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5.1 Pre-Release 1

Changelog

server.properties file

This is the first pre-release. This means all features have been implemented, and you can expect to only see minor tweaks and bug fixes to happen from now on.

This version also updated, added and changed a lot of texts, but there won't be many changes there anymore. If you intent to help translating this project to other languages, now is a very good time for that. Check out the translation project now!
You might also want to take a look at the General Translation Help & Guidelines first.

Changelog

  • The timer does no longer count paused time by default
  • Added timer options
  • Added "reveal card" menu option in blind mode
  • Updated Lobby
  • Better multiplayer controls
  • improved pre-generation and entity handling
  • Added multiplayer pre-generation option
  • Improved skybox joining and game ending

Timer

The timer will now pause when you pause the game. There is a setting to count paused time again enables the same behavior as previous versions.

Additionally, an option for using in-game time has been added. The default is still real time as before.

When using in game time, the counted time progresses as the in-game day progresses. This means, a Minecraft day is always assumed to last exactly 20 minutes, regardless of lag.

In a competitive scenario, players who experience lag may be at a disadvantage, as it takes longer for night time to arrive, or furnaces to smelt, and exploring might also be harder if chunks don't load properly.

When using in game time, players who experience lag might be at an advantage however, when they stay in a small area, as they can run through caves quicker with less time being counted.

Skybox joining & Game ending

When entering the skybox, instead of just joining a random team, the normal logic is now always run, which includes printing a message "<player> has joined the <color> team".

In multiplayer, only the player who generated the card is now automatically teleported to the skybox. All other players either need to manually join using one of the "join game" signs, or everyone can be teleported using a new "teleport all players to skybox" sign which is accessible in the skybox in multiplayer.

When leaving a game or the skybox, a message "<player> entered the lobby" is now shown.

In multiplayer, when a player joins the lobby, they will also get the option to end the game for everyone and teleport all players back to the lobby.

Lobby

The lobby has now a special area for some multiplayer settings that is only accessible in multiplayer.

All tutorial texts and descriptions have been updated to match 5.1 behavior.

The mocked skybox has now been updated to a miniature version of the new skybox with some miniature terrain

2023-08-18_21 24 09

Multiplayer Controls

The multiplayer "strict mode" sign was split into "operator-only" and "lobby gamemode" controls for more intuitiveness. In oprator-only, only operators will be able to interact with game controls like starting a game, revealing a card in blind mode, etc. The lobby gamemode controls whether players are in adventure or survival mode.

New options for disallowing spectator mode and hiding the seed from all players until the end of the game have been added. This does not affect the existing preference setting to hide the seed until the end of the game. This can prevent some forms of cheating if you do not trust your players. The default is still spectator mode enabled and seed shown.

There is also a success message being printed now for players successfully confirming their operator status. In case the confirmation fails, just the standard Minecraft "You do not have permissions to run this command" is still shown as before.

Most multiplayer controls are in an entirely separate area now which is not accessible in single player.

Pre-generation

Pre-generation now only generates a minimal amount of chunks by default. This means you have to wait less time to start a game.

In multiplayer, you have options to pre-generate a certain radius of chunks for lag reduction purposes.

While in the skybox, all entities that were not present during generation are killed periodically every 5 seconds, to make it less confusing when you see an entity that spawned later. Those entities were previously only killed when the game started.

This will now also properly handle entities that were generated outside the pre-generated area by player loading, and bees will also be frozen now, and chunks will no longer be forceloaded for the entire pre-generation phase.

Bug Fixes

  • Fixed lockout mode still detecting items like in a normal game
  • Fixed blind mode not working for set seed
  • Fixed team changing to a random team for all players when generating a new random card from the skybox
  • Fixed the bingo menu being printed many times in multi player when a team achieved a goal
  • Fixed card showing items being darkened for an arbitrary team when a player is in no team
  • Fixed entities that spawned late being visible during the skyboxphase, but killed at a later point
  • Fixed bees not being frozen
  • Fixed players no longer being invisible in the drop chute
  • Fixed the random team assignment when entering the skybox assigning to team orange when any of the teams lime, cyan, blue or magenta were picked, and those teams never getting picked
  • Fixed player heads on armor stands in the lobby showing default skins

Files

Fetchr-5.1-pre1-datapack.zip(375.77 KiB) Primary Download
Fetchr-5.1-pre1-resourcepack.zip(325.3 KiB) Required resource pack Download

Project members

NeunEinser

Owner


Technical information

License
MIT
Project ID