Host your Minecraft server on BisectHosting - get 25% off your first month with code MODRINTH.

Minor Tweaks, better Fluidlogged Support, and lots of fixes

  • Added Turtle Eggs to the Fluidloggable Blocks Whitelist
  • Changed how the Sponge Chunk operates slightly
  • No longer updates Saturation when used in Creative
  • Properly removes any water plants, dropping them
  • Spawns Particles when doing so
    Properly removed water from submergable blocks, without breaking them
  • This also works for Fluidlogged API blocks!
    ~ This includes Corals, Prismarine Pots, Underwater Torches, ect
  • Any Damp Sponge Chunks can now be dried in the Nether
  • Changed the movement speed of Lobsters
  • Now move significantly slower on land, and faster in water
  • Is now 0.1 + Size * 0.001, was 0.15 + size * 0.001
  • Changed Bleak to spawn block break particles when removing Seagrass
  • Changed Conduits to allow any Fluidlogged blocks surrounding it
  • Changed Crabs to have equal prefrence for water or land movement
  • Changed Lobsters to prefer moving through water than on land
  • Changed Tropcial Slime evaporating particles to better align with the slime, and scale with size
  • Changed enableBisqueMilkEffect to false
  • Fixed issue #70, Turtles now breed using Grass or Ferns if Seagrass is disabled
  • Fixed issue #71, Lobster Spawning is now heavily restrained
  • Fixed issue #72, removed noUnderwaterDismount, and all related code
  • Fixed issue #73, Saddled Lobsters now drop their Saddle on death
  • Fixed issue #75, Prismarine Pots should now work with Fluidlogged API
  • Fixed issue #76, Palm Saplings can now be planed on any Material.Sand, expanding their allowed placement
  • Removed Damp Sponge Chunk from Creative Menu Searching
  • Updated mappings from snapshot_20171003 to stable_39
  • Updated all version info to 1.1.2

Added the missing Smooth Nacre recipe, improved performance, and tons of fixes

  • Added a smelting recipe to make Smooth Nacre
  • Fixed issue #10, tweaking Kelp and Seagrass to no longer upset the very, VERY needy Dynamic Surroundings
  • Fixed issue #63, by adding a check to FORCE remove unsupported AI from Drowned ~ This should also help with Issue #6, #19, #30 and #46, which all stem from Drowned using unsupported AI
  • Fixed issue #65, so the disabled Charm won't appear in the Creative Tab
  • Fixed issue #66, disabling Picked Heads now works
  • Fixed #67, Utterly removed BlockVeryLazyAndBadTransfer ~ I can tell this is going to just cause FAR too many issues in the future than is worth it. So, sorry, no backwards compatibility!
  • Fixed issue #69, Tropical Slimes now drop the Clownfish item if Tropical Fish are Disabled
  • Also effects Bucketing a Tropical Slime
  • Fixed a mistake in a Config Description, specifically the Sponge Chunk Enabling
  • Cleaned up a tiny bit of Drowned code
  • Tightened up the Drowning Code, to be slightly more efficient
  • Updated all version info to 1.1.1

The Brine & Shine Update!

+ Added new Mobs
   + Tropical Slimes
      + Unaffected by Water
      + Hostile only to wet Players, similar to Drowned
      + Bucketing kills them instantly, instead giving a Bucket of Tropical Fish
      + When on Fire or in the Nether, they will start smoking, and eventually... poof!
      + Spawn in Slime Chunks, but only in Ocean Biomes underwater
      + Also can spawn in Jungles, following the same rules as swamp Slimes!
         ~ References Minecraft Earth's Journal entry for them!
      + Has a chance to spawn Large, based on Regional Difficulty
      + The chance is: 10 x Clamped Regional Difficulty
      + Configurable
      + Features custom sound effects!
   + Lobsters
      + Comes in multiple sizes, which affect their Attributes (health, speed, ect)
      + All drops scale with their size
      + Large Lobsters can be saddled and Ridden!
         + Hold any item Lobsters eat to steer them
         + Shift-Right Click with Shears to remove a Saddle
      + Can be breed with Tropical Fish, and deposit the baby at the nearest Water Block!
      + Ambiently eat items on the floor
         + Only on items 5 seconds or older, to prevent them from stealing everything!
      + When fed enough, they will Molt and Grow in size!
         + Has 2.5 minute cooldown
            + Configurable
      + Drops 1 Crustacean Shell and gives them Weakness after molting
      + Comes in 9 Color Variants, AND the chance to be half-half between any two!
         + Variants range in rarity

+ Added Drowning Conversion
   + Includes support for specifying any entity conversion
   + Very configurable!
      + Enabling
      + The entire table of what becomes what
      + Enabling particles

+ Added new Blocks
   + Blue Slime Blocks
      + Has momentum-based collision, so Elytra Boosted and Falling Entities will pass through
      + Tropical Slimes pass through them all the time
      + Pulls Blocks like a Slime Block, but cannot be pulled by pistons. Still sticks to Slime Blocks.
   + Prismarine Pot
      + They spawn in Ocean Monuments, filled with treasures!
      + Can be plugged using a Wood Button
      + Very hard to mine when plugged
      + Has 4 inventory slots for storing items
      + Cannot be accessed when plugged
      + Crafted with Prismarine and a Pearl
      + In Creative Only, Axes remove the plug
   + Pickled Heads
      + Change their appearance when wet
      + Outputs a Redstone Comparator Signal when Wet, depending on Weather
      + Plays Drowned sounds when attached to a Noteblock
      + Dropped by Pickled killed by Charged Creepers
         + ...Or a 6.9% chance when Bonemealed. Nice.
   + Nacre Blocks
      + Comes in Normal and Smooth!

+ Added Prismarine Pots generating in Ocean Monuments, for more Loot!
      + Never spawn if they have Sky access, so they are mostly inside
      + Have lots of valuable loot, especially Enchanted Books!

+ Added new Items
   + Bleak Mulch
      + Removes Sea Grass in a 15x15x15 cube
      + Replaces Chlorine
   + Crab Meat
      + Can be cooked
   + Crustacean Shell
      + Crafting Ingredient for Coquina, Bisques, or Bonemeal
   + Conduit Charm
      + RIP Charm, welcome Conduit Charm!
      + Grants Conduit Power in 'pulses':
         + Each Pulse makes the Conduit Beat Sound
         + Gives 5 seconds of Conduit Power
         + Gives Conduit Power to all nearby Players
         + Deals 1 Durability each time
      + Lasts 2.5 Minutes
         + Configurable
      - Doesn't allow Mending or Unbreaking!
   + Glow Item Frames
      + Have a minimum brightness
      + Renders held Items or Maps Fullbright
      + Can be placed on floors and ceilings!
         + Configurable
   + Sponge Chunk
      + A hand sponge for hand sponging!
      + Collects water in a 5x5x5 area
         + Configurable
      + Holds up to 30 Water!
         + Configurable
      + Furnace cooking dries it
         + Or use a full one in the Nether!
      + Craftable into Sponge Blocks!
      + Wait, isn't this just a Terraria item?
         ~ Nawwwwwww...
   + Tropical Slime Balls
      + A new... food item?
      + Eating removes 1.5 shanks, but gives 4 air bubbles!
         + Does not affect Saturation!
   + Palm Boats
   + Pearl
      + Technically was always in the mod, but it's finally implimented!
      + Crafting Ingredient for Bleack Mulch, Conduit Charms, Prismarine Pots, and Nacre Blocks
      + Fisherman Villagers buy them
         + Level 2 Trade
         + 1 Pearl for 4-6 Emeralds
      + Convert into Ender Pearls if you hold them while eating Chorus Fruit
   + Lobster Meat
      + Can be cooked

+ Added Mob Stomp, a new enchantment
   + Deals damage to a mob when landing on them, proportional to the distance fallen
   + Resets your fall distance on a successful stomp
   + Takes 1 durabiltiy damage upon a Successful Bounce
      + Configurable
   + You bounce after landing on a mob
   + Exclusive to the Heavy Boots
   + Yes, there's also an Enchantment Description!

+ Overhauled Crabs
   + A new texture, along with 5 new Variants!
      + Variant is set per Beach Biome, 2 per beach
   + Spawn in every Beach Biome
   + Changed Crabs to have different Dig Loot tables depending on the block
      + Comes with 5 by default, being Sand, red Sand, Gravel, Shelly Sand, and Soul Sand
      + FULLY Cusomizable, such as swapping, removing, or adding new tables and diggable blocks!
   + Set crabs to not bury items if a nearby player is holding a trade item
   + Added Crab Breeding! Give them a Tropical Fish, and they'll breed, and deposit the baby at the nearest Water Block!
      + They are slightly bigger when carrying an Egg
   + Polished Animations
      + Raise claws when hostile
      + Swing claws when attacking
      + They now randomly release bubbles from their mouth when underwater
      + Rewrote and polished a lot
   + Loot Table altered, they now drop Crab Meat and Crustacean Shell
      + Drops Cooked, if killed aflame
   + CRAB RAVE.
   + Added new NBT Tags for the Crab
      + 'CanBarter', if a player can barter for a crab's held item. This includes items from the ground.
      + 'CanDig', if the crab can dig, obtaining or removing their held item
      + 'HasEgg', if the crab has bred and has an egg to drop off
   + Adjusted Crab Digging particles to better get the block they are atop
   + Tweaked their spawn egg color

+ Altered Tridents a fair bit
   + Added 1st and 3ed person Trident Animations
      ~ This is why MixinBooter is required now
   + Added the ability for the Trident to use vanilla Enchantments... ones that cannot be added in Survival
      + This includes every Sword and Bow Enchantment
   + Added the ability for Tridents to be shot out of Dispensers
   + Made Tridents only hit entities once. This prevents bouncing tridents from doing a lot of damage!
   + Made Tridents only take damage once when impacting, so bouncing no longer shreds them.
   + Made Tridents pass through a mob if the thrower is riding it.
      ~ Prevents you from hitting your mount!
   + Added extra bounce when a Trident impacts an entity
   + Slightly smoothened the turnign after hitting an entity
   + Added a puff of smoke if a burning Trident is extinguished
   + Rewrote a lot

+ Added Swim Removal to certain mobs

+ Added the ability to just... spray ink. Using an Ink Sac.
      + Sprays out ink similar to a Squid, even causes Blindness!
      + Ink effects are affect by the Squid Inking config
      + Is configurable
      + Has a custom sound

+ Condensed Kelp entirely to one block
      + Kelp Stem, also called 'kelp_mid', will try to swap itself upon loading. So there shouldn't be any issues in pre-existing worlds!
      + Same for Tall Seagrass, also called 'tall_seagrass'
      ~ Hopefully solves issue #10

+ Added new Config
   + Bisques
      + Enabling Lobster Bisque
      + Enabling Crab Bisque
      + Enabling Milk-style removal effect
   + Crabs
      + Crab Talk Interval!
         ~ Mainly here because some might find them annoying
      + Enable Crab Digging
      + Setting the Tables for Digging
   + Disable specific Entity Swimming
   + Disable specific Entity Drowning
   + Enable Trident Crafting
   + Enable Loyalty
   + Enabling the ability to still Throw a Trident, even at 1 durability
   + Enabling using Empty Buckets for Bucketing, default off
   + Glow Item Frames
      + Enabling
      + Placing on ceilings and floors
      + Rendering names at the same places as Quark
   + Lobsters
      + Enabling
      + Molting Cooldown
   + Mob Stomp
      + Enabling
      + Allowing on normal Boots
      + Allowing to work against Armor Stands
      + Enabling a Durability Cost
   + Pearls
      + Enabling
      + Enabling the Villager Trade
      + Enabling the Ender Pearl Converting
   + Pickled Head
      + Enabling the Note block Pickled Head Interaction
      + Enabling if Pitch is used by the Pickled Head Note block Interaction
   + Riptide
      + Enabling
      + Enabling the ability to Throw while sneaking
      + Enabling the ability to by holding a Water Bucket
   + Sponge Chunk
      + Enabling
      + Max Saturation
      + Absorbtion Radius
   + Tropical Slime
      + Enabling
      + Jungle Spawning
      + Bucketing
   + Turtle Breeding Cooldown
   + Trident Animation Style
      + Includes None, Vanilla, and Oceanic Expanse!

+ Lots of Clam Changes!
   + Now spawn usually holding an item!
      + Either Sand, Gavel, or a Pearl!
      + Items can be taken or added when open
      + Always drops if killed
   + They now only react to Players
   + Increased the detection radius
   + Made their behavior more consistent

+ Updated the Config
   + Added Tropical Fish, Tropical Slimes, and Lobsters to the Impaling list
   + Added Lobsters to the bucketting list
   + Added Lobsters to the Pufferfish friends list
   + Changed the config option 'drownedCaptainEquippedSpawns', was 'drownedCaptainSpawnsEquipt'
   + Reorganized the config slightly

+ Recipe Changes:
   + Added a Blue Ice recipe
   + Added Planks from Stripped Logs OR Stripped Wood
   + Coquina gives less, and can be made using Barnacle Shells, Turtle Scutes, or Crustacean Shells
   + Tube Sponge crafts into Sponge Chunk
   - Renamed the recipe 'palm_wood_stripped', was 'stripped_palm_wood'

+ Replaced the Mod's Logo in the Mod Menu
+ New Texture for the Pearl
+ New Texture for the Heart of the Sea
+ Tweaks Tube Sponges to drop 2 if it is shear harvested at full age
+ Buckets display Lobster and Crab Variant names, same as Tropical fish!
+ Added side to side flopping animations for all fish!
+ Smoothed out the Trident Drowned Animations
+ Added Advancements for a bunch of stuff IDK man
+ Added Bedrock/Player style swim animations for Drowned
+ Made it so Turtles carrying an Egg are slightly bigger
+ Added a sound for when Squids spray Ink
+ Added a loot table specific for Drowned Captains
   + Has doubled chance of dropping a Gold Ingot compared to normal Drowned, at 10%
   + Drops 1 Sponge Chunk
      ~ This is a refrence to when Drowned used to drop Sponge
+ Added Prismarine Pots to the Waterlogged API Whitelist
+ Tweaked Spawn Buckets to no longer record a few more tags
- Removed the Loyalty Config setting from the Trident section, now they are proerly in the Enchantments section
+ Some Conduit Tweaks:
   + Tweaked 'TileConduit's code to be more efficient
   + Fixed the Conduit always making sounds, even when not Active
+ Made another attempt at fixing the Bucketting Crash under issue #31
+ Fixed Bucketting allowing for Lead Duping
+ Fixed Stairs and Slabs making things render as fully dark
+ Fixed Descent causing bounceheight to multiply on Slimeblocks
+ Fixed a slight jitter to all the fish's animations
+ Fixed all fish not Despawning
+ Fixed the Charm losing durability when used in spectator mode
+ Fixed Sea Oats dropping more than one when harvested via shears
+ Fixed certain blocks checking for ItemShears, rahter than anything extending ItemShears
+ Fixed the Clam Death .lang being improperly set
+ Fixed Descent pulling down flying players
+ Fixed Turtles not moving, while on land
- Removed Drowned Infighting, if one of them has a Trident
   ~ This helps Drowned Attacks not become a sad cluster of Infighting. Config will likely be added for this later.
+ Fixed Drowned never spawning with Enchanted Equipment
+ Fixed Tridents not being damaged when used for melee attacks
+ Fixed Tridents not being damaged when used to mine blocks
+ Fixed a bug where null Spawn Buckets crash the game
+ Fixed Conduit Power overriding the effects of Descent
- Removed the Charm particles when in Spectator Mode
+ Added many checks in the worldgen, to fix issue #54
+ Hopefully fixed issue #59, by removing every instance of ArrayUtils
+ Set the Light Opacity of all water plants to match that of Water
   ~ Should help with some oddness seen when using Fluidlogged API
- Removed the double slabs from the JEI menu
- Removed Chlorine
- Renamed 'OERecipes', was 'OERecipies'
- Removed Tall Seagrass from the creative menu
- Deleted the 'crab.png' Texture, as they are now stored in the '/crab' folder
+ Updated then .lang A LOT
+ Organized and cleaned up A LOT of code!
+ Fixed my horrible gradlew.build
   ~ Mainly organized some stuff, added Mixins, updated Mapping
- Crabs no long dig on any Material Sand, only on blocks with associated Loot Tables

A big bunch of various fixes

+ Added Descent Potion recipe
   ~ This was left out as an oversight
+ Added Coconut to the Ore Dictionaries 'cropCoconut' and 'foodCoconutMilk'
+ Added Enchantment Descriptions
+ Added Potion Descriptions
+ Added JEI Descriptions for some features
+ Fixed food Saturations being WAY too high
+ Fixed Dead Corals not dropping without Silk Touch
+ Added proper mining speeds for various blocks
   + Blue Ice
   + Coral Blocks
   + Shelly Sand
   + Turtle Eggs
+ Added Pickaxe as the mining tool for Blue Ice
+ Fixed Tridents being able to break blocks in Creative
+ Fixed Tridents not properly stopping on odd-shaped blocks like Snow Layers
+ Added Config for Disabling more features
   - Imapling
   - Channeling
+ Added a... theroetical fix for Buckets crashing on severs
   ~ I honeslty have no way to test this fix, so I hope I guessed correctly!
+ Fixed Drowned spawning in Dimensions they shouldn't
   ~ This fix was real lazy, I just added a dimension check. Likely to be changed later.
+ Renamed registerItems (was registerBlocks) in OEItems
   ~ Clearly I missed that while copy-pasting
+ Changed the OEItems imports slightly
   ~ Done for Readability
+ Added @SideOnly(Side.CLIENT) to all Particle classes
- Removed PotionEffectEvents, moved into PotionBase
- Removed the Pickled and Drowned Models, now we just use the Zombie Model
+ Pickled uses a new model adding the additions atop the vanilla zombie

Redone Pickled rendering and Bugfixes

+ Redone Pickled Rendering
+ Should make Pickled sync with most Drowned Rendering changes and fixes
   ~ Basically, rather than Pickled using a unqiue model, they use the vanilla zombie model, and then the intestines model is put atop it!
+ Fixed Turtles flopping on land
   ~ Yes, I fixed this before. Hopefully this stays fixed.
+ Added a max Y-level to the floor checks in WorldGenShellSand and WorldGenBlueIce
+ Tweaked the 'oe:entity.drowned.throw' to copy the sounds from 'item.trident.throw'
   ~ This fixes a warning over 'throw.ogg does not exist'
+ Added ModelPickledIntestines
- Removed Pickled Model and Pickled Dry Texture
   ~ No longer required

Overhauled Trident Drowned + Big Fixes

+ Trident Drowned AI has been slightly enhanced
   - Removed the 'Free Instant Throw' they get
   + Added Arm Animations
   + Changed the timing to be closer to vanilla drowned throw times
   + Trident Drowned do not forget their target if the target exits water
+ Fixed drowned special headgear not rotating with the head properly
+ Fixed drowned with lowered arms not swinging when attacking

+ Fixed coconut saplings disappearing when they can't grow
+ Fixed Coconut Tree stumps/roots replacing surrounding blocks
+ Fixed the Conduit not working when Fluidlogged API is installed
   + Conduit properly waterlogs, rendering correctly
   + Now the Conduit works with any water plants from Oceanic Expanse nearby
   ~ This is a temportary fix, in the future I'll try to get Fluidlogged Blocks to work aswell

+ Changed the BlockFaceShape of the Conduit to Undefined
   ~ Stops buttons and levers from being placed on it

+ Added Conduit to the Fluidlogged Whitelist
+ Added Underwater Torches to the Fluidlogged Whitelistlist

Bug Fixes

+ Fixed subtitles being improperly setup for placing Seagress and other water plants
+ Removed EntityAIMoveThroughVillage from the Drowned
   ~ Caused crashes and wasn't required
+ Fixed Fish using their flopping animations when on the surface of water
+ Fixed baby drowned not displaying the headwear
   ~This is actually from the original ModelBiped

Fixes and organizing code

+ Changed all traslation names to include the mod id
   + This includes almost everything that's used in the .lang including entities, items, blocks, enchantments, subtitles, ect
   ~ This fixes a crash with Berries and Mobs + any future compatability
+ Added bonus check to useItem to not affect null entities
+ In BucketMobEvent moved the item check far earlier in the code
   ~ No math should be required if I'm just supposed to affect bucket stuff
+ Moved SoundHandler to init, renamed to OESounds
+ Removed RegistryHandler, split it into seperate areas
+ Removed unused models and code for Santa Hats

Fixing server related issues

+ Fixed server chrash when Clam tries throwing an entity
+ Changed ConduitEye to extend Entiy rather than EntityAnimal
   ~ That's a weird oversight!
+ Added bonus check to InjectAI to make sure the entity isn't null

Added automatic support for Fluidlogged API

+ Added automatic support for Fluidlogged API
   ~ Thank you kindly jbredwards! Like, DAMN I didn't know it was actually so easy!
+ Removed disableBlockWaterLogic
   ~ No longer necessary
+ Removed Refrence.class
   ~ It was redundant in favor of just using Main.class for refrences + Renamed the config file to 'oceanic_expanse' was previously 'Oceanic Expanse'
   ~ I didn't like how the full name looked to be honest

First Release, hopefully there's not too many issues!


Project members

SirSquidly

Owner


Technical information

License
MIT
Client side
required
Server side
required
Project ID