v2.5.0-1.21.9+neoforge
- restructure config (version 7):
- add new config option "allowedCollidingBlocks" that restricts the ability to jump if the boat does not collide with one of the configured blocks
- new structure:
{ "version": 7, // just ignore this, this is for migration purposes only "config": { "stepHeight": 0.35, // The number of blocks you are going to be boosted when triggering a boost. "playerEjectTicks": 200.0, // The ticks the game waits before kicking you out of a boat after the player lost control. "boosting": { "boostStates": [ "UNDER_WATER", "ON_LAND", "UNDER_FLOWING_WATER" ], // Sets the preferences under which states the boat should be boosted. "allowedSupportingBlocks": [], // Defines the blocks the boat has to lie on to be able to be boosted. If the list is empty, there is no restriction. "allowedCollidingBlocks": [], // Defines the blocks the boat has to collide with to be able to be boosted. If the list is empty, there is no restriction. "onlyForPlayers": true, // Toggles, whether a boat should only be boosted when carrying a player. "extraCollisionDetectionRange": 0.5 // Changes the detection range of a collision. Increasing this will boost a boat x blocks before actually touching the block it approaches. You may encounter weird behavior when changing this value to big numbers. }, "keybind": { "allowJumpKeybind": true, // Toggles, whether a player should be able to jump with a boat via a keybind. "keybindJumpHeightMultiplier": 1.5, // Specifies the multiplier that will be applied to the jump height when a player uses the keybind to jump. "onlyKeybindJumpOnGroundOrWater": false // Decides whether you are allowed to jump midair by keybind or not. CAUTION: This option combined with a high keybind jump multiplier will result in extreme boosts as the boat will be boosted every tick you hold the keybind. } } }
v2.5.0-1.21.9+fabric
- restructure config (version 7):
- add new config option "allowedCollidingBlocks" that restricts the ability to jump if the boat does not collide with one of the configured blocks
- new structure:
{ "version": 7, // just ignore this, this is for migration purposes only "config": { "stepHeight": 0.35, // The number of blocks you are going to be boosted when triggering a boost. "playerEjectTicks": 200.0, // The ticks the game waits before kicking you out of a boat after the player lost control. "boosting": { "boostStates": [ "UNDER_WATER", "ON_LAND", "UNDER_FLOWING_WATER" ], // Sets the preferences under which states the boat should be boosted. "allowedSupportingBlocks": [], // Defines the blocks the boat has to lie on to be able to be boosted. If the list is empty, there is no restriction. "allowedCollidingBlocks": [], // Defines the blocks the boat has to collide with to be able to be boosted. If the list is empty, there is no restriction. "onlyForPlayers": true, // Toggles, whether a boat should only be boosted when carrying a player. "extraCollisionDetectionRange": 0.5 // Changes the detection range of a collision. Increasing this will boost a boat x blocks before actually touching the block it approaches. You may encounter weird behavior when changing this value to big numbers. }, "keybind": { "allowJumpKeybind": true, // Toggles, whether a player should be able to jump with a boat via a keybind. "keybindJumpHeightMultiplier": 1.5, // Specifies the multiplier that will be applied to the jump height when a player uses the keybind to jump. "onlyKeybindJumpOnGroundOrWater": false // Decides whether you are allowed to jump midair by keybind or not. CAUTION: This option combined with a high keybind jump multiplier will result in extreme boosts as the boat will be boosted every tick you hold the keybind. } } }
v2.5.0-1.21.8+neoforge
- restructure config (version 7):
- add new config option "allowedCollidingBlocks" that restricts the ability to jump if the boat does not collide with one of the configured blocks
- new structure:
{ "version": 7, // just ignore this, this is for migration purposes only "config": { "stepHeight": 0.35, // The number of blocks you are going to be boosted when triggering a boost. "playerEjectTicks": 200.0, // The ticks the game waits before kicking you out of a boat after the player lost control. "boosting": { "boostStates": [ "UNDER_WATER", "ON_LAND", "UNDER_FLOWING_WATER" ], // Sets the preferences under which states the boat should be boosted. "allowedSupportingBlocks": [], // Defines the blocks the boat has to lie on to be able to be boosted. If the list is empty, there is no restriction. "allowedCollidingBlocks": [], // Defines the blocks the boat has to collide with to be able to be boosted. If the list is empty, there is no restriction. "onlyForPlayers": true, // Toggles, whether a boat should only be boosted when carrying a player. "extraCollisionDetectionRange": 0.5 // Changes the detection range of a collision. Increasing this will boost a boat x blocks before actually touching the block it approaches. You may encounter weird behavior when changing this value to big numbers. }, "keybind": { "allowJumpKeybind": true, // Toggles, whether a player should be able to jump with a boat via a keybind. "keybindJumpHeightMultiplier": 1.5, // Specifies the multiplier that will be applied to the jump height when a player uses the keybind to jump. "onlyKeybindJumpOnGroundOrWater": false // Decides whether you are allowed to jump midair by keybind or not. CAUTION: This option combined with a high keybind jump multiplier will result in extreme boosts as the boat will be boosted every tick you hold the keybind. } } }
v2.5.0-1.21.3+neoforge
- restructure config (version 7):
- add new config option "allowedCollidingBlocks" that restricts the ability to jump if the boat does not collide with one of the configured blocks
- new structure:
{ "version": 7, // just ignore this, this is for migration purposes only "config": { "stepHeight": 0.35, // The number of blocks you are going to be boosted when triggering a boost. "playerEjectTicks": 200.0, // The ticks the game waits before kicking you out of a boat after the player lost control. "boosting": { "boostStates": [ "UNDER_WATER", "ON_LAND", "UNDER_FLOWING_WATER" ], // Sets the preferences under which states the boat should be boosted. "allowedSupportingBlocks": [], // Defines the blocks the boat has to lie on to be able to be boosted. If the list is empty, there is no restriction. "allowedCollidingBlocks": [], // Defines the blocks the boat has to collide with to be able to be boosted. If the list is empty, there is no restriction. "onlyForPlayers": true, // Toggles, whether a boat should only be boosted when carrying a player. "extraCollisionDetectionRange": 0.5 // Changes the detection range of a collision. Increasing this will boost a boat x blocks before actually touching the block it approaches. You may encounter weird behavior when changing this value to big numbers. }, "keybind": { "allowJumpKeybind": true, // Toggles, whether a player should be able to jump with a boat via a keybind. "keybindJumpHeightMultiplier": 1.5, // Specifies the multiplier that will be applied to the jump height when a player uses the keybind to jump. "onlyKeybindJumpOnGroundOrWater": false // Decides whether you are allowed to jump midair by keybind or not. CAUTION: This option combined with a high keybind jump multiplier will result in extreme boosts as the boat will be boosted every tick you hold the keybind. } } }
v2.5.0-1.21.3+fabric
- restructure config (version 7):
- add new config option "allowedCollidingBlocks" that restricts the ability to jump if the boat does not collide with one of the configured blocks
- new structure:
{ "version": 7, // just ignore this, this is for migration purposes only "config": { "stepHeight": 0.35, // The number of blocks you are going to be boosted when triggering a boost. "playerEjectTicks": 200.0, // The ticks the game waits before kicking you out of a boat after the player lost control. "boosting": { "boostStates": [ "UNDER_WATER", "ON_LAND", "UNDER_FLOWING_WATER" ], // Sets the preferences under which states the boat should be boosted. "allowedSupportingBlocks": [], // Defines the blocks the boat has to lie on to be able to be boosted. If the list is empty, there is no restriction. "allowedCollidingBlocks": [], // Defines the blocks the boat has to collide with to be able to be boosted. If the list is empty, there is no restriction. "onlyForPlayers": true, // Toggles, whether a boat should only be boosted when carrying a player. "extraCollisionDetectionRange": 0.5 // Changes the detection range of a collision. Increasing this will boost a boat x blocks before actually touching the block it approaches. You may encounter weird behavior when changing this value to big numbers. }, "keybind": { "allowJumpKeybind": true, // Toggles, whether a player should be able to jump with a boat via a keybind. "keybindJumpHeightMultiplier": 1.5, // Specifies the multiplier that will be applied to the jump height when a player uses the keybind to jump. "onlyKeybindJumpOnGroundOrWater": false // Decides whether you are allowed to jump midair by keybind or not. CAUTION: This option combined with a high keybind jump multiplier will result in extreme boosts as the boat will be boosted every tick you hold the keybind. } } }
v2.5.0-1.21+neoforge
- restructure config (version 7):
- add new config option "allowedCollidingBlocks" that restricts the ability to jump if the boat does not collide with one of the configured blocks
- new structure:
{ "version": 7, // just ignore this, this is for migration purposes only "config": { "stepHeight": 0.35, // The number of blocks you are going to be boosted when triggering a boost. "playerEjectTicks": 200.0, // The ticks the game waits before kicking you out of a boat after the player lost control. "boosting": { "boostStates": [ "UNDER_WATER", "ON_LAND", "UNDER_FLOWING_WATER" ], // Sets the preferences under which states the boat should be boosted. "allowedSupportingBlocks": [], // Defines the blocks the boat has to lie on to be able to be boosted. If the list is empty, there is no restriction. "allowedCollidingBlocks": [], // Defines the blocks the boat has to collide with to be able to be boosted. If the list is empty, there is no restriction. "onlyForPlayers": true, // Toggles, whether a boat should only be boosted when carrying a player. "extraCollisionDetectionRange": 0.5 // Changes the detection range of a collision. Increasing this will boost a boat x blocks before actually touching the block it approaches. You may encounter weird behavior when changing this value to big numbers. }, "keybind": { "allowJumpKeybind": true, // Toggles, whether a player should be able to jump with a boat via a keybind. "keybindJumpHeightMultiplier": 1.5, // Specifies the multiplier that will be applied to the jump height when a player uses the keybind to jump. "onlyKeybindJumpOnGroundOrWater": false // Decides whether you are allowed to jump midair by keybind or not. CAUTION: This option combined with a high keybind jump multiplier will result in extreme boosts as the boat will be boosted every tick you hold the keybind. } } }
v2.5.0-1.21+fabric
- restructure config (version 7):
- add new config option "allowedCollidingBlocks" that restricts the ability to jump if the boat does not collide with one of the configured blocks
- new structure:
{ "version": 7, // just ignore this, this is for migration purposes only "config": { "stepHeight": 0.35, // The number of blocks you are going to be boosted when triggering a boost. "playerEjectTicks": 200.0, // The ticks the game waits before kicking you out of a boat after the player lost control. "boosting": { "boostStates": [ "UNDER_WATER", "ON_LAND", "UNDER_FLOWING_WATER" ], // Sets the preferences under which states the boat should be boosted. "allowedSupportingBlocks": [], // Defines the blocks the boat has to lie on to be able to be boosted. If the list is empty, there is no restriction. "allowedCollidingBlocks": [], // Defines the blocks the boat has to collide with to be able to be boosted. If the list is empty, there is no restriction. "onlyForPlayers": true, // Toggles, whether a boat should only be boosted when carrying a player. "extraCollisionDetectionRange": 0.5 // Changes the detection range of a collision. Increasing this will boost a boat x blocks before actually touching the block it approaches. You may encounter weird behavior when changing this value to big numbers. }, "keybind": { "allowJumpKeybind": true, // Toggles, whether a player should be able to jump with a boat via a keybind. "keybindJumpHeightMultiplier": 1.5, // Specifies the multiplier that will be applied to the jump height when a player uses the keybind to jump. "onlyKeybindJumpOnGroundOrWater": false // Decides whether you are allowed to jump midair by keybind or not. CAUTION: This option combined with a high keybind jump multiplier will result in extreme boosts as the boat will be boosted every tick you hold the keybind. } } }
v2.4.1-1.21.9+neoforge
- fixed a bug when serverConfig was wrongfully set on client startup
- this led to the player being able to use the mod's features even though the server did not explicitly permit it to do so
v2.4.1-1.21.9+fabric
- fixed a bug when serverConfig was wrongfully set on client startup
- this led to the player being able to use the mod's features even though the server did not explicitly permit it to do so
v2.4.1-1.21.8+neoforge
- fixed a bug when serverConfig was wrongfully set on client startup
- this led to the player being able to use the mod's features even though the server did not explicitly permit it to do so
v2.4.1-1.21.3+neoforge
- fixed a bug when serverConfig was wrongfully set on client startup
- this led to the player being able to use the mod's features even though the server did not explicitly permit it to do so
v2.4.1-1.21.3+fabric
- fixed a bug when serverConfig was wrongfully set on client startup
- this led to the player being able to use the mod's features even though the server did not explicitly permit it to do so
v2.4.1-1.21+neoforge
- fixed a bug when serverConfig was wrongfully set on client startup
- this led to the player being able to use the mod's features even though the server did not explicitly permit it to do so
v2.4.1-1.21+fabric
- fixed a bug when serverConfig was wrongfully set on client startup
- this led to the player being able to use the mod's features even though the server did not explicitly permit it to do so
v2.3.6-1.21.9+neoforge
- fix error in console on NeoForge, when JumpCollisionPacket should have been sent, but Config packet was sent
v2.3.6-1.21.9+fabric
- fix error in console on NeoForge, when JumpCollisionPacket should have been sent, but Config packet was sent
v2.3.6-1.21.8+neoforge
- fix error in console on NeoForge, when JumpCollisionPacket should have been sent, but Config packet was sent
v2.3.6-1.21.3+neoforge
- fix error in console on NeoForge, when JumpCollisionPacket should have been sent, but Config packet was sent
v2.3.6-1.21.3+fabric
- fix error in console on NeoForge, when JumpCollisionPacket should have been sent, but Config packet was sent
v2.3.6-1.21+neoforge
- fix error in console on NeoForge, when JumpCollisionPacket should have been sent, but Config packet was sent


