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Creators
Details
Licensed LGPL-3.0-only
Published 3 years ago
Updated 4 months ago
All versions
1.2.0
Release
Breezy 1.2.02 years ago 368
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Required content
Any compatible version
Changes
HUGE thank you to davigj for this update! Check out his mods here
Bugfixes
- fixed static-y white particle flickering in caves/the underground
- balloons are no longer culled when only the balloon is in the player's view
- balloons are no longer receptive to potion effects (including instant harm)
- balloons no longer ride other entities
- balloons can no longer be named with name tags
- balloons no longer rotate after being placed
Changelog
Wind Changes
- Omnidirectional wind! Wind can now flow in the full 360 degrees
- Each layer is separated by 60-180 degrees to any layers above and below
- Each time a configurable amount of ticks passes (default 24000, one vanilla day duration), the wind changes a (configurable) percentage of 360 degrees per layer. default 2.5%
- currently this means that all wind very slowly goes in a clockwise spiral over time
- wind generates based on the world seed
- wind intensity is influenced by biome tags, altitude (which has been changed to 12 layers instead of 24), and whether or not the balloon can see the sky
- balloons in
no_windbiomes have 0 xz momentum (but do keep their y-movement)
- balloons in
- players move a little faster in balloons overall, especially at higher altitudes
- balloons with no litness still move according to the xz wind direction, albeit with decreased momentum
Wind Particles
- wind particles displaying is now configurable
- particles spawn a configurable distance above sea level (20 by default, so y ~= 87)
- biome dependent wind particle density--tags are
breezy:less_wind,breezy:more_wind, andbreezy:no_wind- particles generate with correspondent densities. (
no_windbiomes get no particles.) biomes put in more than one tag always default to the lowest value. otherwise, it defaults to in-between - particle frequency in each tag is also configurable
- particles generate with correspondent densities. (
- wind particles only appear in air blocks that can see the sky (configurable)
Interaction Tweaks
- players must no longer be passengers to light balloons, so mob passengers can be sent off. bon voyage
- players can dye balloons by r-clicking dye items (it averages with the balloon's existing color)
- balloons are now also dyeable in the same fashion as leather armor. coloration is preserved when broken and re-placed
- each flint and steel click increases "litness" by two, not one
- rclicking flint and steel + tnt in each hand while riding a balloon causes a primed tnt entity to fall. bomb voyage
- balloon vs. basket "hitboxes"
- flint and steel/dye must be clicked on the balloon, sand/shears/riding requires the basket
- passengers can be interacted with/hit, projectiles go through the middle, etc
Mob Passengers
- other entities may ride hot air balloons, similarly to boats/minecarts
- passenger riding offset changed from 0.5 to 0.35 to accommodate
- mobs in hot air balloons will not burn in sun
- mobs tagged as
breezy:hot_onesautomatically keep balloons at a litness of 3 while riding as a passenger (unless in water/rain). includes compat with alex's mobs/caves by default- passengers that are on fire can also raise litness by 1 periodically (though not past 2)
Misc.
- added config option for balloons to always render, allowing them to be seen from very far away like phantoms (true by default)
- added hot air balloons to Neapolitan's
chimpanzee_dart_targetsentity type tag - particles spawn with flint and steel use. while lit, they periodically emit smoke. (i would like lit balloons to have a little flame particle, but the vanilla small flame lingers a touch too long)
- balloons are very prone to lightning while aloft in thunderstorms
- updated GeckoLib dependency to 4.4.4
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:AiTMEFuN:QMv1AhS4"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:AiTMEFuN:QMv1AhS4"
}

