats not having a laying down animation
- * 1.12: Updated PrimalCore bears with rearing animation
- * 1.12: Updated AbyssalCraft demon and evil sheep with new sheep
- Better Animal Models 1.12.2-5.3.1:
- 5.3.1
- * Fixed crash involving "JLine" logger
- Better With Mods (BetterWithMods-1.12-2.3.23.jar --> BetterWithMods-1.12-2.3.24.jar):
- BetterWithMods-1.12-2.3.24.jar:
- This is a manual build
- * Fixes the axle breaking thing
- Charm (Charm-1.12.2-1.4.jar --> Charm-1.12.2-1.4.1.jar):
- Charm-1.12.2-1.4.1.jar:
- 1.4.1
- * Fix spectres from showing subtitles when they despawn #196 (Sokyran)
- * Fix setting random textures config to false not disabling random textures #289 (Sokyran)
- Christmas Festivity (Christmas Festivity Mod 1.2.2.1 --> Christmas Festivity 1.2.9-1.12.2):
- Christmas Festivity 1.2.9-1.12.2:
- Christmas Festivity for 1.12.2
- * Fixed many bugs:
- * Epiphany Stockings Gui, It didn't show the tooltip, and background problems.
- * The blocks now can be broken by hand.
- * Several block rendering problems.
- * Fixed hitbox problem of the Christmas Tree.
- * Modified the model of Christmas Tree.
- * Modified the texture of some blocks
- * Modified the model of Christmas Tree Toppers.
- * Modified the old Christmas balls(Now can be placed in all the directions)
- * Added gift on the Christmas Present on the Christmas Day(Only works on single player, and it can be disabled in the config file.)
- * Added Config file.
- * Added blocks of all colors.
- * Added Santa Claus Block.
- * Added Snowman Block.
- * Added Christmas Bells.
- * Added new Christmas balls.
- CraftTweaker (CraftTweaker2-1.12-4.1.20.586.jar --> CraftTweaker2-1.12-4.1.20.670.jar):
- Cyclops Core (CyclopsCore-1.12.2-1.6.6.jar --> CyclopsCore-1.12.2-1.6.7.jar):
- CyclopsCore-1.12.2-1.6.7.jar:
- As always, don't forget to backup your world before updating!
- Changes:
- * Remove NBT from ItemStack hashCodes
- Improves performance CyclopsMC/IntegratedDynamics#940
- FTB Quests (Forge) (FTBQuests-1202.9.0.13.jar --> FTBQuests-1202.9.0.15.jar):
- FTBQuests-1202.9.0.15.jar:
- * Merge pull request #511 from UeberallGebannt/1.12 - Kristi?ns Mic?tis
- * Fix command rewards - UeberallGebannt
- FTBQuests-1202.9.0.14.jar:
- * Merge pull request #431 from ragnardragus/1.12 - Kristi?ns Mic?tis
- * Merge pull request #447 from MaxNeedsSnacks/1.12 - Kristi?ns Mic?tis
- * "Create Filter" - Change filter display name instead of task title - Max
- * Removed unnecessary imports - Max
- * Add support for multiple filters in item tasks, as well as filters combined with single items - Max
- * Reskillable Integration - Leonardo Rodrigues
- FTB Utilities (Forge) (FTBUtilities-5.4.1.130.jar --> FTBUtilities-5.4.1.131.jar):
- FTBUtilities-5.4.1.131.jar:
- * Added chat.replacetabnames config - LatvianModder
- FoamFix (FoamFix 0.10.10 (1.12.2) --> FoamFix 0.10.14 (1.12.2)):
- FoamFix 0.10.14 (1.12.2):
- * Added minor network optimization.
- * Added config option to change deflater compression strength.
- * Fixed model bug with client.smallModelConditions.
- FoamFix 0.10.12a (1.12.2):
- Startup crash hotfix. So much for a "last hurrah" release, heh.
- FoamFix 0.10.12 (1.12.2):
- This is a kind of "Last Hurrah" update. It is strongly recommended.
- * Improved the performance of the model data deduplication step.
- * Slightly improved the memory usage of smallPropertyValue-created BlockStates.
- * Incorporated minor memory usage optimization ideas from malte0811's FerriteCore (with permission) - these have a much bigger impact on 1.14+, but they also won't hurt in 1.12.2.
- * Fixed a memory leak issue with Railcraft tanks (#271).
- * Minor code improvements; they may help fix some issues, but no promises.
- FoamFix 0.10.11 (1.12.2):
- * Fixed multiple "ghost chunkloading" bugs across the 1.12.2 codebase, particularly involving Biomes o' Plenty grass, but also vanilla farmland and modded fluids.
- * Minor code cleanup.
- Future MC (Future MC 1.12.2 0.2.4.1 --> Future MC 1.12.2 0.2.7.4):
- Future MC 1.12.2 0.2.7.4:
- Version 0.2.7.4 - Bugfix:
- * Fixed a crash with villager trading crashing servers
- * Try to fix a bug with MIA
- Future MC 1.12.2 0.2.7.3:
- Version 0.2.7.3 - Bugfix:
- * Fixed a bug that disabled Smithing table and Composter guis when stonecutter was disabled. Fixes #260
- * Fixed a crash with Pandas
- * Added Spanish (Spain) translations thanks to jahirtrap
- Future MC 1.12.2 0.2.7.2:
- Version 0.2.7.2 - Bugfix:
- * Fixed a server crash with netherite
- Future MC 1.12.2 0.2.7.1:
- Version 0.2.7.1 - Bugfix:
- * Added config option to disable 1.14 villager screen if another mod you prefer overrides it
- * Fixed crashes with Loom and Stonecutter
- Future MC 1.12.2 0.2.7:
- Version 0.2.7 - Villager Gui, Fluidlogging compat, and more translations:
- * Composter - Fixed a bug with CraftTweaker that messed with assigned chances
- * CraftTweaker - Fixed bugs with Blast Furnace and Smoker
- * Fluidlogged - Walls are now fluidloggable
- * Grindstone - Fixed a dupe glitch with stackable enchanted items. Fixes #252
- * Lantern - Fixed a bug with lanterns switching position, does this fix #?
- * Netherite Armor - Now has Knockback Resistance.
- * Panda - Fixed breeding bug
- * Villager Gui - Trading with any villager will now use the gui screen from 1.14.
- * Wooden Trapdoors - Fixed textures on the Spruce, Birch, Jungle, and Acacia variants.
- * Soul Fire Torch - Fixed broken recipe. Fixes #237
- * Stripped Wood - Fixed stripped logs not being craftable into planks.
- * Stripped Wood - Fixed stripped logs not being smeltable into charcoal.
- * Translations! Future MC can now be played in: Argentinian Spanish, Venezuelan Spanish, Colombian Spanish, Japanese, French, Chinese simplified, and Russian.
- * Thanks to Lucian, Sasha, Robolightning, daifucu, Samlegamer, and yilangyo for making all the translations
- Future MC 1.12.2 0.2.6.1:
- Version 0.2.6.1 - Bug fix:
- Beehives - Fixed excessive beehive spawning. Fixes #220
- Future MC 1.12.2 0.2.6:
- Version 0.2.6 - Bug fix:
- Beehives - Removed broken Dynamic Trees compat
- Future MC 1.12.2 0.2.5:
- Version 0.2.5 - Bug fixes and minor additions:
- Seagrass - Removed from config file. Fixes #195
- Smoker - Now works properly with CraftTweaker. Fixes #217
- Soul Torch & Soul Lantern - Now craftable in survival. Fixes #200
- Stonecutter - Added some missing default recipes. Fixes #209
- Stripped Wood - Attempting to strip a log whose stripped variant is disabled in the config no longer causes a crash. Fixes #216
- Suspicious Stew - No longer causes a crash when disabled in the config. Fixes #194
- Trident - Drops from Elder Guardians as intended. Fixes #198
- Trident - Enchantments now work correctly. Fixes #212
- World Type - No longer shows test world type. Fixes #208
- Just Enough Items (JEI) (jei_1.12.2-4.16.1.301.jar --> jei_1.12.2-4.16.1.302.jar):
- Placeholder:
- No changelog available.
- LLibrary (LLibrary 1.7.19 --> LLibrary 1.7.20):
- LLibrary 1.7.20:
- * Don't print a misleading crash report on failure to receive data from URL
- Level Up! Reloaded (levelup2-1.2.4.jar --> levelup2-1.5.8.jar):
- levelup2-1.5.8.jar:
- Fix "Always drop ore chunks" config not being respected.
- levelup2-1.5.7.jar:
- Opened up crafting and mining bonuses to give more experience with the "divisor" field in the associated JSON file. (Though this more functions as a multiplier)
- levelup2-1.5.6.jar:
- * Reintroduced "always drop ore chunks" config option
- * Rebalanced mining experience to not be rewarded with silk touch
- * Fix the lumber drop skill
- levelup2-1.5.5.jar:
- Remove ore doubling from silk touch
- levelup2-1.5.4.jar:
- REFRESH JSON FILES IF YOU ARE UPDATING FROM BEFORE 1.5
- Made clientside menus reflect serverside name changes
- levelup2-1.5.2.jar:
- BETA BUILD, REMEMBER TO REFRESH YOUR JSON FOLDER IF UPGRADING FROM BELOW 1.5.0
- Make skill descriptions more generically defined
- Fixed the divisor not actually working
- levelup2-1.5.1.jar:
- BETA TEST BUILD, REQUIRES JSON RESET IF UPGRADING FROM PRIOR TO 1.5.0
- Fix class name change not being reflected in the selection menu.
- levelup2-1.5.0.jar:
- EXPERIMENTAL CHANGE, YOU WILL NEED TO REGENERATE SKILL AND CLASS JSON FILES
- Add customization options to the json files
- Most skills now have a "divisor" field, which affects how skill levels are handled. Effects are varied, so it's hard to explain, but you typically don't want the number of skill levels to go over the divisor number.
- All classes have overrides for custom names and descriptions.
- levelup2-1.4.4.jar:
- Fix ore chunk smelting result metadata defaulting to 0
- levelup2-1.4.3.jar:
- Fix prospecting on blocks that don't drop themselves
- levelup2-1.4.2.jar:
- Add null check to ore chunk config because apparently the ore dictionary can return null?
- Figured out a way to preserve legacy configs
- levelup2-1.4.1.jar:
- REQUIRES CONFIG RESET
- Actually changes the ore config to add names as a customizable field.
- levelup2-1.4.0.jar:
- REQUIRES CONFIG REGENERATION
- Updated Mixin to 0.8 to resolve conflicts
- Change ore chunk config to have ore localization name
- Add stack size to ore chunk config's smelting item constructor
- levelup2-1.3.0-shaded.jar:
- This mod now uses Mixin to hook into vanilla code, which should make the furnace and brewing stand skills process much faster than through the event channels.
- Furnace speed now directly affects cooking speed, reducing time by 20 ticks per level. Hooked into the getCookTime method.
- Furnace doubling now happens during the smeltItem method, providing instant doubling instead of the "one tick delay."
- Brewing stand processing happens during the start of the update method.
- Special compatibility for FastFurnace, because it overrides the smeltItem method.
- levelup2-1.2.6.jar:
- Add config options
- levelup2-1.2.5.jar:
- Test build for tile entity caching of furnaces and brewing stands for faster serverside performance
- LibraryEx (LibraryEx-1.12.2-1.1.3.jar --> LibraryEx-1.12.2-1.2.2.jar):
- LibraryEx-1.12.2-1.2.2.jar:
- Fixed locale lowercasing issue
- LibraryEx-1.12.2-1.2.1.jar:
- Fixed biome configs reappearing after being deleted
- Fixed deleted biome configs still applying their biome
- LibraryEx-1.12.2-1.2.0.jar:
- Fixed trade config reading/writing incorrect items
- Fixed enchanted books not having enchantments when read from a config
- Fixed biome borders
- Added global biome configs
- Updated logo
- MTLib (MTLib-3.0.6 --> MTLib-3.0.7):
- MTLib-3.0.7:
- Fix log helper issues.
- Thanks Democat!
- Millenaire (Millénaire 8.1.0 --> Millenaire 8.1.2b1):
- Millenaire 8.1.2b1:
- 8.1.2 Beta 1
- NOTE: Might break existing Inuit villages!
- NOTE: Only play on worlds you can discard or have a backup (or two)
- NOTE: Please report any issues, here, on millenaire.org or our discord channel
- Solved issues:
- * Missing icon for Inuit Carving, #699
- * Null pointer for missing setting fixed
- * Some Inuit items was never crafted
- * Inuit had issues with Dirt
- * Norman Cattle farm and Pig farm got some love. #656
- * Some Norman shops are now buying and selling the intended items.
- * A lot of goals got balanced.
- Changes:
- * Changed Norman building names to the correct language, Guernésiais, thanks to Enfaeutchie
- * Mini-refresh of the Inuits, lots of minor changes/fixed.
- For upcoming refreshed and future cultures:
- * Change honey-block to Beehive and changed it to a decore block
- Release 8.1.2:
- * Version check against millenaire.org still disabled
- Note:
- * Always make a backup before upgrading!
- * Should be compatible with existing 8.1.1 worlds, but always make a backup!
- * Inuit villages might have minor issues depending on what they are building right now.
- Known major issues:
- * Servers: Villager data sometimes gets corrupt or is lost resulting in dead villages (possible culprit is loss of file ownership)
- * Raids and bandits: have several issues, might not work and needs a serious refresh
- * Trade between villages has some issues. Also up for a major refresh.
- (These three and many smaller issues will probably have to wait until 1.15).
- Millénaire 8.1.1:
- Solved issues:
- * Minor biome issue with Seljuk religious village solved
- * Out of space issue:
- * Norman watchtower location restriction eased a lot
- * Byzantine farming buildings location restriction eased a lot
- * Major issue with sloping walls solved
- * The Inuit carving can now be placed in all four directions
- * A number issues with the Indian buildings/villages
- * Olive oil production for Byzantine and Seljuk used no input
- * Byzantine wool cloth setting missing for one villager
- * A Byzantine surname had sneaked into list of given names
- * Incorrect areatoclear setting for lots of Indian buildings
- * Indian Bazar was very broken
- * An issues with the Indian large peasant house
- * Indian Palace and Player Palace had a number of issues.
- * Some Indian villages need iron but could not buy any.
- * Inuit smith was missing some required materials settings, should be able to craft all intended items now.
- * One Japanese grove had no Oak trees
- * Incorrect areatoclear setting for one Japanese Town Hall
- * Japanese Fort had several issues with banners and incorrect blocks.
- * The Japanese can now use straw beds (until refresh)
- * The Normans can now buy gold for their Abbey
- * Moved one building for the Norman Agriculture village to be a starter building, started with too few villagers.
- * Missing tags for some Seljuk buildings, now all buildings should be built
- * Seljuk Kitchen was missing some settings, should now be able to cook all planned types of food.
- * Seljuk small agriculture village needed a lot of TLC.
- * Added production of olive Oil to Seljuk head farmer.
- * Inuit arrows was not crafted.
- Changes:
- * New icons for the Inuit ulu
- * A huge number of Millenaire blocks used the wrong sound when placed and broken. Better now but not perfect.
- For upcoming refreshed and future cultures:
- * Three new types of roof tile
- * A darker wooden bar window
- * Two new types of trees for villages production of foods etc.
- * A number of items and blocks for the Mayan refresh
- Release 8.1.1:
- * Disabled version check against millenaire.org
- Note:
- * Always make a backup before upgrading!
- * Should be compatible with existing 8.1.0 worlds, but always make a backup!
- Known major issues:
- * Servers: Villager data sometimes gets corrupt or is lost resulting in dead villages (possible culprit is loss of file ownership)
- * Raids and bandits: have several issues, might not work and needs a serious refresh
- * Trade between villages has some issues. Also up for a major refresh.
- These tree and many smaller issues will probably have to wait until 1.15.
- Millénaire 8.1.1b3:
- Warning: this is a beta version. Don't use it without backups. Please report issues on the [issue](https://www.curseforge.com/linkout?remoteUrl=https://gitlab.com/Millenaire/Public/issues)[ tracker.](https://www.curseforge.com/linkout?remoteUrl=https://gitlab.com/Millenaire/Public/issues)
- Changes:
- * some more stuff for future refreshes
- * reverted coin textures back to original
- Solved a number of issues:
- * olive oil production for Byzantine and Seljuk had no imput
- * Byzantine wool cloth setting missing for one villager
- * Byzantine surname had sneaked into list of given names
- * Incorrect areatoclear setting for lots of Indian buildings
- * Indian Bazar was very broken
- * some issues with the Indian large peasant house
- * Indian Palace and Player Palace had a number of issues.
- * Indian wants iron but was not buying any in some cases
- * Inuit smith was missing some materials etc.
- * One Japanese grove had no Oak trees
- * Incorrect areatoclear setting for on Japanese Town Hall
- * Japanese Fort had several issues with banners and incorrect blocks.
- * The Japanese can now use straw beds (until refresh)
- * The Normans can now buy gold for their abbey
- * Move one building for the Norman Agriculture village to start building
- * Missing tags for some Seljuk buildings, now all buildings should be built
- * Seljuk Kitchen was missing some setting should now be able to cook all planned types of food.
- * Seljuk small agriculture village needed a lot of TLC.
- * Added produktion of olive Oil to head farmer.
- * Inut arrows should now be crafted
- Millénaire 8.1.1b2:
- Warning: this is a beta version. Don't use it without backups. Please report issues on the [issue](https://www.curseforge.com/linkout?remoteUrl=https://gitlab.com/Millenaire/Public/issues)[ tracker.](https://www.curseforge.com/linkout?remoteUrl=https://gitlab.com/Millenaire/Public/issues)
- * Solved some reported issues with the Indian buildings/villages
- * Some more changes for future content refresh
- * Correct handling of the version number so that it won't re-deploy /millenaire every time the games loads (pls confirm that it works now). Note that it will still re-deploy for each new beta version and then for the final 8.1.1 version.
- * A huge number of blocks used the wrong sound, when placed and broken. Better now but not perfect.
- Millénaire 8.1.1b1:
- Warning: this is a beta version. Don't use it without backups. Please report issues on the [issue tracker](https://www.curseforge.com/linkout?remoteUrl=https://gitlab.com/Millenaire/Public/issues).
- * Minor biome issue with Seljuk religious village solved
- * Norman watchtower location restriction lowered, should be easier to find a spot
- * Same for some Byzantine farming buildings
- * Major issue with sloping walls solved
- * Added three new types of roof tile, a darker wood bar window, two new types of trees (one for the future Japanese refresh), and a number of items and blocks for the Mayan refresh
- * New icons for coins and the Inuit ulu
- * Improved placing of the Inuit carving to be directional.
- ModTweaker (modtweaker-4.0.18 --> modtweaker-4.0.20.5.jar):
- modtweaker-4.0.20.5.jar:
- Current version: 4.0.20.5
- * [Add TICMaterial methods for checking if stat exists (fixes #782)](https://github.com/jaredlll08/ModTweaker/commit/3fec35f97692dfe38a35998b4a3772082a0bd3b3) - Colin Wong - Tue Oct 12 05:16:15 2021
- * [don't try push to maven](https://github.com/jaredlll08/ModTweaker/commit/78021c0715d0b72aab862933ef7c62f55653aba2) - Jared - Tue Jun 29 13:18:50 2021
- * [fix build](https://github.com/jaredlll08/ModTweaker/commit/504119a3e807990193b7cb55da95620886c37e0f) - Jared - Tue Jun 29 13:12:35 2021
- * [auto curse push code](https://github.com/jaredlll08/ModTweaker/commit/77a1633529b9e2c9e9ffbc52fa83f785df419b2a) - Jared - Tue Jun 29 13:08:55 2021
- * [old version push](https://github.com/jaredlll08/ModTweaker/commit/521462c17027d124081bc5f923aff106d4c54f4f) - Jared - Tue Jun 29 12:49:16 2021
- * [Add support for pulley blocks (#781)](https://github.com/jaredlll08/ModTweaker/commit/0b5404c71101db84670e49d546c148e7d733994a) - Colin Wong - Wed Jun 23 18:34:06 2021
- modtweaker-4.0.20.4.jar:
- Current version: 4.0.20.4
- * [don't try push to maven](https://github.com/jaredlll08/ModTweaker/commit/78021c0715d0b72aab862933ef7c62f55653aba2) - Jared - Tue Jun 29 13:18:50 2021
- * [fix build](https://github.com/jaredlll08/ModTweaker/commit/504119a3e807990193b7cb55da95620886c37e0f) - Jared - Tue Jun 29 13:12:35 2021
- * [auto curse push code](https://github.com/jaredlll08/ModTweaker/commit/77a1633529b9e2c9e9ffbc52fa83f785df419b2a) - Jared - Tue Jun 29 13:08:55 2021
- * [old version push](https://github.com/jaredlll08/ModTweaker/commit/521462c17027d124081bc5f923aff106d4c54f4f) - Jared - Tue Jun 29 12:49:16 2021
- * [Add support for pulley blocks (#781)](https://github.com/jaredlll08/ModTweaker/commit/0b5404c71101db84670e49d546c148e7d733994a) - Colin Wong - Wed Jun 23 18:34:06 2021
- modtweaker-4.0.19:
- Actually use displayStack #779 - Democat3457
- Configurable BWM Mill Ticks (#762) Fix blockstates with BWM HeatRegistry (#766) Add flipped BWM anvil recipe - Democat3457
- Mouse Tweaks ([1.12.2] Mouse Tweaks 2.10 --> [1.12.2] Mouse Tweaks 2.10.1):
- [1.12.2] Mouse Tweaks 2.10.1:
- Backported the ScrollItemScaling=1 setting for macOS users to make 1 mouse wheel tick = 1 item.
- It's marked as Beta only so CurseForge doesn't show it at the top.
- NetherEx (NetherEx-1.12.2-2.1.8.jar --> NetherEx-1.12.2-2.2.5.jar):
- NetherEx-1.12.2-2.2.5.jar:
- Fixed locale lowercasing issue
- Updated ru_ru.lang
- NetherEx-1.12.2-2.2.4.jar:
- Fixed Biomes O' Plenty biomes not generating in a Realistic Terrain Generation world
- NetherEx-1.12.2-2.2.3.jar:
- Fixed Biomes O' Plenty biomes not generating in an Open Terrain Generator world
- NetherEx-1.12.2-2.2.2.jar:
- Fixed biome configs reappearing after being deleted
- Fixed Pigtificate trade configs reappearing after being deleted
- Fixed deleted biome configs still applying their biome
- Fixed Bedrock layers missing from Biomes O' Plenty biomes
- Adjusted entity shadows
- Reduced Brute damage
- Reduced Coolmar Spider damage
- Added a way to spawn Gold Golems by placing Gold Blocks in a T and an Amethyst Block on top
- Biomes O' Plenty biomes generated in versions 2.2.0 and 2.2.1 do not have Bedrock layers. This allows for players to get above the Nether or fall into the void. To fix this, the dimension folder for the Nether will need to be deleted. The dimension folder for the Nether is located in your world save folder (minecraft_install_location\saves\your_world_name\DIM-1).
- NetherEx-1.12.2-2.2.1.jar:
- Fixed Quartz Ore not generating in the Fungi Forest biome
- Fixed Glowstone not generating in the Fungi Forest biome
- Quartz Ore and Glowstone will not generate in the Fungi Forest biome in preexisting worlds. To fix this, the Fungi Forest biome config will need to be deleted. The Fungi Forest biome config is located in your world save folder by default (minecraft_install_location\saves\your_world_name\config\netherex\nether_biomes\netherex\fungi_forest.json). It may also be located in the global config folder if global biome configs are enabled (minecraft_install_location\config\netherex\nether_biomes\netherex\fungi_forest.json).
- Previous changes:
- Fixed tools and armor being unable to be repaired
- Fixed biome borders
- Fixed ichor being replaced by blood from other mods
- Fixed pigtificate trades not updating correctly
- Fixed enchanted books not having enchantments when read from a config
- Fixed pigtificates not having a profession when cured from zombie pigman
- Added nether fortresses to all biomes
- Added global biome configs
- Added global pigtificate trade config
- NetherEx-1.12.2-2.2.0.jar:
- Fixed tools and armor being unable to be repaired
- Fixed biome borders
- Fixed ichor being replaced by blood from other mods
- Fixed pigtificate trades not updating correctly
- Fixed enchanted books not having enchantments when read from a config
- Fixed pigtificates not having a profession when cured from zombie pigman
- Added nether fortresses to all biomes
- Added global biome configs
- Added global pigtificate trade configs
- Open Terrain Generator (OTG) (OpenTerrainGenerator-1.12.2-v9.0.jar --> OpenTerrainGenerator-1.12.2-v9.3.jar):
- OpenTerrainGenerator-1.12.2-v9.3.jar:
- * ALWAYS BACK UP YOUR FILES BEFORE UPDATING *
- 1.12.2 v9.3
- Minor bugfixes and improvements:
- * Fixed sandstone not placing under sand for (desert) biomes with GroundBlock:SAND + SurfaceBlock:SAND.
- * ReplaceToBiomeName is recursive, letting you replace to virtual biomes.
- * Portals spawn at waterlevel if a spawn point on land cannot be found, instead of spawning up in the air.
- * DimensionAbove/Below allows vanilla overworld as destination.
- * Setting PortalMobSpawnChance to 0 will result in no mobs spawning.
- * Fixed a bug where loadOrder kept increasing for each dim every time Dimensions.txt was saved.
- * Fixed a crash with BO4's+Villages+RC.
- * Version names/numbers use dashes (-) instead of spaces.
- * Fixed Liquid() resource.
- * Added random rotation in Entity(); a rotation value of '1' now results in random rotation.
- * ReplaceBelow can now get replaced to biome blocks.
- * BO4 smoothing areas now only use biome surface/ground blocks if the smoothing surface/ground blocks match the ReplaceToSurface/Ground blocks specified in the bo4 config.
- Modpack configs:
- * Added LowestSupportedModPackConfigVersion to DimensionConfig (per dimension). When a modpack config forces a world update, if the current version is lower than the LowestSupportedModPackConfigVersion for a dim, the dim's world save data is deleted and its dimension data and biome ids removed.
- * Added RemoveOnUpdate for modpack configs, used with LowestSupportedModPackConfigVersion. If set to true, when updating existing worlds, if the version matches, the dimension is not deleted and re-created but deleted and removed entirely. This means the dimension still has an entry in the modpack config (its disabled), but the dimension is removed from the Config.yaml.
- Prefab (prefab-1.3.0.26.jar --> prefab-1.3.1.4.jar):
- prefab-1.3.1.4.jar:
- Note:
- Forge version 1.12.2 - 14.23.5.2855 is recommended for this mod.
- Release - 1.3.1.4
- Fixes!
- 1. Fixed an issue where the bulldozer could not be enchanted in the anvil with triple compressed stone.
- Release - 1.3.1.3
- Changes!
- 1. Added a creative tab for all of Prefab's items and blocks. It's a one-stop-shop for all of Prefab!
- 2. The Pile of Bricks, Pallet of Bricks, Bundle of Timber, Compressed Chest item textures have been updated.
- 3. Added a configuration option to allow mod pack developers to determine if blueprints containing water can be generated with water in non-overworld dimensions. Note: The Nether will still not allow water regardless of this setting.
- Release - 1.3.1.2
- Fixes!
- 1. Fixed an issue where the mod version would show up correctly on the mod information page.
- 2. Fixed an issue where most of the starting houses could not be generated due to an error.
- Changes!
- The Blueprint UI for ALL structures has been improved. We took a lot of time to re-capture the preview images and re-design the layout of the screens. We gathered a lot of feedback from folks on the discord and we are very happy how it turned out!
- Release - 1.3.1.1
- Fixes!
- 1. Fixed a major issue where the mod simply would not load. Very sorry about that as we missed an obvious thing in testing. The previous version has been archived due to this blunder.
- Release - 1.3.1.0
- Breaking Changes!!!!!
- This update changes block registration names in order to conform to 1.13 and later standards. This was done to ensure that back-porting any blocks or items can be done easier in the future.
- This means that if you created ANY of the Compressed Stone, Dirt, Glowstone, Obsidian blocks they WILL BE LOST when using this new version. It is recommended that you either use this version in new worlds or you break down the compressed blocks into their un-compressed states before applying this update.
- New Stuff!
- 1. Basic Starting House has been updated to be in the same style as the 1.13 and later versions of this mod. This means that the "Maximum Starting House Size" configuration option is no longer necessary but will still show in your configuration files for existing worlds
- 2. Custom Bed colors for any structures which contain beds!
- 3. Added "Clear" glass option to various structures which allow you to customize glass color!
- 4. Added "Creative Bulldozer". This is for creative players to clear out areas without generating drops
- 5. Back-ported language files from 1.16.5 version of mod. The new languages are:
- a. Italian
- b. Japanese
- c. Turkish
- d. Ukrainian
- e. Chinese (Traditional)
- 6. Click-Block indication for Preview Functionality. This was back-ported from the 1.16.5 version of the mod. Now you can see where you clicked when you previewed the structure to be generated!
- Release - 1.3.0.26
- New Stuff!
- Saloon - This is our first true "Old American West" style of structure. It is a fun place to gather and listen to music and have some potions. Be careful to not pick a fight with the bartender though. He's got a sword tucked away!
- Fixes!
- The following structures have been updated to fix an issue where extra grass blocks were being included in their generation.
- * Defense Bunker
- * Ender Gateway
- * Machinery Tower
- * Magic Temple
- * Mineshaft Entrance
- * Watch Tower
- Release - 1.3.0.25
- Fixes!
- Fixed an issue with the Advanced Warehouse where the recipe with the double compressed glowstone incorrectly required compressed stone instead of double compressed stone.
- Release - 1.3.0.24
- New Stuff!
- Jail - This structure allows you to house those pesky villagers (or illagers). It has an inside guard station with a lifelike guard. The guard station has roof access for you to patrol the jail grounds. The cell block comes with 3 cells, each with a crude "bed", wash basin and painting. All cells and the doors to the work yard can be opened by a lever in the guard station. In the far corner of the work yard there is a watch tower to keep an eye on the prisoners. This watch tower can be accessed from outside of the prison as well as the roof walkway.
- Note: For those wanting to use this on players for servers. You would need to make modifications to this structure so player's cannot break through walls and floors and what not. This is just supposed to "look" like a prison. Not be a prison (except for NPCs).
- Fixes!
- Fixed an issue where the console log would be spammed with messages when the player's changed dimensions as I was checking to see if the player should get the house item on every dimension change. This has been updated to only check when the player joins the server and the console message only prints when a player gets a starting item.
- Release - 1.3.0.23
- New Stuff!
- A Chinese (language code zh_cn) language file has been included thanks to Snowee.
- Fixes!
- Fixed an issue where the the configuration converter for the starting item in the previous release wasn't working when it was supposed to set to the Starting House.
- Release - 1.3.0.22
- Changes!
- The starting item configuration has been changed. Players may now choose between the following options as their starting item when logging into a world for the first time. The previous options for Starting House/Moderate house were removed and this new option will have the appropriate value selected based on those old options.
- Note: If you have it set to nothing and later change it to a different option, you will receive that item the next time you join a world where you did not receive an item.
- TLDR; New options for starting item
- * Starting House
- * Moderate House
- * Structure Part
- * Nothing
- Structure Part - The options for this item has been enhanced after some quick suggestions from the last release. We have added the Roof and Floorstyles. The roof will use stairs so the list of materials is reduced (I.E. No smooth stone stairs or granite, etc). The roof will generate a s vaulted style similar to the basic starting house. The stairs style has also been updated to use stairs as well instead of full blocks.
- The screen has been adjusted as well to make more sense for the different styles.
- Addresses [Issue #86](https://github.com/Brian-Wuest/MC-Prefab/issues/86)
- Grassy Plains - This item was WAY too cheap for what it could do. Especially in a skyblock scenario. The recipe will now require 3 blocks of double compressed dirt, 3 blocks of compressed dirt and 3 tall grass.
- Addresses [Issue #87](https://github.com/Brian-Wuest/MC-Prefab/issues/87)
- Fish Pond - This item was also too cheap for what it could do. The sand requirement in the recipe has been changed to double compressed dirt.
- Addresses[ Issue #87](https://github.com/Brian-Wuest/MC-Prefab/issues/87)
- Release - 1.3.0.21
- New Stuff!
- Structure Parts - This is a multi-use item which provides basic building blocks for a structure. There are blue prints for a wall, doorway (wall with an oak door), gate, frame and stairs. The size for these can be from 3x3 all of the way up to 9x9. Stairs can get smaller to be 1x1 if needed.
- Fixes!
- Thanks to Kellixon for updating the Russian translation files!
- Release - 1.3.0.20
- Fixes!
- Fixed an issue with the starter houses (other than the basic one), where it would incorrectly include the furnace even though the player chose not to include it.
- Release - 1.3.0.19
- Fixes!
- The Acacia Moderate house no longer contains ores in the basement area generated.
- The Earthen Moderate house was clearing too much space so there was a empty space beneath the basement floor.
- Release - 1.3.0.18
- New Stuff!
- Jungle Tree House - Yet another template for the moderate house building! This one is designed to be perfect for Jungle (or equivalent) biomes. The living and crafting area sit an top of a very tall tree. There is a platform for farming and you can get up and down the tree using the vines. You can even get to the small hut where the mineshaft is using the vines. There is enough foliage around the base of the tree for it to blend in fairly well with a surrounding jungle.
- Release - 1.3.0.17
- New Stuff!
- Earthen Home - This is an alternate version for the moderate house. It's intended for those worlds where there isn't a lot of flat land and the typically clearing out the other homes do doesn't look right. This house is built right into the ground and has enough space for an indoor farm a bunch of chest and a few furnaces. Check out the images in the images tab.
- Release - 1.3.0.16
- Changes!
- The instant bridge has been updated to be much more configurable.
- * It is now generated like all of the other blueprints in the mod. So you must be able to right-click on top of a solid block in order to show the GUI.
- * The length of the bridge is now variable.
- * Minimum is 25 blocks long.
- * Maximum is 75 blocks long.
- * You can choose what type of material the bridge can be made out of:
- * Cobblestone
- * Stone
- * Stone Brick
- * Brick
- * Chiseled Stone
- * Granite
- * Smooth Granite
- * Andesite
- * Smooth Andesite
- * Diorite
- * Smooth Diorite
- * Oak
- * Spruce
- * Birch
- * Jungle
- * Acacia
- * Dark Oak
- * You can add a roof to the bridge.
- * This adds glass panes to it to make the sides a wall.
- * The roof will be the same material as the rest of the bridge.
- * When you specify a roof, you can choose how tall the interior is, by default it's 3 blocks tall with a roof up to 8 blocks tall.
- * The bridge now replaces more blocks with air so you can use it for tunneling.
- * Any blocks replaced with air are not preserved so be careful otherwise you could lose rare materials!
- Release - 1.3.0.15
- Fixes!
- Fixed an issue where the Monster Masher wasn't generating properly after adding the enchanting table.
- Release - 1.3.0.14
- New Stuff!
- Welcome Center - That's right! It's finally here! After many months of designs, re-designs and holidays, we have finally released the Welcome Center. This building is intended for servers and has all of the accommodations necessary for the player's first few nights or just for general meet ups.
- Config File Updates - There are new options for starting/moderate houses so the inclusion of the vanilla furnace is configurable.
- Changes!
- The Monster Masher has been updated to include an enchanting table. There will be no book cases around it however. (Addresses issue #67).
- The "Structure Facing" button has been removed from all blueprints. You will still be able to decide the direction of the structure. It's just based on the direction you are looking instead. This removes any confusion about which direction you need to select.
- Fixes!
- Fixed an issue where certain blueprints weren't showing up in the creative menu search.
- Release - 1.3.0.13
- New Stuff!
- Bulldozer - This item is really expensive but really useful. You need 3 Diamond Pickaxes and 3 Shovels and you need to enchant it in an anvil with triple compressed stone. Once you do that you get a multi-use item (4 uses) which can clear a 16x16x16 area. The cool part of this is that ALL of the blocks in that area are dropped (not just lost) for you or your friends to gather. This of course respects protected blocks just like all of the other structures.
- Fixes!
- Fixed an issue with the Phasic block where it would crash the game if affected by a redstone signal.
- Changes!
- Changed the space cleared by the Grassy Plains item from a height of 7 blocks to 3. This way the ground is replaced and the player can walk into the area if this was done in a mountain.
- Release - 1.3.0.12
- Fixes!
- Fixed some issues with the preview and build functions when the Plants mod was loaded.
- Release - 1.3.0.11
- New Stuff!
- Watch Tower - This is a great structure for those that want to build small defensive structures or if you're out exploring and need a place to sleep and look around the area.
- Release - 1.3.0.10
- New Stuff!
- Official support for Minecraft 1.12.2!
- Release - 1.3.0.9
- Changes!
- Added an option to determine whether or not to include the chest at the bottom of the mine shaft generated by the starter/moderate house and the mine shaft entrance. This option is defaulted to include the chest.
- Release - 1.3.0.8
- Changes!
- Added new configuration options to the Moderate House by request!
- * Add Chests - Determines if the chests are added when the house is generated.
- * Include Chest Contents - Determines if the chest contents for the first time house generation are included.
- * Build Mineshaft - Determines if the mineshaft is generated when the house is built.
- * Note: Even if the mineshaft is not generated the trap door for the mineshaft spot will still be there.
- Fixes!
- Fixed an issue where the buildings could replace unbreakable blocks such as bedrock. This was not intended and could break the intention of some mod structures.
- Fixed another issue where certain structures would come back as "Null" items when on a server and the item was pulled from the creative menu.
- Release - 1.3.0.7
- Fixes!
- Fixed an issue where the Aqua Base wasn't craftable.
- Release - 1.3.0.6
- Fixes!
- Fixed an issue where the Grassy Plains item wasn't craftable.
- Fixed an issue where certain structure items (Advanced Horse Stable, Advanced Chicken coop and others) had a NULL name on servers.
- Release - 1.3.0.5
- Fixes!
- Fixed an issue with the green house where there were spots which didn't have enough light for crops.
- Release - 1.3.0.4
- Fixes!
- Fixed an issue where the carpet in the Acacia style moderate house would break during generation.
- Language files have been updated to be lower-case to match current forge standards.
- Release - 1.3.0.3
- Fixes!
- Fixed an issue with the previous version where it would crash the game. 1.3.0.2 is no longer available and 1.3.0.3 should be used.
- Release - 1.3.0.2
- New Stuff!
- Moderate House - Bigger versions of the starting house are here. They have larger main buildings and larger farms and areas for trees.There is an option to allow players to get this to start instead of the starting house. This is a pretty powerful option so it's off by default.
- Changes!
- All Compressed Blocks are now in the Ore Dictionary. The pattern for the names is: compressed[BlockName][Level] For example: Double Compressed Dirt is registered as: compressedDirt2 All of the mod's recipes have been updated to use the Ore Dictionary registered names for the recipe components.
- Release - 1.3.0.1
- Fixes!
- Fixed an issue with structure generation where the server would crash when the player tried to build a second structure while the first structure was generating.
- Release - 1.3.0.0
- This is the first official release of this mod for Minecraft version 1.12.
- There are bound to be issues, if you find an issue please report on the github tracker.
- RandomPatches (Forge) (RandomPatches 1.12.2-1.22.1.7 --> RandomPatches 1.12.2-1.22.1.10):
- RandomPatches 1.12.2-1.22.1.10:
- Normal and elytra movement speed limits can now be configured when Ice and Fire is installed.
- RandomPatches 1.12.2-1.22.1.9:
- The default login timeout is now 1800 ticks (90 seconds).
- RandomPatches 1.12.2-1.22.1.8:
- No longer errors when Bigger Packets Please is installed.
- Roguelike Dungeons -- Fnar's Edition (v2.1.4 Parsing Patch --> v2.4.0 Doors Update):
- v2.4.0 Doors Update:
- * ✨ Add doors and doorways to some larger rooms, for dungeon diversity
- * ✨ Add new room, Platforms Room, with key PLATFORMS
- * ✨ Add new room, Netherportal Room, with key NETHER_PORTAL
- * ✨ Add new theme, NETHER_FORTRESS
- * ❗ NETHERFORT room can grow water crops, if the room's theme's liquid is specified as water (or specifically not lava), rather than the default netherwart
- * 🐛 Fix issue with Mixtures being Awkward Potions
- * 🐛 Set leaf blocks to not decay when part of a dungeon's theme
- * 🐛 Fix issue where loot generation was failing
- * 🐛 Fix issue where settings files names must be unique
- * 🐛 Fix bug where NetherFort room chests were all the same type
- v2.3.2 Empty Chest Patch:
- * ❗ Changes segment spawners to generate within the wall, sometimes, covered in glass, sometimes hidden
- * ❗ Changes the Spawner in the Brick room to spawn in different locations in the room
- * ❗ Changes chests in the Brick room to sometimes spawn beneath of the Spawner
- * 🐛 Fix an issue where dungeon chests are empty
- v2.3.1 LootTable Entropy Patch:
- * ✨ Adds new DungeonSetting field, requires, which includes the setting only if the required mods are present
- * ✨ Adds new configuration, breakIfRequiredModIsMissing. This configuration handles when a mod declared as 'required' in a DungeonSetting is missing. When this setting is enabled, an error is reported when settings are reloaded (/roguelike settings reload). When disabled, settings that are missing their requirements are ignored.
- * 🔧 Fixes an issue where the default value for spawnAttempts is set to match spawnMinimumDistanceFromVanillaStructures instead of its configured default when the field is missing
- * 🔧 Fixes an issue where chests generated using loot table configurations contain the exact same contents per loot table ([#45](https://github.com/fnar/minecraft-roguelike/issues/45))
- v2.3.0 Development Update:
- * ✨A large collection of example/usable settings can now be found currently residing in the [github repo](https://github.com/srwaggon/minecraft-roguelike/tree/master/roguelike-core/src/main/resources/settings). [Download here](https://github.com/srwaggon/minecraft-roguelike/releases/download/v2.3.0/settings.zip)
- * ✨ Adds a new tower, VILLAGER_HOUSE, which loosely resembles [villager houses]().
- * ✨ Sets the Loot Rule field level as optional and defaults to all levels (0-4).
- * ✨ Introduces new configuration spawnMinimumDistanceFromVanillaStructures which enables users to set a minimum distance between vanilla structures and Roguelike Dungeons.
- * ✨ Introduces new configuration spawnAttempts which controls how many attempts are made to find a valid location when attempting to spawn a Roguelike Dungeon.
- * 🔧 Fixes an issue where the higher inherited settings take precedent.
- * 🔧 Fixes an issue where the looting configuration never worked.
- * 🔧 Fixes an issue where the Dungeons are not inheriting their settings before being selected for spawning.
- * 🔧 Fixes an issue where custom Dungeons would spawn in biomes against their criteria, because their spawn criteria was not being inherited.
- * 🔧 Fixes an issue where items were getting enchanted with level-0 enchantments
- * ❗ Changes the field "loot_rules" of DungeonSettings to "lootRules".
- * ❗ Changes the field "loot_tables" of DungeonSettings to "lootTables".
- * ❗ Changes the field "num_rooms" of DungeonSettings to "numRooms".
- * ❗ Undo: Renamed room previously named "NETHERFORT" to "FORTRESS" -- It is returned to the name "NETHERFORT" (sorry!).
- * ❗ RoomsSettings now inherit from both of their parents, instead of choosing only one.
- * ❗ Levels fields of RoomSetting, Filters, Spawners, Themes, Layouts defaults to All floors if not provided.
- * ❗ Segments are now inherited from parents.
- * ❗ SpawnCriteria is now inherited.
- * ❗ Dungeons now check distance to nearby vanilla structures and skip if too nearby. Previously they only checked if they were near strongholds. Uses configuration spawnMinimumDistanceFromVanillaStructures to determine minimum distance.
- * ❗ Dungeons can now spawn in Ocean, Beach, River, and Mushroom biome types.
- * ❗ Reworks spawnFrequency logic in attempt to encourage more even distribution, prevent dungeon clustering, and be more straightforward. Users should not notice a significant difference.
- Thank you all of the testers, issue reporters, Supporters in Discord. Special thanks to @Ameranth and The Perfect Storm for continued contributions. 👏🎉
- v2.2.0 Custom Chest Types Update:
- [LOOT_RULES](https://github.com/srwaggon/minecraft-roguelike/wiki/Loot-Rules)
- * ✨Modifies the 'type' field to accept arbitrary strings This adds the ability to create custom treasure types. Whereas previous versions had strictly enumerated [Chest Types](https://github.com/srwaggon/minecraft-roguelike/wiki/Chest-Types) (ARMOUR, BREWING, STARTER, etc), mod users can now specify any arbitrary string as the chest type (e.g. "foo", "techguns", "railcraft") to partition which chests will receive that loot. This requires however that some chest also specify that same chest type, which can be done in room configurations.
- [ROOMS](https://github.com/srwaggon/minecraft-roguelike/wiki/Rooms)
- * ✨Adds new field 'chestType' which specifies which [Chest Type](https://github.com/srwaggon/minecraft-roguelike/wiki/Chest-Types) should be used when determining the loot when generating this room. This feature initially sought to give treasure control to the mod user on a per-room basis, but nicely complements the custom chest types. By specifying a custom chest type for a room, loot associated with that chest type is enabled to spawn.
- TekTopia Information (Tektopia Information 1.4.0 for Tektopia 1.1.0 --> Tektopia Information 1.10.0 for Tektopia 1.1.0):
- Tektopia Information 1.10.0 for Tektopia 1.1.0:
- * Added animal details to the structure details of animal pens.
- * Added level tooltip to enemies section.
- * Added level to the tooltip for enemies on the map.
- Tektopia Information 1.9.0 for Tektopia 1.1.0:
- * Added new AI Filters section.
- * Added inventory button to resident page, to display the resident's inventory.
- * Added keyboard navigation to the book.
- Tektopia Information 1.8.0 for Tektopia 1.1.0:
- * Added work and sleep times to the resident and visitor details page.
- * Added current task name to the Enemy list.
- * Added config option to prevent enemies showing in the book. If disabled, the enemy pages will be blank.
- * Added days and time to book village summary.
- * Added config option to pause game when open in singleplayer.
- Tektopia Information 1.7.0 for Tektopia 1.1.0:
- Some more quality of life changes
- 1. Added coordinate links to open the map.
- When clicking on a coordinate on any of the pages, it will change to the map and highlight the selected structure/entity.
- 2. Added additional options to the map.
- 3. Fixed Visitor link on Structure detail page.
- Clicking on the visitor name, will now correctly open the visitor details page.
- 4. Added current structure to Visitor page.
- Now shows the name and coordinates of the structure where the visitor is currently.
- 5. Added tile information to Home detail page.
- Additional information to show if the home structure if large enough for the number of beds.
- 6. Changed tooltip text when link is for the Home page, not a Structure page.
- 7. More clean-up of the books pages.
- Tektopia Information 1.6.0 for Tektopia 1.1.0:
- Some more quality of life changes
- 1. Have added a lot of hyperlinks to the book that will allow you to click navigate around the book. Also a Back button to allow you to navigate backwards.
- If you hover over a link, you will see a Tooltip with information about the link.
- 2. Changed the Sleeping line in the Resident pages to Task. This allows you to see what task the villager is currently doing.
- 3. AI Filters - a new button has been added to each Resident page to open a new AI Filters sub page. This shows you what AI Filters are enabled/disabled.
- NOTE: This is a read-only view, you must still enable/disable to AI filters manually for each villager.
- 4. Added Overcrowding information to Structures and Statistics pages.
- Shows what the minimum number of tiles per villager is for each room, and what the current tile ratio is. This will allow you to see which rooms are to small and need to be increased.
- 5. Fixed the Resident count on the pages. Most of them should not have included the Architect and Tradesman in the count.
- Tektopia Information 1.5.0 for Tektopia 1.1.0:
- 1. Major clean-up of all the pages.
- 2. Added additional information to the Resident pages - Sleeping Status
- 2. Added Architect and Tradesman to the Resident pages.
- 3. Added the Architect and Tradesman trades to the Economy section.
- 4. Added Visitor Pages - shows all the visiting entities to your village.
- *** If the visitor is a Merchant, will also show the trade items.
- *** If the visitor is a nomad, will show the possible professions.
- 5. Added Enemies Page - shows all the enemies in your village (currently only Necromancer)
- 6. Added basic maps to the end of the book.
- *** There are five maps - 1 x map showing all four quadrants, and 4 x quadrant maps (NW, NE, SW and SE).
- *** The maps show all structures, homes, residents, visitors, enemies and the player.
- *** There are filter option to show/hide the different map markers.
- Titles (Titles-1.12.2-3.1.6.jar --> Titles-1.12.2-3.1.7.jar):
- Titles-1.12.2-3.1.7.jar:
- Now properly syncs title data on respawn and dimension changes. How this wasn't reported sooner, I have no idea.
- Unique Crops (uniquecrops-1.12.2-0.2.1.jar --> uniquecrops-1.12.2-0.2.6.jar):
- uniquecrops-1.12.2-0.2.6.jar:
- v0.2.6:
- * fix instabilis crop not dropping detcord when successfully harvesting with shears
- * make weatherflesia able to accept the pixel brush no matter which part of the plant is clicked on
- * make fascino enchanting respect incompatible enchantments
- * buff cobblonia when adjacent to powered sun blocks
- uniquecrops-1.12.2-0.2.5.jar:
- v0.2.5:
- * add old diamond/gold/iron blocks
- * make abstract barrels and totemhead blocks be rotatable
- * make hourglass block conversion appear more random
- * fix custom particle renderer not having gl push/pop. I don't know if it'll do anything though; you know who you are
- uniquecrops-1.12.2-0.2.4.jar:
- v0.2.4:
- * add ignorance potion
- * fixed unlocalized names for potion effects
- * tweak merlinia crops - time meal is now the actual way to grow them
- uniquecrops-1.12.2-0.2.3.jar:
- v0.2.3:
- * make ruins worldgen stop genning in flat worlds if structure generation feature is disabled
- * fix classcastexception for entitylivingbase/entityliving
- * fix being able to get diamond bunches without a pickaxe anyway
- * removed the growing requirements for the crafty plants in the multiblocks book
- * add one more function to the hexis crop. updated description in the guide book.
- * add missing modulo to cinderbella's time growth check (again)
- * make planting abstract crop properly consume the seed (again)
- * make itero crop emit colored light rays during demo mode
- uniquecrops-1.12.2-0.2.2.jar:
- v0.2.2:
- * add dyed bonemeal
- * add harvest spirit bait
- * add small cooldown between adding crop power to wildwood staff (5 ticks cooldown)
- * add precision block
- * add cinder torch
- * adjust precision hammer model
- * fix artisia book description describing it as rightclick harvestable
- * fix instabilis seeds giving detcord upon harvest with shears regardless of crop maturity
- * fix bunches of diamond item being enchantable
- * fix crop dimension wiping a specific subset of player NBT data on enter/exit
- * fix cinderbella growth conditions (this involved dropping the use of tile entities here, as it is no longer needed)
- * fix crash related to feroxia crops because of a null player
- * fix being able to plant abstract crops
- Unique Enchantments (Unique Enchantments V1.12.2-1.9 --> Unique Enchantments-1.12.2-2.1.3):
- Unique Enchantments-1.12.2-2.1.3:
- Small Maintance/Balance Patch.
- Changelog:
- Version 2.1.3:
- * Changed: Momentum now properly applies Mining Speed bonus. Formula fixed.
- * Changed: [1.14+]Ecological now uses BlockTags
- * Changed: Cloudwalker now scales with the Levitation Potion Effect. Remains same without the Potion Effect
- * Changed: [1.14+]Nature's Grace now uses BlockTags
- * Changed: Vitae now grants bonus in percent, and now scales better with Death's Odium and other Mods
- * Fixed: Pestilence's Odium, Mob now properly drop loot
- * Added: Now uses MathCache for better performance.
- Unique Enchantments-1.12.2-2.1.2.1:
- Hotfix.
- Changelog:
- Version 2.1.2.1:
- * Fixed: LootingLevel Crash.
- Unique Enchantments-1.12.2-2.1.2:
- This patch has been the rebalancing patch of almost every single enchantment and patches for the issues.
- Changelog:
- Version 2.1.2:
- * Fixed: Deaths Odium cookie now actually kills you with void damage instead of removing the player out of the world. (Softlock)
- * Added: Deaths Odium cookie now restores all your health.
- * Changed: Endest reap was rebalanced to give different amount of reap per mob. (Ender Dragon => 8, Wither = 3, Shulker => 1, Ravager => 2, Eveoker => 1, Elder Guardian => 5)
- * Changed: Ender Mending was rebalanced to now use a better distribution logic, and if the internal buffer is full enough it will now repair all damaged items in your inventory with mending like enchantments (configurable)
- * Fixed: Mod Exporter was bugged to cause Midias Blessing & Ifirits Grace could not work in 1.16
- * Fixed: Perpetual Strike was crashing with mobs that had no attack speed.
- * Changed: Small changes for Cloud walker and Swift Blade
- * Added: Configuration for Enchantments that Grimoire should ignore and reduced the minimum level that is required to trigger its effect to about lvl 50
- * Fixed: Pestilence odium causes now drops again.
- * Changed: Rebalanced Momentum from Scratch to be much faster. (Note right now insta-mining is not possible because of missing speed synchronization will be addressed next patch)
- * Changed: FastFood now gives double the food then before and 4x if the animal is burning.
- * Fixed: Natures Grace didn't detect flowers
- * Added: Crossbow support to various enchantments
- Unique Enchantments-1.12.2-2.1.1.1.1:
- Curseforge DataBase fix so UE can be used in Modpacks...
- Curseforge team if you read this: Include Deleted Jars in your Rejection Process.... SERIOUSLY
- Unique Enchantments-1.12.2-2.1.1:
- Gave [Bears Den](https://www.youtube.com/c/aBear989) the mod to play with.. He found loads of issues. These are addressed. (He is still a modbuster)
- Changelog:
- Version 2.1.1:
- -Added: Grimoire Enchantment Blacklist. You can now choose which Enchantments can not profit from Grimoire
- -Added: Endest Reap Stack Count. You can now set how many stacks should be acquired of specific Mobs
- -Changed: Grimoire Formula tweaked for improved customization
- -Changed: Momentum Rework. Now increases Mining Speed with a Flat & Percent Value. However Momentum cannot grant you 'insta-mine'
- -Changed: Endest Reap now deals less damage by default, but scales much better
- -Changed: Fast Food. Readjusted the Formula. Looting now grants boni equal to Enchantment Level. All Gain will be doubled if the animal burns
- -Changed: Ender Mending Rework. No longer increases EXP Gain, but now garantuees even distribution. When Buffer is filled to a certain Point, it can now grant Durability to Items in your Inventory with certain Enchantments(configurable)
- -Changed: Increases Enchanting Power Cost per LvL
- -BugFix: Nature's Grace didnt detect flowers
- -BugFix: Softlock by Death's Odium Cookie
- -BugFix: Ameliorated Enchantments being compatible with each other
- Unique Enchantments-1.12.2-2.1.0:
- WARNING:
- Create a Backup of your configs, things may break. We changed almost every config
- Added Dependecy. To make the Addons more accessible we added a new dependency, so the Addons dont need this Mod anymore, therefore this Mod requires our Base Mod you can find here.
- Changelog:
- Version 2.1.0:
- Misc:
- -A rebalance and restructuring Update. Initially it was planned to be done for 2.0 but we delayed it.
- -Among MANY balance changes, there is also a new Enchantment and some Enchantments did get their functionality changed.
- -Also the Enchantment "Demeter's Soul" was moved to the Utils Module and is no longer in this Mod.
- -Added: Configurable Enchantment Villager Trades. This allows you to restrict certain Enchantments to be obtained by trading. (1.16 Only)
- -Added: Calculation Level Cap. This allows you to set a hard-capped maximum for Levels in the Calculations. This was done for improved balance possibilities with Mods like Apotheosis and you only want certain Enchantments to go till LvL 10 and not higher, but Apotheosis can give you LvL 30 Enchantments.
- -Added: New Enchantment 'Grimoire'. Increases Enchantment Levels on the same Item. However the Item is hard to get rid of, and cant be re-enchanted after Grimoire.
- -Changed: Every Duration is now set to Ticks. This has no Impact on Gameplay, and makes it easier to understand in the Wiki.
- Weapons:
- -Changed: Ameliorated Bane of Arthropod requires less Enchanting Power (easier to get) but requires more per Level.
- -Changed: Ameliorated Sharpness requires more Enchanting Power and it requires more per Level (harder to get).
- -Changed: Ameliorated Smite requires less Enchanting Power (easier to get) but requires more per Level.
- -Changed: Berserker Damage Bonus is now purely percentual of Health and no longer improves by higher Health Values.
- -Changed: Berserker customizable maximum(lowest Value possible) for Current Health, which is hardcapped at 1, but can be set to anything higher.
- -Changed: Bone Crusher Damage Formula changed(nerf).
- -Changed: Bone Crusher Max Level increased, required Enchanting Power increased(base and per Level).
- -Changed: Focused Impact Damage Formula changed(buff).
- -Changed: Focused Impact requires less Enchanting Power but requires way more per Level.
- -Changed: Perpetual Strike Functionality changed(adjustment). Now increases Flat Damage and increases your overall Damage dealt %-ualy.
- -Changed: Perpetual Strike requires less Enchanting Power but requires way more per Level.
- -Changed: Spartan Weapon Damage Formula changed(adjustment). Now takes into account your AttackDamage and AttackSpeed.
- -Changed: Spartan Weapon requires more Enchanting Power.
- -Changed: Swift Blade Damage Formula changed(nerf). This Enchantment was very OP when used with Apotheosis, this should no longer be the case.
- -Changed: Swift Blade Max Level increased, requires more Enchanting Power and extremely more per Level. Rarity changed to 'VERY_RARE'.
- -Changed: Alchemist's Grace Duration Formula changed(nerf). The Formula was not as intented and was waay too high.
- -Changed: Alchemist's Grace requires less Enchanting Power, but requires more per Level. Rarity changed to 'VERY_RARE'.
- -Changed: Climate Tranquility requires way more Enchanting Power per Level.
- -Changed: Ender Marksmen Durability Formula Changed(nerf).
- -Changed: Ender Marksmen Max Level increased, requires way more Enchanting Power per Level.
- -Changed: Endest Reap can now be enchanted on a Hoe. Fixed Description, bonus Damage is against every Enemy, but is only stacked by certain.
- -Changed: Endest Reap require way more Enchanting Power per Level. Rarity changed to 'VERY_RARE'.
- Tools:
- -Changed: Range is now a little bit better with later Levels. Requires way more Enchanting Power per Level.
- -Changed: Sage's Blessing readjusted Fortune/Looting compat. Instead of the entire EXP Bonus being increased by Fortune/Looting, they will now have a Change to add another Level worth of experience.
- -Changed: Sage's Blessing requires less Enchanting Power, but requires more per Level.
- -Changed: Ender Mending has higher EXP Collection rate early on, but less with higher levels. Is furthermore maxed at 200% which is configurable.
- -Changed: Ender Mending requires more Enchanting Power and way more per Level.
- -Changed: Momentum Functionality redone. Speed ramps up quicker with higher Levels.
- -Changed: Ecological Duration Formula changed (nerf). This is more of adjustment and crash prevention. Lets just say in the previous state this Enchantment could have caused crashes.
- -Changed: Ecological requires less Enchanting Power but way more per Level.
- -Changed: Ifrit's Grace Consume Formula changed(buff). Consume less on Ores, but is not compatible with Fortune and Midas Blessing, and when used will have increased costs when triggered.
- -Changed: Ifrit's Grace Incompatible removed: Midas Blessing.
- -Changed: Midas Blessing Consume Formula changed(nerf). Instead of decreasing Costs, they now increase with every Level.
- -Changed: Midas Blessing requires less Enchanting Power but more per Level. Incompatible removed: Ifrit's Grace.
- -Changed: Phoenix's Blessing now ignites nearby Enemies, Range scales with Level.
- Armor:
- -Changed: Ender Eyes, Endermen you look at also can't teleport.
- -Changed: Ender Eyes Incompatible added: Treasurer's Eyes.
- -Changed: Swift, Speed Bonus is higher at base, but less with Levels. Also requires way more Enchanting Power per Level.
- -Changed: [1.16+] Treasurer's Eyes now prevent Piglins from being angry on you, except Brute.
- -Changed: Treasurer's Eyes requires more Enchanting Power. Incompatible Added: Ender Eyes.
- -Changed: Vitae requires more Enchanting Power and way more per Level. Rarity changed to 'RARE'.
- -Changed: Ares Blessing now also prevents Death by Void Damage.
- -Changed: Durability Cost Formula changed(buff). Max Level increased.
- -Changed: Cloudwalker Functionality changed. Toggle to negate gravity in exchange for Durability.
- -Changed: Cloudwalker requires less Enchanting Power, but more per Level.
- -Changed: Icarus Aegis Consume Formula changed(nerf). Generally consumes more.
- -Changed: Icarus Aegis Max Level increased, requires less Enchanting Power but more per Level.
- -Changed: Nature's Grace Duration Formula changed(buff).
- -Changed: Nature's Grace requires less Enchanting Power but more per Level.
- Curses:
- -Changed: All Curses now have effects above Level 1, and also can be above Level 1.
- -Changed: All Curses now uses the Collective specific Curse Level instead of the amount of Items with the Curse.
- Unique Enchantments-1.12.2-2.0.1:
- Bug Fixes & Balancing.
- Changelog:
- Version 2.0.1:
- -Fixed: Enchantments could be put on loot even so they were unobtainable (1.16.5 Only)
- -Changed: Echological now includes player level on the repair speed. (The higher the level the faster the repair)
- Unique Enchantments-1.12.2-2.0.0:
- 2.0 Release with a bunch of Balancing and 1 new enchantment.
- Changelog:
- Version 2.0:
- -Added: Configurable Incompatible Enchantments. Now you can make these Enchantments incompatible with Enchantments from other Mods(If desired)
- -Added: New Enchantment 'Endest Reap'. Gains increased Damage against certain targets with every kill
- -Added: Enchantments can now be deactivated or disabled. Deactivating a enchantment deactivates the effect while disabling makes it unobtainable through normal means
- -Changed: Alchemists Grace Potions can now be configured to be only for Mining or Fighting
- -Changed: Ameliorated Bane of Arthropod & Ameliorated Smite can now be applied on Hoe
- -Changed: Fast Food is now comaptible with Looting
- -Changed: Fast Food can now gain increased Gains when combined with Looting
- -Changed: Sage's Blessing EXP Boost can now get even higher Boost with Looting or Fortune
- -Changed: Berserker Max LvL increased from 1 to 2
- -Changed: Berserker Damage Scaling changed to anti-proportional scaling instead of linear scaling. The Damage at LvL 1 is still the same.
- Unique Enchantments-1.12.2-1.9.2:
- Hotfix. I found a bug and fixed it.
- Changelog:
- Version 1.9.2:
- * Fixed: Odiums Death didnt have a damage per health regained config.
- * Fixed: Odiums Death used 1 Damage dealt => 1 Health gained back (instead of 30 Damage)
- Unique Enchantments-1.12.2-1.9.0:
- 1.9.0 Patch is now out. Sorry that it took so long. I was stuffed to the roof with projects that needed work and didn't really know the order of things that needed to be done. But now with most of the projects being done I have a bit more free time to work on things. Just to announce the next patch comes out within the next 4-5 weeks. Its already planned out fully.
- Changelog:
- Version 1.9.0:
- * Changed: uniqueenchantments command is now renamed to uniquee and only reloads the configs. (And is fully gone in 1.14 or newer)
- * Added: Config for min & max levels.
- * Added: Death's Odium has now a way to deal losing health. After a neardeath experience (Totems best friend) dealing a lot of damage in a short amount of time will regain your health.
- * Changed: Phönix Blessing got a small nerf. Instead of 60 seconds of LvL1 regen you get 30 seconds of LvL2 regen.
- * Changed: Nature's Grace "Base Healing" was changed from 0.2 to 0.6 and "Per Level" got changed from 0.4 to 0.2. (Numbers represent halfhearts so level 3 would heal 1 half heart per trigger)
- * Changed: Cloudwalker is now a toggle instead of a hold.
- * Changed: Icarus Ages base consumtion was changed from 2 to 24 and will cap out at 4. (Consumption / level is the formular)
- * Changed: Ares Blessing durability taken per damage was changed from 2 to 6
- * Changed: FastFood gains were doubled.
- * Changed: Swift Blade comparason speed was changed from 1.6 to 1.2
- * Changed: Spartan Weapon damage modifier was changed from 0.1 to 0.075
- * Changed: Sage's Blessing now makes also a bit more hungry now, everytime xp was buffed.
- * Changed: Bone Crusher now ignores helmets, due to mods using Helmets to mark their skeleton types.
- * Fixed: Crash potential with Berserker.
- * Changed: Ender Marksmen allows arrows to hit Endermen.
- * Changed: Alchemist's Grace was changed from the ground up and also works while mining.
- VanillaFix (VanillaFix-1.0.10-99.jar --> VanillaFix 1.0.10-150):
- VanillaFix 1.0.10-150:
- WARNING: If you happen to run into issues with this version, it is more than likely an issue with a mod using an outdated Mixins version, but please report it and we can investigate it.
- Updated to Mixins version 0.8!
- Village Spawn Point (Forge) (villagesp_1.12-1.0.jar --> villagespawnpoint_1.12.2-1.8.jar):
- villagespawnpoint_1.12.2-1.8.jar:
- []()Changelog:
- A bonus chest is now placed around the village spawn position if the generate bonus chest world generation option is enabled.
- =========
- The complete changelog with previous versions can be found at [https://minecraft.natamus.com/village-spawn-point/changelog/]().
- Thank you very much to my [Patrons](https://patreon.com/ricksouth) and [Github Sponsors](https://github.com/sponsors/ricksouth) for supporting this mod's development:
- Adara Christine | Kreezcraft.com | Morgan Schetzle | Tyler Behl | Tyler Hadley
- villagespawnpoint_1.12.2-1.5.jar:
- []()Changelog:
- Updated Village Spawn Point to work with the new Collective update. The update attempts to inform players which download mods from illegitimate sources that it can be harmful to do so. If you are reading this on CurseForge and download your mods here, this won't affect you. Thank you for downloading mods from CurseForge and supporting the mod developers.
- =========
- The complete changelog with previous versions can be found at [https://minecraft.natamus.com/village-spawn-point/changelog/]().
- [Patreon](https://www.patreon.com/ricksouth); thank you very much to my patrons for supporting this mod's development:
- Adara Christine | Kreezcraft.com | Tyler Hadley
- villagespawnpoint_1.12.2-1.4.jar:
- []()Changelog:
- Updated backend code. Synced release code to work alongside the 1.12.2 version.
- =========
- The complete changelog with previous versions can be found at [https://minecraft.natamus.com/village-spawn-point/changelog/]().
- YUNG's Better Mineshafts (Forge) (BetterMineshaftsForge-1.12.2-2.1.1.jar --> [1.12.2] YUNG's Better Mineshafts v2.2.1):
- [1.12.2] YUNG's Better Mineshafts v2.2.1:
- Added support for using more modded blocks in the variants.json file, including Quark.
- Join us on Discord!
- [](https://discord.gg/rns3beq)
- [1.12.2] YUNG's Better Mineshafts v2.2:
- This version moves minY/maxY config settings into the variants.json file. If you were making use of non-default settings for these values, you will need to delete your variants.json and re-generate it.
- However, I recommend you delete your variants.json regardless, and allow it to regenerate so that it shows the new minY/maxY entries in case you end up wanting to edit your variants.json in the future. If you have custom entries in your variants.json, back them up elsewhere before deleting the variants.json so that you can transfer your custom settings once the variants.json regenerates.
- Join us on Discord!
- [](https://discord.gg/rns3beq)
- Changelog:
- * Move config settings for minY & maxY from main config file to variants.json file. Each variant can now have its own unique minY/maxY.
- Generated using [ChangelogGenerator 2.0.0-pre5](https://github.com/TheRandomLabs/ChangelogGenerator).
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