-Rewritten the code the Ender Dragon uses to respawn End Crystals.
-The Ender Dragon now remembers where all the End Crystals are when leaving and entering a world during her fight.
-The saved positions of destroyed End Crystals are now saved via NBT data.
-Fixed the client hitbox position of the End Crystals being desynced when respawned unless you reload the world, this caused End Crystals to become indestructible.
-Fixed Grappling Bobber enchantment being able to grapple into the air if the mob it is hooked onto dies. Now, the hook snaps if the mob it is attached to dies.
-Fixed mobs not being able to use fishing rods.
-Fixed fishing hooks being stuck in the air if the player has the "grappling bobber" enchantment and killed the mob it is hooked to. Additionally, this also fixes a vanilla bug that sometimes causes the fishing hook to freeze in place if the mob it is hooked to dies abnormally (e.g. despawning or sent to the void)
-Added a config setting to change pillagers' crossbow attack range, default value is 15, vanilla value is 8.
-With all bugs fixed, this mod can safely enter beta stages and forge testing.
-Fixed mobs turning black when set on fire or frozen.
-Fixed the wither turning completely black instead of blue.
-Fixed Zombified Piglins and Zombie Villagers with crossbows having broken animations.
-Fixed a crash caused by Ravagers spawning.
-Fixed Full-Auto Retrofit not working.
-Fixed Auto-Loading Holster reloading incredibly fast.
-Fixed baby skeletons having duplicate attributes, causing a crash.
-Ported to 1.21.5
-Do note that this is not a stable build
-Although, after some various testing, I have encountered no crashes
Things that are currently broken:
-Some mob animations
-Wither turns completely black instead of blue
-Some burning or freezing mobs turn black
-Mobs with fishing rods can't reel you into them
-Full-Auto Retrofit doesn't work
-Added a config to disable burn and freeze color tints. (burn_and_freeze_visual_effects)
-Added a config to disable drowned swimming animation for resource packs that conflict. (drowned_swimming_animation)
-Added a config to allow mobs to untrap themselves in boats. (hostile_mobs_can_escape_boats, Enabled by default). This feature is fine-tuned to not break farms!
-Fixed a crash that could occur if a drowned were to throw a trident while drowned rework config is disabled.
-Fixed the Ender Dragon respawning End Crystals on the client-side, causing invincible End Crystals that can only be removed through commands.
-Fixed undead horses not being able to despawn naturally, causing performance issues. Do note that if they are name-tagged or saddled, they will not despawn!
-Fixed an NBT read typo error regarding undead horses that can cause the game to crash
-Added a config to disable burn and freeze color tints. (burn_and_freeze_visual_effects)
-Added a config to disable drowned swimming animation for resource packs that conflict. (drowned_swimming_animation)
-Added a config to allow mobs to untrap themselves in boats. (hostile_mobs_can_escape_boats, Enabled by default). This feature is fine-tuned to not break farms!
-Fixed a crash that could occur if a drowned were to throw a trident while drowned rework config is disabled.
-Fixed the Ender Dragon respawning End Crystals on the client-side, causing invincible End Crystals that can only be removed through commands.
-Fixed undead horses not being able to despawn naturally, causing performance issues. Do note that if they are name-tagged or saddled, they will not despawn!
-Reworked the way Elder Guardians dash, they now have a short wind up before doing so. This is indicated by them retracting their spikes and wiggling their tails, then dashing. It will also dash downwards and spawn a damaging area of effect cloud if the player is too close to prevent cheap hits.
-Reworked the Elder Guardian's laser attack, it is now a proper laser beam as supposed to a taser. This means that touching the beam will continuously deal damage.
-Reworked sleeping mobs, they can now be woken up by vibrations. Obviously prevented by sneaking.
-Added a rework to Snow Golems.
-Added a setting that prevents golem mobs from targeting each other.
-Added support for Ewewkek's Musket Mod and fixed a conflict where ranged attacking mob's AI breaks when holding any gun added by this mod.
-Added support for Timeless and Classics Zero, allowing ranged mobs to shoot and reload guns! (Although keep in mind, this is a bit of a work in progress!)
-Added support for Jaden's Nether Expansion and fixed a crash relating to it.
-Heavily expanded the config to be better and more customizable. They are now also located in "mob-ai-tweaks" folder as supposed to just the config folder for the sake of cleanliness.
-Fixed various issues pertaining to the Ender Dragon's reworked End Crystal mechanics.
-Fixed various issues relating to hostile mobs sitting.
-Cleaned up some old code.
-And much much more that I prolly forgot to list down!
-Reworked the way Elder Guardians dash, they now have a short wind up before doing so. This is indicated by them retracting their spikes and wiggling their tails, then dashing. It will also dash downwards and spawn a damaging area of effect cloud if the player is too close to prevent cheap hits.
-Reworked the Elder Guardian's laser attack, it is now a proper laser beam as supposed to a taser. This means that touching the beam will continuously deal damage.
-Reworked sleeping mobs, they can now be woken up by vibrations. Obviously prevented by sneaking.
-Added a rework to Snow Golems.
-Added a setting that prevents golem mobs from targeting each other.
-Added support for Ewewkek's Musket Mod and fixed a conflict where ranged attacking mob's AI breaks when holding any gun added by this mod.
-Heavily expanded the config to be better and more customizable. They are now also located in "mob-ai-tweaks" folder as supposed to just the config folder for the sake of cleanliness.
-Fixed various issues pertaining to the Ender Dragon's reworked End Crystal mechanics.
-Fixed various issues relating to hostile mobs sitting.
-Cleaned up some old code.
-And much much more that I prolly forgot to list down!
-Mod is now released.
-Added a spin animation to the Stray's jump attack.
-Added enchantment rewards which are dropped by some mobs, they cannot be obtained anywhere else but said mobs. (can be disabled by setting enchantments_from_mod to false)
-Added a config option to disable skeletons turning into wither skeletons when withering away. (skeletons_can_convert_to_wither)
-Added a config option to disable skeleton strafing speed buff. (skeleton_strafe_speed_buff)
-Removed some unnecessary checks for mob spawning.
-Reworked how drowned with trident works. Like players, they will lose their tridents upon throwing them and need to pick it back up. Additionally, loyalty now works on them.
-Zombie fishermen and Drowned can now use fishing rods to reel their targets toward them.
-Fixed mobs "freezing" when killed quickly while they are sitting.
-Fixed Strays' jump attack being broken in uneven terrain.
-Fixed Allays missing their melee attack animations.
-Fixed Guard Villagers' pathfinding being broken by this mod.
-And various other fixes I forgot to list down.