1.1-1.20.1
Compatibility
Changes
Highly Explosive 1.1
Update adding 1.20.4 support and fixing a few issues and generally improving the quality of the mod
(Took me long enough)
I am also trying to port this mod to Fabric. Nah i tried it's just too hard to port, i could recreate it from the ground up but cmon time doesn't grow on trees
IMPORTANT: Chance based Gamerules are changed from 1-10 system to 1-100! Due to how the random number generator worked, in 1.0 chances worked by multiplying the chance by 10(chance of 1 = 10% chance, 5 = 50%, 10 = 100%) But now you use 1-100 as if it was a percent (chance of 7 = 7% chance) Old worlds made in 1.0 won't have correct spawn chances
Big Changes
- Creepers actually spawn in the End and Nether(Nether Disabled by default)
- You can now use Flint and Steal on a TNT Heads to light them
- Removed Charged TNT Heads
- Normal TNT Heads now have Blast Protection in their TNT's
- If a TNT Head drops it's TNT you can right click a mob to make it a TNT Head.(buggy)
- Chance Gamerules are now comprehandable
- Added a system for updating mod settings when updating the mod to avoid breaking worlds from the next update :<
- Reworked and fixed the Enderman Bombers
Balance Changes
- Dead creepers now explode after 30 ticks(from 40)
- Dead "Tnt Heads" Explode after 15 ticks(from 5)
- Tnt Heads have 8 more hearts instead of resistance and/or protection
- Enderman Bombers:
- Spawn chances 10% --> 6%,
- Always chases player (in creative too), Deals 0 damage but applies slowness and blindness
- Has a Creeper riding it
Default gamerule changes:
- Almost all of them Multiplied by 10 and:
- Creeper Jokeys spawn chance 10% --> 20%
- TNT Head Spawning chance 20% --> 30%
- Default Explosion power 3 --> 4
Fixes/Small things
- Fixed creeper jokeys dismounting spiders and enderman bombers not spawning them at all
- Fixed internal spawning logic being inconsistent and sometimes failing.
- Added a JSON update file via github
- Updated some gamerule descriptions
- Changed the random number generator base
- Changed internal tagging (nbt names)
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:qAsfhvrN:7GsLrQFH"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:qAsfhvrN:7GsLrQFH"
}

