0.0.0.0.0.0.0.0
Compatibility
Changes
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added more details some models
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edited and added some animations to some entities
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sorted out the entire spawning procedure (i don't THINK it affects gameplay, but if it does it will make the mod more optimized, and it will also help me add more entities in the future more efficiently :])
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edited pathfinding of hallucination and figure walking hallucination no longer constantly faces player as it made pathfinding worse
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attempted to fix server "nbt = null" or whatever it was issue, buuut i doubt it's fixed, i have no solution for it other than what i had tried, if anyone has a clue how i could fix it please tell me (unless what i had done worked, it'd be VERY nice if someone who could play the mod on a server could PLEASE test it and confirm if its fixed or not)
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edited some entities spawning distances
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a LOT of very small and big changes i cant be bothered to list
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:IGB1RwXE:nzoSOmTW"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:IGB1RwXE:nzoSOmTW"
}

