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Details
1.0.27
Compatibility
Changes
⨠All default tameable entity names are now configurable.
⨠Fixed many messages that were hard-coded in the mod.
They are now available in the language files, allowing them to be translated.
⨠Changed the way the Castle/Pyramid rarity configuration works; it now uses a percentage chance.
⨠Castle chests now work using Loot Tables instead of always containing the same loot.
š Fixed some issues with the Shrink Ray and Grow Ray.
š Fixed the Bubble Scum's position when it is on a player's head.
š Fixed "ghost" blocks being created by the Evil Egg.
š Fixed an issue where heart particles would spawn instead of smoke when failing to tame a camel.
š Fixed the position of the sword in the Castle King's hand.
š Removed step sounds for the Robot Ted (it floats).
š Thieves are now smarter when trying to run from you.
š Fixed the severe lag caused by Blorps.
š Fixed an issue where the Bum would always drop iron shovels.
š Fixed the Bum reverting to its original texture after a world reload.
š Fixed the Zebra Armor's missing textures.
š Fixed Castles generating without a Fire Gem inside them.
š Fixed Tombstone text rendering.
š Fixed the Tombstone's bounding box.
š Fixed a vulnerability that allowed anyone to instantly level up a tamed pet to level 20 using hacked packets.
š Removed some unusual entity spawn checks.
š Fixed Mummies and Baby Mummies not having zombie arm animations.
š Fixed Growbot Gregg hitting itself with the Grow Ray.
š Fixed Growbot Gregg targetting non-growable or fully-growth entities.
š Fixed Growbot Gregg face model not rotating together with its head.
š Fixed Evil Snowman growing instead of shrinking in hot biomes and shrinking instead of growing in cold biomes.
š Fixed the Fire Gem range.
š„ Removed the Dev Ray Gun.
š„ Removed the auto-update feature.
š„ Disabled the VHS & Money Man and the VHS Tape/VHS Hammer.
šÆ We will focus on finishing the main mod before starting to add new content.
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:tlx4WJOe:aPt4aOM6"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tlx4WJOe:aPt4aOM6"
}

