Content
- finished screen fading internal shader effect with iris shader toggle
- finished camera displacement sequence handling
Fix
- fixed
PLAYTHING_OF_THE_UNSEEN_DEITYStatusEffect which previously caused players not being able to get rid of the effect due to erros
Soap
Soap can be applied to valid ItemStacks by holding soap in the main hand and the other in the offhand.
Soap coated items prevent slimed effect, but the slimed attempt reduces the soap coating
Creative Soap is not craftable and applies infinite soap coating
Soap is crafted with the new nemuelch:lard item, which is dropped by killing vanilla pigs (10% chance + 20% chance for each looting enchant level)
New Item Commands
Minecrafts own /item command received new sub-commands:
renamerenames item with formatting possiblerelorechanges item lore with formatting possiblereauthorchanges book item authorredamagechanges item durability (1 damage = item with max durability - 1)redurabilitychanges item durability (invertedredamage)glinttrue / falseunbreakabletrue / falsedropalldrops full inventory of target entitycooldownapplies Item cooldown to specified entity targets for the specified item
Sound Tool Item
This item stores SoundEvent registry entries and plays them on item usage. Use the new /nemuelch sound tool create command to generate an item with data.
The data is stored as NBT on the ItemStack, so you can prepare multiple Sound Items with different sounds at the same time
Admin Item Rendering
New feature which prevents players from rendering items which are specified as admin items in player's hands (3rd person only). Check out the new nemuelch:block_third_person_rendering item tag for that
No Food ItemStack decrement Item Tag
Added new Item Tag (nemuelch:no_food_stack_decrement), which prevents this item being decremented when consuming finished
Shovel Path Making Util
Replaceable blocks and blocks which are defined in the new nemuelch:ignored_by_shovel_flattening block tag will be broken on interaction and the path making block check will be shifted one block down, to make path creation easier
Join and Leave Message prevention
Non-OP players can't see if others join or leave anymore. Toggle this feature with the new connectionTextPrinting GameRule
Fixed HP Text printing on GUI
HP values which are printed on the GUI of players can now receive a lower and upper limit, in which between it is rendering in the client config.
Rotten Meat
New Rotten Meat blocks, items and features have been implemented but are not yet directly available in survival. They provide healing abilities for undead entities and can convert compostable items into potential food automatically over a long period of time.
If the meat block's digestion duration is too long, use the newly added meatBlockDigestionDuration GameRule
Curse of the Bare
New Enchantment Curse which prevents its item being equipped by players
Talisman Items (WIP!)
Consumable Items which will be used to battle long distance fights for CQC players
Fixes
- fixed Wolf Howl checks of wip backend system
Content
- added moss block variants to Variation Blocks
- added new
/actcommand which can be used to display proximity messages in chat and on the action bar
Fixes
- general Variation Block balancing
- removed unused Halloween sleep events
Content
- added new Variation Block variations
- prepared backend for new upcoming unannounced features
Content
- New feature to whitelist bone meal usage on fertilizable blocks (including Watering Cans). NeMuelch's Config has a new general toggle entry and
fertilizable_whitelistBlockTags are used to define whitelisted entries - New Feature to add an additional chance to Random Ticking of Blocks with a new datapack handler (example at
nemuelch/random_tick_speed_chances/default.json). Json entries have the key of a valid block ID and a normalized Float value (0-1) to specify its random tick chance. Use <0to disable completely and >1to enable completely. This feature can also be toggled in the config
Content
- Added new Variation Blocks which come in
Chimney,PlateandHalfSlabtypes. Each block type makes use of different variations, e.g.cobblestone,oak_planksand many more. If resourcepacks use the standart models with the usual texture paths, they will apply their textures automatically to the variation blocks - Added new BlockStates to make sand path blocks using Statement as a new (optional?) dependency
Fixes
- more general cleanups and smaller bug fixes
Fixes
Made NeMuelch less intrusive where previously vanilla item functionality additions replaced full item classes, which could cause incompatibility with other mods
Content
Sticks can be ignited into torches now also on burning entities or when the users themselves are on fire. This also has a small chance of extinguishing the fire.
Port & Fixes
- ported to 1.20.1
- removed GeckoLib as dependency
- added CCA as dependency and reworked respawn system using that
- cleaned up and fixed knocking system
- started adding camera shake and fade utilities (wip)
- cleaned up some unused / unwanted features
Note
Some features might have small issues, like the pot launcher not applying velocity to players correctly or not rendering the leash. But they shouldn't be game breaking.
Content
- Added new Pot feature
- Item stores up to 9 ItemStacks and can release the pot as an entity which will fall to the ground
- Block(Entity) stores up to 9 ItemStacks and can release the pot as an entity if the block is not supported anymore
- Entity stores up to 9 ItemStacks and flies to the ground. Upon impact with blocks or entities will either smash or land. If smashed, Throwable Potions will be released and Inventory is dropped. Pot will land safely (and convert to a block) if it contains wool or carpet items, landed on wool or carpet, or was landing with a low enough flying speed.
- All Pot conversions keep their inventory saved. Add items to the pot by interacting with the block, sneak and interact to pick it up with the inventory and then place it somewhere else, keep it as an item or release the entity by interacting with the item
Fixes
Content
Fixes
- fixed BellBlock issue where it wouldn't ring at all when interacting with it
Content
Fixes
- Fixed SoundInstance networking issue which prevented client from connecting if they were holding the new Artifact Item
Content
- Added new Artifact Item
Fixes
Content
New Special Sleep Event
A new Event for Halloween and the weekend after has been added. Text entries are highly specialized and might be changed to more generic texts later on.
TNT Stick Item [WIP]
Throwable explosive item has been added. A completely new explosion system with custom handling of blocks, entities, explosion shapes, etc. has been implemented for that in the Back-End and still needs some adjustments and bug fixes.
Fixes
- fixed ParticleEmitterBlock not correctly iterating through the
PARTICLE_TYPEregistry. - fixed WateringCan placement issues when facing waterlogged Blocks
- fixed some entity registration issues.
- Iron Scaffolding placement and traversing has been fixed, thanks to this PR contribution (https://github.com/JR1811/NeMuelch-1.18/pull/39)
Content
Knocking feature
Knock on blocks, which are defined in the new nemuelch:knock_sound_blocks Block tag, using a new Keybind. The pitch of the knock is defined by the distance, or if the Block implements an inventory, by how many items are filling it up.
Throwable slime balls feature
Slime Balls are now throwable and apply effects if they land on entities.
Fixes
- fixed bad weather flying condition
- changed OminousHeart sound handling
- fixed RpgZ error externally. Install the custom version of RpgZ to fix the body pull feature.
Content
Watering Can
New watering can items and blocks have been added, which are a mid-game version of bone meal. It is available in different materials, which all have different capacities.
Craft a copper watering can, place it in water and wait until it has been filled up. If it contains water, make sure not to break it, but pick the block up. Now it can be used like bone meal until it is out of water.
To increase the capacity, simply use the watering can with the next material, to craft its better version [Copper < Iron < Gold < Diamond].
Improvements and Features
Improved Flying restriction handling
Due to the harshness of the old flying restriction handling, improvements have been made. The bad flying condition will now apply only if all criteria have been met.
- Rain or Thunder (bad weather)
- Flying player is above safe height (default is above 3 blocks above ground, but can be changed with config)
- No roof is above the player
The player won't lose the Fall Flying state instantly, but gets an additional down force applied while flying. This way, experienced players can still land safely on the ground or alter their altitude to a safer height.
Drag bodies feature
This new feature allows players to pull bodies from the Revive Mod. Simply take a shovel or any other tool, which has been added to the corresponding item tag .json file, and use it on the hit box of the body (usually located at the feet).
Keep in mind that pulling bodies takes up a lot of durability!
Content
New and improved status effects
- Stuck [negative]
Player Entities are stuck in place. Only crouch and jump can be used as movement (subject to change).
- Well Rested [positive]
Work in progress Status Effect, which resets the TIME_SINCE_REST stat for the player. This way, Phantoms won't spawn for at least the duration of the effect.
Mixins
- Crops won't grow in freezing biomes anymore (disable in configs)
- Players won't be able to fly in bad weather conditions anymore (disable in configs)
Bug Fixes & Clean-up work
Back-end received minor clean-up and fixes. The Hide Body parts feature has been taken out and can now be installed as a separate mod.
No changelog was specified.
Information
The version NeMuelch-1.5.0 has been skipped in the public releases. Too many bugs have been found and the fixes have been put into this version.
Starting with this release the Dehydration fabric mod version 1.2.8 is needed!
Content
New status effects
- Shielding Skin [positive]
Protects entity (similiar to players using a Shield)
- Levitating absolution [positive]
Disables gravity, pushes entity slowly into the air and adds Shielding Skin effect. (basically an upgrade to the levittation effect)
- Plaything of the unseen entity [negative]
Kicks entity into the air and damages them. Kick damage won't kill, but fal damage can deliver the final blow. After the end of the effect the entity gets the slow falling effect so that they can find a way to land safely.
New and reworked Items
- Fortified Shield Item
Bad view behind the shield, but can, as a secondary function, cast positive effects for nearby players. Use the secondary function with sneak + rightclick. The secondary function puts the shield into a cooldown!
- Portable Barrel Item
Made for storing and transporting a big amount of water. This item is put on the Chestplate slot and makes the player stagger (Nausea effect), if it is in a filled status put into the inventory instead of the chestplate slot. In addition it stores the water quality (Dehydration fabric mod). To fill this item, carry it on the Chestplate slot and use either a (Water) Bucket Item (5 water points + allways dirty quality) or with Leather Flasks (water points and quality depending on the Leather Flask). To empty the Item use an empty Bucket or empty leather Flask (water quality will be taken from the Portable Barrel item!).
- Radiatum cane
No function yet, but sound and animation. You can still craft it with an Amethyst Shard using the Pest cane station.
- Call of Agony
New Rune item series (Prototype). Applies the Wither effect and Levitating Absolution Effekt on the caster. Nearby entities have a 20% chance to get the Plaything of the unseen entity effect. In all of the otther cases they will be simply pushed back.
- Reworked vanilla items
- Stick: rightclick on a torch -> Stick will be turned into a torch
- Torch: right click on the top side of an "un-lit" campfire -> removes torches and ignites the campfire
- Glove item
Shows hit count in Tooltips and rings a Bell sound with a short Nausea and Blindness effect if the hit count exceeded a specific amount.
- Ominous Heart item
Plays a thumbing sound while placed in a player's inventory.
- Paintings
Three new paintings (Maps of "Enklave", "Bestienbucht" and "Grüntal")
Mixins
- New - BucketItemMixin
Compatibility for Portable Barrel item.
- New - StickItemMixin
Compatibility for reworked vanilla Items.
- New - CampfireBlockMixin
Compatibility for reworked vanilla Items.
- New - LivingEntityMixin
Compatibility for Fortified Shield Item.
- New - MinecraftClientMixin
Blocks the player inventory, if they are flying and are in a flying state (e.g. Elytra flight).
- Add - PlayerEntityMixin
New methods to apply the correct damage to the Fortified Shield Item
- New - ProtectionEnchantmentMixin
Dynamically caps the maximum level of the Protection Enchantment.
New and reworked Config entries
- campfireUtilities - (functionality for stick, torch and campfire utilities)
- trainingGloveMaxHits - (specifies the hit count for when the effects are applied)
- ominousHeartVolume & ominousHeartPitch
- portableBarrelMaxFill - (maximum capacity)
- protectionEnchantmentLevelCap - (cap of the maximum Protection enchantment)
- blockPlayerInventoryWhenFlying - (blocks the player inventory while flying with Elytras for example)
Experimental content
- Iron Scaffolding Block (has bugs)
- Rope Winch Block (is still in prototype phase)
Content
- New Ominous Heart Item
- Three new map painting items
- New Mixin, tag and config entries
- Ignitable sticks into torches
- New Portable Barrel item which can be carried in the chest plate slot (stats of iron armor).
Starting with this version Fabric Dehydration Mod 1.2.8 is now a dependency and needs to be installed to run NeMuelch!
Fix
- Onion Entity logic might be working a bit better now (still a big WIP so pls test it and report any issues!)
Content
- New Fog blocks for admins
- New Mixin which is adjustable with the config
- Bell block values changeable (pitch & volume)
- Arkadus cane can now be reloaded. Just use it while holding an item, which is defined in the arkaduscane_projectile tag, in your off-hand! (default are gold nuggets and iron nuggets)
- Arkadus cane projectile can now revive dead players. Starting with this version Fabric Revive mod 1.0.3 is now a dependency and needs to be installed to run NeMuelch!
- small balancing changes
The Mod should be stable now. The wip content is only accessible in creative and should be handled with care (BackUps etc.). Check out the config since more options have been added there.


