Tags
Creators
Details
Licensed LGPL-3.0-only
Created 4 years ago
Updated 5 days ago
All versions
2.9.2a-1.21.1
Release
Kingdom Keys 2.9.2a2 months ago 22
Uploaded by
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
Added:
- Some new advancements to make the early game mod progression a little bit clearer.
- Kingdom Key recipe in the Common Config for startingRecipes (won't affect if you are in an existing world or if the config doesn't regenerate).
- New Magic: KH3 Aero, Aeroga and Aeroga.
- Old KH1 Aero was renamed to Aero Shield.
- New Abilities: Guard, Counterguard, Aerial Recovery and Once more.
- New Reaction Command: Reversal, when fighting off a Dusk.
- New Heartless: Air Soldier, Defender, Neoshadow and Novashadow.
- World Map dimension where gummi ships won't use any fuel, filled with meteors.
- Destiny Islands world, built by our beloved builder Ventus.
- Mod worlds will have idle and battle tracks which will fade in and out once the player gets in a fight.
- Worlds can be set to allow players to build in them, by default true, if false only op players will be able to.
- Flowmotion Rails, which you can ride once you have the Wall Kick ability.
- They can be crafted in all 16 colors, different colored rails won't interconnect (unless it's a straight line).
- Sneaking or flying in creative avoids you grinding on them.
- Rail jumping power is boosted by the ability superjump.
- Redstone can be used in intersections just like with vanilla rails.
- Option to auto build Gummi Ships based on the blueprint, place items in a chest right next to the hangar and if you have energy stored it will start to build it.
- Server Config to enable or disable that option.
- Creative blueprint which builds the ship rather than displaying the hologram when clicking import.
- Option to export gummi ship blueprints into files to be able to load them as blueprints in other worlds or servers, or even send them to your friends.
- Gummi shots can now destroy meteors.
- Gummi inner corner shape.
- Highwind gummi ship blueprint can now be found in strongholds and end cities.
- Sound when placing and breaking gummi blocks.
- Realm of Darkness arches.
- Staff crowns: for devs, for people who helped to develop Addons and people who contributed to the mod somehow.
- New sounds for: heartless spawning, defeating heartless, defeating nobodies, ko loop, opening a treasure chest and for picking up synthesis materials into a bag.
- Data driven property for magic data where you can specify what the projectile does to various blocks:
- light_lightable: Allows the projectile to turn on campfires, candles...
- turn_off_lightable: Allows the projectile to turn them off.
- light_portal: Allows the projectile to light up a nether portal.
- light_tnt: Allows the projectile to light a TNT block.
- extinguish_tnt: Allows the projectile to extinguish the TNT fuse, placing the block back again.
- extinguish_fire: Allows the projectile to extinguish fire blocks.
- dry_sponge: Allows the projectile dry a wet sponge.
- wet_sponge: Allows the projectile turn a sponge into a wet sponge.
- freeze_water: Allows the projectile turn water into ice.
- freeze_lava: Allows the projectile turn lava into obsidian.
- /kk shortcut for /kingdomkeys
- HUD Elements can now be toggled with V, if you want to just hide a specific one without having to move it outside the screen or making it small.
- HUD Elements can now be cycled through the ones overlapping by left clicking and releasing without dragging.
- ServerConfig option to adjust the max distance from a Struggle board and the ring, to avoid teleporting to any place (default 32 blocks).
Changed:
- Config files have now been moved into their own subfolder, if you modified any, move them there AND RENAME to keep your existing settings.
- New files don't have the "kingdomkeys-" prefix, therefore the "kingdomkeys-common.toml" file now goes into the "kingdomkeys" folder under the name "common.toml".
- A party can now hold entities other than just players, making them peaceful to the party members and aggressive against hostiles.
- Hangar screen is no longer that cluttered with information, it was moved into a list box on the left.
- Gummi ship driving screen information has panels and changed the way data is displayed.
- Gummi ships built in lvl 1 hangar which then were stored in lvl 2 hangar, would increase their size internally, which wouldn't allow them to be stored in the lvl 1 hangar again, now they can.
- Water gummi visual effects using a trail.
- Collision boxes now fit better on shaped gummi blocks, mini helm and gummi vernier.
- Nobody banner icon.
- Lowered meteorite frequency.
- Hostility detection (for command menu color) is now fully client side and has a cooldown of 5 ticks, should hopefully avoid the flickering that sometimes still happened.
- Now in order to be in combat you need to have line of sight with the enemy, so in caves it should be less frequent.
- Removed old blizzardChangeBlocks Common Config since the new system obsoletes it.
- Rearranged the creative tab from the following items: Pauldrons, Gummi blueprints, Gummiphone and roulette bonus card,
Fixed:
- Gummi ships can now transport chests and other tile entities.
- Heartless portal tp to Realm of Darkness crash.
- Even ships offset when being built.
- EFM Guard not working with keyblades.
- Red tint leak from low HP.
- Weird color in a command menu title under some circumstances.
- Struggle orbs merging and losing points in the process, now they won't merge at all.
- Melding ingredients allowing to select a copy of the first selected item even if it's not a real recipe.
- You were able to select Waterga and still see another Waterga able to be selected while there's no recipe that use both.
- Gummi ship losing its fuel when moving it in edit mode with the arrow buttons from the hangar.
- Gummi hangar hologram blocks not disappearing once they were correct on hangars facing north, west or east.
- Gummi aero being invisible when faced the wrong way right next to a solid block.
- Air gets ignored in Gummi Ship structure serialization, saving tons of space.
- Items given with the new system (window or notification) now stack if possible in the stock menu.
- Castle Oblivion door being breakable.
- You will no longer get a recipe dropped everytime you get a biome memory drop.
- /kingdomkeys ability give command not working unless specifying true / false, now true is implied if ignored.
- Keyblade armor during EFM mode will hopefully perform better.
- Chat error messages, specially when traveling to dimensions.
Supplementary resources
| File | Type | Size | |
|---|---|---|---|
| kingdomkeys-1.21.1-2.9.2a-sources.jar | Unknown | 71.11 MiB |
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:DrsqKwVw:CysKmHYI"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:DrsqKwVw:CysKmHYI"
}
