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2.2.1
Compatibility
Changes
- Added an English translation to the description of Elder Guardian Bone.
- Added fertilizer particles to the crops in the mod, now the creation mode fertilizer does not consume bone meal.
- Added commands /variables, requiring permission level 2. The amount of physical iodine can be adjusted using the parameter mob_iodine.
- Added glass vertical slabs to demonstrate mcreator's function of referencing vanilla textures.
Fix: 1.Fixed an issue where the heavy dispenser lore underline section was incorrect. 2. Fixed an issue where the energy pipe could not transmit energy properly because it used the old use_power nbt logic tag instead of usePower. 3. Fixed a bug where the air dispenser had no launch sound. 4. Fixed an issue where the conversion of red grass blocks to farmland or red grass paths would only consume the durability of off-hand tools; The sound it produces is classified as neutral instead of block; Tool durability is still consumed in creation mode. 5. Fixed the problem of mineral vending machine structure id error.
Remove:
- Remove the deprecated fire sound.
- The deprecated spanwer been removed.
Changed:
- The eternal heat furnace and electric box can now be changed depending on the direction the player places them.
- Changed the ordering of Creative inventory.
- Now the temple has changed from a feature back to a structure. NPCS are now generated directly when temples and Seraphim homes spawn.
- The firing sound effect of the launcher is changed to that of the vanilla dispenser, and the sound type is set to player.
- Modified the structure picture in the structure summary.
- The ids of some structures are changed.
- The dongtree has now been changed from a tree of the biome element to a feature, and the saplings have been modified in the same way.
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:P1aAqlGG:DSbnvjjk"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:P1aAqlGG:DSbnvjjk"
}

