Tags
Creators
Details
Licensed ARR
Published 2 months ago
Updated 2 months ago
All versions
0.2.0
Release
Trigger Craft 0.2.02 months ago 13
Compatibility
Minecraft: Java Edition
1.21.8
Platform
NeoForge
Supported environments
Client and server
Changes
v0.2.0
Changelogs
- New Triggers
- Hound - The most unoptimized
- Meteor
- Viper
- Lightning
- Gameplay
- Grasshopper
- Faces upright as of the moment
- Increased the range it activates your jump
- Decreased Trion cost
- Now has a default jump animation
- The default max Trion has changed from 100 to 70
- Yūma’s Black Trigger has increased Safe Fall Distance (18 -> 130)
- Increased jump power and strength in Trion Bodies
- Renamed Yūma’s Black Trigger (Black Trigger -> Yūma’s Black Trigger)
- Guns have a super simplistic recoil now
- Shield
- Now has 4 modes (4th requires shield on both Sub and Main Trigger)
- Retextured the Trion Shield
- Removed the forming cracks the more Shield’s durability decreases, it now instead fades
- Now has Icons
- Camera Shake happens when you parry, use Senkū, guns, and some abilities
- Bail Out now breaks stronger blocks in its way
- Remade the UI Icons for Asteroid
- Egret and Handgun now dematerialize when you have them in your Inventory for some reason without having your Trigger Body active
- Optimized Asteroid
- Handgun now decreases your movement when you’re aiming
- Grasshopper
- Combat
- Asteroid
- Buffed damage
- You have to hold the respective Trigger Bind while pressing LMB to activate it again, this allows for usage of other Triggers without accidentally shooting
- Kogetsu
- Significantly buffed in damage
- Senkū
- Fixed Stance animation locking you when you cancel early
- Now breaks blocks
- Egret
- Buffed damage
- Decreased shooting cooldown by 1 second
- Handgun
- Buffed damage
- Asteroid
- Multiplayer
- Fixes
- Asteroid had insane knock back, that was a mistake on my part, I was half-asleep when I tweaked asteroid before the release of 0.1.0
- You now play the animations when you use grasshopper in first person
- Fixed inconsistent Kogetsu damage at vertical swings
- Shield now functions properly even after destroyed
- Decreased the Trion Gases that appear when leaking
- Increased the threshold damage required for “Critical Damage”
- Fixed Shield maintenance consumption, you would still recover Trion while maintaining shield where the recovery rate was faster than the consumption rate. It now stops recovering while maintaining shield.
- Fixed Camera Shake not working, it now happens to the client only
- Fixed your player not getting hungry and having infinite oxygen underwater. That’s only supposed to be when you’re in your Trigger Body.
- Fixed the one missing pixel in one of the Trion Bar’s frames
- Did some tweaks to Bail Out activation
- Bailing Out now resets your Trion Recovery Grace and allows regeneration of Trion instantly if you’ve recently used a Trigger
- Did some fixing with the shield when destroyed, it normally checks for the closest player and works from there but I made it so that it checks ALL nearby players to find its deployer
- Sniper and Gunner Triggers are now fixed, while you were aiming and dematerialized the Trigger, you will still be in aiming mode and have the movement reduction
- Other
- Gave the mod a logo
- Gave the mod some medium JP lang support, will focus on it soon as well.
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:vkofDmRr:Td6mWFUi"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:vkofDmRr:Td6mWFUi"
}

