All versions
0.3.5
Alpha
Omni-Mobs 0.3.58 months ago 20.5K
Uploaded by
Compatibility
Minecraft: Java Edition
1.20.1
Platforms
Forge
NeoForge
Supported environments
Client and server
Changes
- Reworked Flashfur:
- Made Flashfur's swipe speed faster.
- Doubled Flashfur's swipe attack range.
- Made Flashfur's super-speed much faster.
- Made it so when Flashfur uses his super-speed, he will deal a full swipe at targets that are in his path.
- Updated the Ground Slam visuals to make the bright light disappear faster, added smoke particles, and added a shockwave.
- Added a parry move for Flashfur.
- Made it so Flashfur deals a little bit of
getHealth()-modify damage. - Made it so Flashfur can use his super-speed while in water.
- Flashfur will now stop using Super-Speed-Slashes earlier, if all the entities have already died.
- Fixed Flashfur's (and Metapotent Flashfur's) pupils being his fur texture. Now his pupils are solid black (
#000000). - Added respawning to Flashfur. He can now respawn if he is despawed by something.
- Made it so Flashfur cannot be ridden. Additionally, he will attack mobs and players who attempt it, if he is not already attacking something.
- Made it so Flashfur can't be spectated in spectator mode.
- Added anti-respawn to Flashfur (and Metapotent Flashfur). It's only simple anti-respawn - Metapotent Flashfur will probably get an improved version in a future update.
- Updated Metapotent Flashfur's Meta-Swipe to have a shockwave effect.
- Updated the explosion effect at the end of Metapotent Flashfur's Meta-Beam, to look similar to his Meta-Swipe.
- Updated Metapotent Flashfur's Meta-Explosion to have a shockwave effect.
- Added shockwaves to Metapotent Flashfur's spawning effect.
- Improved Metapotent Flashfur's
getHealth()-modify damage. - Upgraded Boss entity defence against things such as persistent data modification, hitbox modification, etc.
- Made it so Boss entities will always render.
- Refactored the stack checker to use a
StackWalkerinstead ofThread.currentThread().getStackTrace(). It should be far more performant. - Made it so when the custom bossbars don't find their Boss entity, they don't render at all, instead of showing
Omni-Mobs:integer. - Fixed a bug where the
hurt()method of the Boss entities was returningtrue, mid-death. - Improved Metapotent Flashfur's erasure-fallback (for his damage-dealing moves), so it now detects entities with
NaNhealth. - Made it so Boss entities will despawn mobs that have
NaNhealth. - Made it so Metapotent Flashfur doesn't erase Omni-Mobs VFX entities.
- Fixed a targeting bug with Metapotent Flashfur.
- Made Boss entity despawn immunity check for mixins.
- Updated access checker to check for mixins.
- Fixed bug with the mod's force-despawning where it wouldn't despawn on the client-side, because it was using
entity.blockPosition().asLong()instead ofSectionPos.asLong(entity.blockPosition()). (It was using the correct one on the server-side, though.) I think I must have accidentally broke this in an earlier recent update, as it used to work fine. But anyway, it should work now. - Removed useless
DATA_REMOVEDfrom theBossEntityclass from ages ago. - Made it so Boss entities won't have a red overlay and play their hurt/death sounds, unless they are actually hurt/are dying.
- Refactored some methods into
CoreModHooks- specifically some methods inMetapotentFlashfurLevelandBossEntity. - Added coremod/agent info/warning messages to the spawn eggs' tooltips.
- Updated Silverlight's move priority, so he prioritises his lightning attacks over his swipe attack. This means he should use his lightning attacks more often, like pre-0.3.4.
- Made it so Silverlight uses his Lightning Bolt Projection against flying mobs, as before, he didn't use it if he was closer than 10 blocks. Now, if he is fighting a flying mob, he can also use it if the target is close to him.
- Made it so Metapotent Flashfur now teleports back up if he falls in the void. It doesn't really work that well.
- Added a config toggle for printing logs to the console.
- Moved some of the mod's VFX helpers into a separate class, as they definitely didn't belong in
EntityUtil. - Refactored
AbstractSilverlightLightningMoveto use anArrayList<LivingEntity>to track which entities were hit by the lightning, instead ofomniMobsSilverlightLightningAttackpersistent data. I'm really not sure what I was thinking back then.
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:6hI5AK5F:PXgL8QQX"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:6hI5AK5F:PXgL8QQX"
}

