Please see prior changelog for a full list of changes
It's not Digimobs without bugfixes:
-Added Tyrannomon as a ridable Digimon -Added some clarification to the text prompt when unlocking evolutions -Added gamerules for vanilla loot, age modifier, and spawn frequency -Fixed server side crashing related to the Power Router -Fixed Power Router not showing up in creative menus -Fixed some localization errors -Fixed a number of digimon causing a hard crash as they were left off the new model type list. If you had one of these in your world, they will now either render invisible or as a digibeetle. You only need to select the proper model type in the Digimon menu to fix them now. -Fixed Digizoid Trapdoor recipes -Reverted NPCs back to pre-2.4.0 functionality. Will be updating them in full to the new code once I make sure all the other bugs are sorted out -Fixed an issue where Mutations/Sizes/Passives were doing multiple rolls and becoming a lot more rare than intended -Fixed some saplings not growing trees -Fruit leaves now have a changed determination for growing. This means that they will grow more consistently, but less frequently -Corrected Palmsaplings to only grow on sand as intended. -Fixed SD models not properly changing to anomaly and other skins.
==General== -The exp modifier and bit modifier config option has been removed. Instead, these are now available as gamerules in game for you to adjust -A gamerule for the Halloween event has also been added! ==Entities==
-Removed the SmartBrainLib library in favor of going back to more vanilla AI. This has in turn lead to a rewrite of the code for following, swimming, and flying. -Adjusted drop rate formula so that luck and/or other factors can influence drop rate more. -Made some adjustments to the riding formula, particularly for ground riding and bump mechanics. -Flying and diving altitudes are no longer determined by the angle of your target indicator. You can instead now ascend/descend using the up/down keys. -Eggs will no longer drown -Wind Guardian fielded digimon and Wind elemented no longer take fall damage
MODELS
NEW HD MODELS Monzaemon Lucemon(Larva) Baihumon Gargoylemon Piranimon Shoutmon Ballistamon ShoutmonX2 Baalmon Gumdramon
NEW SD MODELS Impmon Botamon Punimon Nyokimon Pabumon Yuramon Pichimon YukimiBotamon Koromon
Jijimon Babamon ForgeBeemon MegaSeadramon WaruSeadramon Galemon Sangomon Seadramon Elizamon Gazimon Lobomon Strabimon QueenBeemon Frigimon MudFrigimon FanBeemon Loogamon Bowmon Fusamon Agumon BlackAgumon SnowAgumon Agumon(S) BlackAgumon(S) SnowAgumon(S) Greymon BlackGreymon MetalGreymon MetalGreymon(Virus) WarGreymon BlackWarGreymon Vorvomon Bulucomon Gotsumon Icemon Meteormon Tyrannomon
MODEL UPDATES Renamon Gankoomon Bombmon Datirimon
==Blocks== -Updated Digizoid and Refined Digizoid textures -Reimplemented from 1.12, multiple trees will now generate in various biomes. You can find these in mostly foresty biomes and harvest fruits and nuts from them, or maybe cut them down and grow your own!
-Added the Power Router Power up the power router with bytes, the stronger the byte, the longer it will stay active Right click with the digivice to adjust the power router's level The power router will adjust spawns to higher or lower levels in a 64 block radius based on your setting!
==Items== -Updated Byte textures -Updated Evoliner texture -Updated Computer Chip texture -Updated many food textures
==Bugs== -Fixed some issues with animations not triggering properly -Fixed Growlmon having the wrong special signature
-Added support for Journey Maps(Suggestion by: ChronicGambler) -Owned Digimon will now follow you through the water as well as on land(Suggestion by: Redox) -Added the "Thief" trait, which increases drop rates by 10%(Suggestion by: RcSynx)
This turned into a little more than a bugfix, but should hopefully be a lot of what people want.
-Fixed an issue causing container lag when opening the Digimon menu
-Fixed a certain issue where evolutions could not be clicked on in the evolution menu if Digimon did not follow tradtional evolution rules.
-Made a temporary fix for jogressed and mode changed digimon to be able to evolve until I have more time to properly address it.
-Fixed certain crashes pertaining to opening evolution menus with digimon not currently in the game by adding them as sprite forms(StarmonXW, ArkhaiAngemon, Dominimon)
-Fixed a sapling exploit that you all have paid dearly for. Let me know when you realize it.
-Fixed an issue where SD digimon would not have spiral textures.
-Fixed the issue with Digimon unsyncing during chunks unloading. I think. Me and others were not able to cause this to happen anymore, so if you do find it still happening, please report it.
-Eggs that now spawn with no evolution information will default to Botamon to prevent crashing.
-/summoning in Digimon will now cause them to properly spawn in with stats and evolutions.
-Optimized the jogress code to search for its jogress partner much more quickly. This should eliminate the issues with it not being able to find the second digimon completely.
-Optimized Digimon spawning code. In short, the code previously would run through all 800+ digimon entries before picking one to try to spawn. Now, it will algorythmically eliminate any digimon that don't meet the spawning requirements before trying to pick one to spawn. This has reduced the time in takes for digimon spawns by nearly 5x.
-Tameable digimon can no longer roll "no favorite item", so any digimon not already designated as untameable will now always be tameable.
-Added taming effectiveness to taming items. Taming items that are harder to obtain(or are currently vendor only) will now tame digimon at an increased rate. Farmable foods are still 1x Vendor only foods are now 3x Digicores are now 8x
-Added in more evolution web additions. Unfortunately not as many as I would have liked because some of the bugs took longer to solve than anticipated, but remember that if you would like to request certain lines to be added more quickly, to stop by the megathread in the discord!
We interrupt your August 1st for a specially pointed update, so the changelog notes will be a little different:
Config File -We have made significant changes to the spawn rates of numerous digimon, in an effort to make the variety of wild digimon spawning around you a little less bland. There have also been some edits made to some of the digimon that couldn't naturally spawn due to their biomes disappearing after 1.16.
It is -highly- recommended that you delete your current config file, so that all the changes can be populated into your game.
New Evolution Screen -Evolution screen has been updated -You can now equip evolutions on to your Digimon's lines as you please -Pressing on the digimon's sprite will now function to trigger evolution, providing you meet the stat requirements -Degeneration, Jogress, Armor Digivolving, and Mode changes have had buttons added to the evolution screen, providing your digimon can do one of the above.
Digimon Webs -Introducing Digimon Webs! -Digimon webs introduces an additional system on top of the current evolution triggers, that may unlock additional evolutions upon your digimon leveling up. -Each Rookie level digimon has their own web, and based on certain stat requirements, can unlock certain evolutions, or unlock a default evolution so that you still can progress to a higher form even if you don't meet any requirements -Other forms of evolution(death, failure, conditional) are automatically plugged into Digimon webs and will unlock upon triggering as well. -You WILL need to use evoliner items on your digimon to add empty slots to your evolution web, or you will not be able to unlock any new evolutions!(Just like before) -Note Because the webs can be so expansive, they will take some time to fully complete. Some Digimon this update may not have very full webs, but these will be added to over the next several updates.
Evolution methods have been reimplemented and updated -Death evolution mechanics have been fixed and reimplemented. Death evolution chances have increased to 25%. Death evolutions will not trigger again once fully unlocked and added to a digimon's web.
-Failure evolutions will now have a small percent chance to become permanent, even if you don't have an unlocked slot! Likewise, failure evolutions can go over the maximum allowed evolutions or eat up your free slots! Be careful to avoid overfeeding your digimon!
-Jogress has been reimplemented and hopefully fixed. Please report if you are still experiencing any crashes!
Easy mode has been turned off -Special attacks can now deal killing blows. Good luck.
Model Updates -New HD models: Luxmon -New SD models: -Lalamon -Penguinmon -Muchomon -Junkmon -Paledramon -CrysPaledramon -MarineAngemon
Bugs -Squashed
==General== Liberators is here! Today marks a big milestone for Digimobs, and the start of a new direction. If you've been following us, you'll know that we've been working on our SD models, which is what we will be calling our lower block count/more Cobblemon like models compared to our HD models. This does not mean that we will stop making HD models, but the modelers seem to like this new direction and I'm letting them roll with it. New year new me.
This update was originally supposed to be the evolution overhaul, but I realized there were some other changes that needed to happen to really make it flow well, so the evolution update will be next time instead.
==Entities==
-Added a new Digimon menu. In an effort to streamline the design of the mod a little, a new, sleek menu has been added. This is divided up into: The opening menu that has information regarding wild digimon. The evolution menu(which will be re-done next update along with evolutions) Stats window, including new information such as genetic makeups Battle Stats window, including new information such as your overall damage and armor, and your Digimon's stat grades Specials window, now including the power value of the attacks Chart window to look up advantages/disadvantages. I wonder why the right side has so much blank space in it?
-Added two new animations for battle idle and recoil. These are not retroactively added to old models, but will be present or anything new going forward, and add a little bit more flavor to battle.
-We've begun to test different ways of rendering information on the screen. This update we are testing having hits/crits/misses and damage indicators on the Digimon UI instead of the chatbox. Let us know what you think and we may change the rest of the dialogue to be that way as well.
-Reduced the view of information rendered above the digimon hitbox to be in view only when next to a digimon. The owner tag will still appear from an further albeit lower distance.
NEW SD MODELS! NOTE: LIKE DOT MODE, YOU WILL NEED TO GO IN TO YOUR CONFIGS TO ENABLE SD MODELS OR ELSE THEY WILL NOT SPAWN IN YOUR WORLD -Yolkmon -Fluffymon -Pteromon -Shoemon
MODEL UPDATES -Pafumon(SD model) -Kyaromon(SD model)
-The remaining forms for Pteromon and Shoemon have also been added as Dot forms
==Blocks==
==Items== -PafuEgg(Cendrillmon) -YolkEgg(Zephagamon) ==Bugs== -Fixed an error with the D3 digivice recipe. Woops -Fixed a -critical- error with a certain calculation. No I will not admit to it but you WILL notice a difference.
==General== -Fixed a general issues where recipes were all immediately given to you when starting a new world. Now you'll have to unlock them like everything else. -Added a special April 1st Holiday Event thanks to Evil Modeler Pogda! ==Entities== -Disabled Death Evolutions until the next update. This should prevent digimon remaining at 1hp when they should die because they're trying to trigger a death evolution they don't actually have Lots of good evolution stuff coming next update.
==Blocks== -Added stairs, slabs, pressure plates, buttons, doors, walls, gates and fences, and trapdoor variants to mannnny blocks. -Readded digiflowers(and some new), readded mushrooms. Currently these have all been added just as ambient/decorative blocks. Let me know if you have any ideas for useful functions in the discord! -Cleaned up code for crop blocks, and blocks in general. -Re-added sapling for digital world trees. Butcyanwhywouldyoureadddigitalworldtreeswithnodigitalworld?
==Items== -Many food Items are now compostable! -Stat chips are now added to the general Vendor. This will require a config refresh.
==Bugs== -Fixed more entity syncing issues.
Are you getting tired of the cheeky changelog notes about bugs? Not as tired as I am of writing them! Hopefully the last one
-Fixed the ENTIRETY of the issue with wild digimon sometimes attempting to target nothingness, causing a crash. For real this time.
-As far as I could test, fixed several incompatibilities that were occuring with other mods that added biome related things to the overworld.
One last bugfix for now.
-The syncing entity was not totally fixed in the previous bugdate, and technically still isn't. However, some stopgaps have been added do prevent crashes when interacting with those entities until a total solution can be found.
-Fixed the config for disabling mob spawns as it also broke after the last bugfix.
THIS IS The port to 1.20.1, finally! It took a little bit longer than expected. I want to reiterate this is a BETA to test out 1.20.1 and the port. There may be bugs. There is nothing necessarily new in this update again as it is a straight port to 1.20, with the following exceptions:
-Native compatibility for Digimon to spawn in Biomes O'Plenty biomes is now implemented(you will need to refresh your config file for these changes to take place)
-Many old models we did not have the time or manpower to convert into GeckoLib models, and with Minecraft changing the way old java models are formatted, they have been removed entirely and changed into their sprite forms. More on this at a later time, but if you follow us around on Discord or Twitter, you can see some of what we already have planned.
-The digispawner has been removed while I attempt to work on a better version of it.
Mostly important bug fixes. See the previous version for a full changelog
-IMPORTANT: As of the bugfix, you will need to use a keybind(Defaulted to the period key(.) to use the radial wheel with a digivice.
-Added a stopgap measure for the radial wheel in the event that a digimon does not have a special attack, it will no longer try to trigger one and crash your game.
-Additional small radial wheel fixes
-Digieggs will no longer crash servers if their tamer is not online or in the chunk.
A note from me: As you can tell by the name of this update, it's kind of all over the place. Somewhere between burnout, busyness, health, and other excuses I could come up with, this update took way longer than I meant for it to, and is kind of also compounded by the quickly changing modding API landscape(AKA, Forge becoming NeoForge). Got big plans and hopefully a little bit better of a routine for updates coming for 1.20 and beyond. We'll be taking some time to make the big port, and hopefully be back around the end of the year or early next year.
..Or for the bug fixes. There's always bug fixes. . .
==General==
-Korean translation added by neighborsbear!
-Re-Added the Volcano Biome The Volcano Biome has been reimagined as a home for all things firey and draconic. Water lovers beware. Among having some of the first world generation re-added back into the mod, this biome features a structure known as the "Outpost". You may find that friendly digimon have holed up there looking for protection from the environment..
==Entities==
-Removed the old command wheel in favor of a radial menu -Right clicking Digimon will now bring up commands in a radial style that can either be clicked on or used with number keys to execute commands. Clicking on a tamed digimon/hostile digimon will automatically bring up the appropriate radial menu for you to select.
-The passives that your starting Digimon can begin with have been curated to include only certain passives.
-Fully implemented riding -Ride, fly, or swim on a wide array of mounts! To prevent people from accidentally right clicking their digimon and mounting it without meaning to, a digizoid saddle is now required to be in the digimon's accessory slot before you can ride them. Other wise right click them with an empty hand as done previously. -Digimon will now attempt to autojump if near a block it can step up on, in addition to having a manual jump you can use with safebar.
-Eggs have been reverted to being on a timer. So now eggs will hatch without chips after 20 minutes(or 1 MC day). -Chips will now remove 1500 ticks from an egg when used(or 1 minute and 15 seconds) -The Caretaker passive now doubles the effectiveness of chips when used(3000 ticks or 2 minutes 30 seconds).
-Added more possible outcomes for new digimon via Digimon Matching. Note: Sprite only digimon aren't necessarily programmed into Matching. You can get them if they are in parent lines, but cannot get new sprite-only digimon through Matching. If you're interested in this changing, let me know.
-Mode changed Digimon can no longer use evolution
-You can now use backspace again when entering a Digimon's nickname. You will need to hit the "Enter" key to save the nickname now, but everyone should've been doing that anyway.
-Swapped out some of the possible starting partners.
NEW -Dokimon -Bibimon -Pulsemon -KausGammamon -WezenGammamon -Siriusmon -Pyonmon -Bosamon -Angoramon -SymbareAngoramon -Puyomon -Puyoyomon -Jellymon -TeslaJellymon -Thetismon -Cotsucomon -Kakkinmon -Ryudamon -Ginryumon -Sandmon -Tumblemon -BlackGatomon(Uver)
-NPCs are now finite spawns, meaning that if you kill them you're only screwing yourself. -Adjusted NPCs to be only Rookie form. Higher forms are typically just too big to be practical for npcs. This will be adjusted as needed later on.
MODEL UPDATES -New Tapirmon model, texture, and animations provided by Chirp! -New Wanyamon model, texture, and animations
-Added a shitton of digimon to sprite mode. I stopped counting after a while. Reminder that these are now integrated into their missing evolution lines, so its possible you may digivolve into a digimon with only a sprite depending on the digimon you get. They will only spawn naturally with the proper configuration enabled.
==Blocks== -Changed the selection color when attempting to delete a Digimon in the Digibank. -Added the NPC spawner. This is functionally just a developer block, but can be used in conjuction with /nbtedit to spawn npcs of certain types(ex, "vendor", "armor", "weapon", "food" will spawn npcs with the proper shops). Otherwise, these blocks do nothing. I know someone will not read this, place down the block, and wonder why nothing happens. SO HERE'S HOW IT WORKS FOR FUTURE REFERENCE.
==Items== -Added Digizoid Saddle -V-Pets will now display health and energy as a percentage. Health percentages may bug out until you resync your v-pet.
==Bugs== -Fixed an issue where certain vanilla animals and mobs would still spawn on structures despite them being disabled in the config file. -Fixed an issue with ShogunGekomon being improperly named on its evolution line. This will not retroactively fix broken ones and you will probably need to /nbtedit those or fix them with some external nbt editing mod. -Fixed an issue where Matching digimon with certain genetics would result in duplicate evolutions that could possibly break the rest of the line. -Fixed an issue where sprite mode only Digimon did not recieve genetic code. This will retroactively fix already tamed Digimon when v-petted. -Additional fixes to some jogress digimon that could not further digivolve. -Fixed a bug involving the X-Antibody gene not being properly given to X-Antibody digimon. This will unfortunately only affect newly spawned digimon, so if you want to fix a previously tamed digimon you will have to use /nbtedit.