Tags
Creators
Details
1.2.0
Compatibility
Required content
Changes
The MAGIC (and also Dolphins) Update!
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Added new Entities
- Dolphins
- Follows players sprinting in water, granting Dolphin's Grace
- Requires both Air and Water, and will abandon AI tasks to seek these out
- Neutral, and calls for help of nearby Dolphins when hurt
- Currently, can be bred using Cooked Lobster
- Drops some Cod on death
- 10% chance to spawn as a Baby
- Drowned Shipmate
- Summoned via Captain's Call
- Will follow, attack with, and defend their Owner
- Can be equipt with items in the Mainhand, Offhand, and Head slots
- Headwear items, Skulls (+ Pickled Head), Pumpkins, and Glass (+ Stained Glass) are worn on the Head
- Shield items, Arrows (+Tipped +Spectral), Conduit Charm, Conch, Nautilus Shells, and Magic Conchs are held Offhand
- Conduit Charm is passively utilized
- Conches and Magic Conches are utilized in combat
- Has 4 unqiue skins, randomly chosen when spawned
- Dolphins
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Added new Blocks
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Stagnant
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Focuses a Laser on any mobs within range ~ This laser operates hte same as the Guardians: Visual charge for 2 seconds, requires line of sight
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Requires Prismarine around it, range scales with quanity
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64 blocks makes it 'Elder', giving Mining Fatigue in a short range and increasing laser damage
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Underwater TNT
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A version of TNT that operates underwater
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Block drop chance, and water removal chance are configurable
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Added new Items
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Magic Conch
- Crafted via 1 Pearl and 1 Conch
- When obtained, a random 'Resonance' is placed on the magic conch
- Has 32 durability
- When used, applies effects based on the attached 'Resonance'
- Resonance is randomly set when obtained
- Cannot have Unbreaking or Mending applied
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Seeping Potions
- A Potion, which applies Seeping, same as any other potion
- Brewed using a Tropical Slime Block
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Added new Effects
- Dolphin's Grace
- Increases Horizontal Swim Speed
- Seeping
- Spawns a Tropical Slime when the afflicted entity dies
- This scales with the potion's amplifier ~ This is added as a counterpart to modern minecraft's Oozing effect
- Spawns a Tropical Slime when the afflicted entity dies
- Dolphin's Grace
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New Enchantment
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Nor's Rebound
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Exclusive to the Heavy Boots
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Bounces the user upon landing
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Bounce amount scales per level (2 bounces at level 2, ect)
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If distance fallen is short, will bring you to around the height you fell from
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This curves harshly
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Added Resonances
- Special effects applied by Magic Conchs
- Brine's Breath
- Inflicts Slowness and Descent to nearby entities
- Non-Players are given Slowness 2
- Captain's Call
- Summons a Drowned Shipmate, who is owned by their summoner
- Uses 4 durability per use, giving it only 8 overall uses ~ Damage only occurs if the entity is properly summoned
- Summoned Shipmate inherits the name of the Conch if it is custom
- Sea's Serenade
- Grants Regeneration and Dolphin's Grace to nearby entities
- Undead entities are given Instant Health, which deals 6 damage to them
- Wave Wail
- Forces nearby entities away from the user
-
Made many adjustments to existing content:
- All mobs that can breed will have their children inherit persistence from their primary parent
- All Fish now face the direction they are swimming better
- Clams
- Clams now convert held items, mineralizing them into Pearls
- Fully configurable
- Moved Clam functionality to an AI task
- Clams no longer close when a Player is near ~ The intention was to made harvesting difficult, but combined with them opening randomly and being underwater, it was just annoying
- Clams now convert held items, mineralizing them into Pearls
- Drown Converting
- Added the vanilla sound
- Drowned
- Have a slowed water drag when hurt (matching standard enitites) ~ This prevents them from getting flung away when hit
- Can now (near)fully utilize Riptide
- Improved Targeting AI
- Uses a unique emissive texture between the normal and Captain
- Lowered the config Captain spawn chance to
0.01(was5) ~ This math scaled far differently than I initially thought - Captains now are given a Conch with a random Sound
- Captains Conch usage moved to the Magic Conch AI task, so they utilize the same effects as Captain's Call
- Dulse
- Slowed growth speed by 75% (From 20% to 5% chance per random tick)
- Growth speed further lowers by 1.25% per neighboring Dulse ~ This is to encourage distancing
- Lowered drops to only 4 at full age
- Palm Trees
- Now only have a 75% chance to each Flowing Palm Leaves
- Lobsters
- Now literally equip their Saddle into the chest slot, and drop the exact Saddle on death ~ This means attached attributes are utilized by the Lobster, as it is worn
- Molting now pulls from a Loot Table
- Can be NBT defined in
MoltLootTable, just like how the DeathLootTable works- This includes
MoltLootTableSeed, self explaitory
- This includes
- Can be NBT defined in
- Multiple fish (Cod, Salmon, and Tropical Fish) will now swim away from nearby players
- Riptide
- Added Player animations when in use (spinning w/ surrounding graphic)
- Added a slighy jump if used on ground ~ This helps the player move when on the ground
- Spawn Buckets
- Added vanilla sounds for collecting and releasing entities
- New
blockNBT can define the block placed by the bucket when used
- Sea Oats
- Are placed in their short state
- Tropical Slimes
- Fire Resistance now prevents evaportion from fire/the Nether
- Turtle Eggs
- Added all vanilla sound effects (Stomping, Breaking, cracking, Hatching)
- Sneaking prevents breaking while standing atop
- Spawns particles when placed atop sand
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New Config options
- Add a recipe for Packed Ice ~ Default disabled
- Add XP drop on Turtle Egg smash, with configrable amount
- Clams
- Full conversion list of Input Item > Minutes to convert > Resulting item
- Dolphins
- Enabling
- Enabling Dolphin's Grace granting
- Enabling the requirement for Air
- Magic Conch
- Enabling
- Setting durability
- Add all Resonances to the Creative Tab
- Seeping
- Enabling
- Enabling Potion Brewing
- Stagnant
- Enabling
- Spawned Particles
- Emitted light
- Mobs to not target
- Underwater TNT
- Enabling
- Chance to remove Water
- Chance to drop destroyed blocks
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Rewrote many parts of water dectection logic, should function far better
-
Adjusted recipe config logic to be a bit more reliable
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All instances of Water Submerged checks replaced with
isInsideOfMaterial -
Reorganized many parts of the .lang file
- Removed unnecessery use of
setSeedfor most entities
- Fixed Entity list configs not working with modded entities
- Fixed Icebergs improperly generating in worlds with a non-default Sea Level
- Fixed Turtles breaking their own eggs
- Fixed issue #119, Liquids from other mods can be bucketed again
- Fixed issue #123, generations works perfectly with modern Fluidlogged API
- Fixed issue #128, Drown Conversions now work in Fluidlogged Blocks
- Fixed issue #129, Coral Blocks now properly detect Fluidlogged Blocks
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:W81ZzfUo:ht8z2IKR"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:W81ZzfUo:ht8z2IKR"
}

