All versions
4.89112
Release
4.891123 years ago 29
Compatibility
Minecraft: Java Edition
1.5.2
Platform
Risugami's ModLoader
Supported environments
Client and server
Changes
August 6th, 2013
- Added functionality to flint & steel for it to only have a chance of starting a fire each time its used, and to scare animals in the vicinity with each attempt. This is both for immersion and to prevent exploits involving using it as a rather cheap (both in terms of cost & usage) weapon. Also added a more satisfying sound for when it successfully starts a fire.
- Added a couple of sounds to witches in an attempt to make them cooler. It didn't work.
- Added recipe to melt down Redstone Latches in the Crucible.
- Changed the Bellows to be able to blow items through blocks like pressure plates, and ones that can't be collided with (like torches).
- Changed Gear Boxes and Pulleys to drop a couple of gold nuggets when they break due to overpowering, and to not drop redstone dust (it is lost in the breakage) to adjust for the Redstone Latch being a part of their recipe now.
- Changed Bellows to drop a number of Straps instead of whole pieces of Tanned Leather when they break, as they were dropping more leather than was used in constructing them with the high efficiency cut leather recipe. It also makes some sense that smaller pieces of leather would be all you could salvage.
- Changed animals to no longer be able to initially spawn embedded in blocks during world generation. This should primarily affect animals spawning buried in leaves and unable to move, and should be particularly noticeable in jungles (although this affects animals in all biomes to a lesser degree as well). Obviously, this won't affect animals already spawned into the world, so you may still see embedded animals in old chunks. In combination with some of the below changes, this should make jungle biomes significantly more difficult to survive in as they were way too easy before.
- Changed (increased) the movement penalty associated with moving on leaf blocks to represent the difficulties of moving through dense foliage. This should both make jungles more difficult to navigate, and further encourage clearing paths through them rather than just jumping onto leaves.
- Changed the smaller animals (chickens, pigs, and ocelots) to not be affected by movement modifiers due to terrain and vegetation, making catching them in dense brush much more difficult.
- Changed jungle biomes to not spawn the larger animals (cows and sheep) given the difficulty such animals would have navigating and grazing in such an environment, and given they didn't particularly suit the character of the biome.
- Changed a small thing about mob behavior in jungles. Nothing to worry about. It's all good. Honest.
- Fixed snowmen being inconsistent in their ability to place snow on slabs and other partial blocks (tall grass etc.), and not being able to place snow in front of Detector Blocks or Lens beams.
- Fixed problem with not being able to place blocks while swimming in lava.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:gnwDU966:vfNFlKvz"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:gnwDU966:vfNFlKvz"
}

