0.9.7.3
Compatibility
Required content
Changes
Hello spirits of Nirun (and Nibel and Niwen)! I've added 2 new MAJOR features to the mod that extends BEYOND just bashing and dashing! It is: Custom water controls, a different way to dash underwater, and some little changes like snapping the player to certain direction!
How the new way of swimming for the player works NOW:
- The swim speed debuff has been COMPLETELY removed, and moved into another feature
- The player no longer snaps around when swimming, and MUST steer/rotate their swimming direction through WASD/Controller/Camera look direction!
- Rotation limit is 7 degrees per tick, but it can be boosted up to 20 through Depth Strider
- The player now hovers on the surface of the water IF their Y velocity isn't too big, and can move around on the surface
- You submerge by pressing the new HOLDING KEY which also serves as a way to swim faster underwater! (sprinting is disabled here!)
- You can actually CLEANLY jump from the surface of the water now instead of awkwardly bobbing up and down!
How water dashing works now:
- if you are in water, or under water, you can press the DASH KEY to do a water dash! It is also steerable, and it's duration is double the standard dash speed!
- there are two different moves of dashing: surface, and underwater. On the surface, you can dash horizontally like normal dashing, only that it is longer and steerable. But UNDERWATER, you dash around as if you are using Riptide, but you can steer it! When exiting out of water from an underwater dash, you still carry over the velocity!
- Riptide Trident no longer works with in-water dashing! beware!
How custom animations work now:
- if you have the mod's description provided spirit model, you can experience the currently placeholder animations for nearly all the moves: wall sliding, wall jumping, dashing, water dashing, swimming, etc. It is currently only client side for now!
- This means CUSTOMIZABLE PLAYER MODELS is NOW a CORE DEPENDENCY!
bug fixes:
- fixed the infinite double jump and dash glitch caused by repeatedly spamming bash mid-air
- fixed bashing's angle calculation so that it is ACTUALLY accurate to your mouse/ look direction!
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:NTZaTWUH:Zf0gCctf"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:NTZaTWUH:Zf0gCctf"
}

