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beta-1.6.1
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Changes
Shield Changes
- Increased copper shield max stamina from 8 → 10
- Increased copper shield stamina recovery from 0.53 → 0.66
- Increased iron shield max stamina from 12 → 15
- Increased iron shield stamina recovery from 0.96 → 1.2
- Increased diamond shield max stamina from 16 → 20
- Increased diamond shield stamina recovery from 1.6 → 2.0
- Increased netherite shield max stamina from 20 → 25
- Increased netherite shield stamina recovery from 2.66 → 3.33
Shields have been kept at a low power level for their entire existence, so with these changes we hope that shields can become a more permanent part of the gameplay loop.
Shield Enchantment Changes
- Increased buckler shield arm time reduction from 4 → 5 ticks
- Reduced buckler bookshelf power requirement from 2 → 1
- Increased endurance max stamina increase from 4 → 5
- Reduced endurance bookshelf power requirement from 2 → 1
- Reduced vigor bookshelf power requirement from 2 → 1
- Increased bashful stamina cost from 4 → 5
- New: Repulsor Enchantment
- When a shield enchanted with repulsor gets disabled, all mobs in an 120° cone with an 8 block radius in front of the player, will be knocked back 5 blocks
- Repulsor is a treasure enchantment
Mace Changes
- Increased mace attack speed from 0.6 → 1
- Knockback from the mace smash attack will no longer affect players
- New: Collision Enchantment
- Entities affected by the knockback from a mace smash attack will take
(2 + 0.3(damage dealt))damage - Conflicts with Wind Burst and Blustering
- Collision is a treasure enchantment
- Entities affected by the knockback from a mace smash attack will take
- New: Blustering Enchantment
- Using (right-click) a mace with blustering will launch a wind charge
- Blustering ability has a 3 second cooldown
- Killing a mob while the ability is on cooldown will refresh it
- The mace can still be used to attack while the ability is on cooldown
- Conflicts with Wind Burst and Collision
- Blustering is a treasure enchantment
Maces have always been a gimmicky weapon that can't really be used outside of scenarios that require a high amount of damage. These changes and new enchants aim to open up more scenarios to where players may want to use a mace, whether that be for AOE damage or just pure utility.
Trial Vault Loot Changes
- Separated shield treasure enchantments into a different roll than the common shield enchantments
- This loot roll has a weight of 1
- Added repulsor to potential enchants that can be rolled on shield treasure enchanted books and shields
- Added collision and blustering to the wind burst enchanted book roll
- Increased mace treasure enchanted book weight from 2 → 6
- Increased heavy core weight from 1 → 2
- Reduced flow banner pattern weight from 2 → 1
- Increased the chance to roll the rare loot pool (not unique) for both normal and ominous vaults
Trial Spawner Changes
- Replaced cooked chicken from trial spawner loot table with cooked rabbit
- Replaced steak from ominous trial spawner loot with rabbit stew
- Reduced spawn delay for all slow ranged spawners from 160 → 60 ticks
Mount Changes
- All mounts will now drop their equipment upon death, regardless of cause
- Reduced the max health of generated zombie and skeleton horses from 30 → 20
- Increased the max health cap for zombie and skeleton horses from 30 → 40
- When the max health of a zombie or skeleton horse is increased via horse training, it will gain poison 1 for 5 seconds
- Skeleton horses no longer spawn in tamed
- Skeleton horses can now be fed phantom sinew to improve taming rates
- Skeleton horses can now be fed phantom sinew and will heal 3 health
- Skeleton horses can now equip horse armor
- Zombie horses can be fed red mushrooms to improve taming rates
- Zombie horses no longer burn in daylight
Minor Changes
- Mob griefing has been re-enabled
- Upon loading into an existing world with mob griefing disabled, a message will appear informing you that mob griefing has been re-enabled
- Creepers and ghasts will not destroy blocks with their explosions
- Creepers, ghasts, and withers will not destroy items with their explosions
- Reduced creeper fuse time from 24 → 20 ticks
Creeper lethality has gone down significantly since their rework. This change will hopefully make creepers less of a threat that can be ignored and walked past.
- Villagers can now spawn iron golems again
- Iron golems no longer drop iron ingots
- Iron golems now drop 1 poppy instead of 0-2 poppies
- Added a sound effect for retrieving a fishing rod from an angling table
- Items will no longer be destroyed when struck by lightning
- Mobs will now drop loot when killed by lightning
- When a cache is destroyed, the contents of the cache will drop instead of also being destroyed
- Reduced shulker box block hardness from 2 → 0.5
- Renamed "Trident" to "Elder Trident"
- Undead mobs no longer ignore poison and regeneration effects. Each effect will now have the inverse effect on undead mobs
Bug Fixes
- Fixed rhyolite brick stairs using the rhyolite block model
- Fixed "Trims of Days Past" advancement having the wrong icon
- Fixed respite enchantment granting stamina regeneration when a shield is disabled
- Fixed freezing damage reducing heat every tick instead of every 10 ticks
- Fixed honey bottles having the "Sticky" tooltip despite not applying the hindering effect
- Fixed shears not being able to be smelted or blasted down into copper nuggets
- Fixed zombies being unable to break down "open" doors
- Fixed donkeys and mules being unable to receive health training
- Fixed angling tables, reinforced wooden doors, and all cloth items from being unable to be used as fuel
- Fixed gilden berries from giving much more nutrition than intended
- Fixed sculk infusions being able to be combined in an anvil
- Fixed zombie and skeleton horses from being unable to receive health training
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:t2tYNEC1:Yxl9EHSL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:t2tYNEC1:Yxl9EHSL"
}

