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2.2+mc26.2
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VEXBOT 2.2
ONE MOD, THREE MINECRAFTS - 1.21.11, 26.1.2 AND 26.2 A JAR PER VERSION - PICK YOURS ABOVE
THE MACE AND SPEAR-MACE GAME, REBUILT PEARL CATCHES THAT ACTUALLY LAND 27 SWITCHABLE TECHNIQUES ENDER CHEST REGEARING PER-BOT DIFFICULTY AND PLAYSTYLES
AN OPENING THAT LOOKS HUMAN NO MORE GRINDING INTO CORNERS
EVERYTHING FROM THE 2.1 PRE-RELEASES, OFFICIAL
FIX
Fixed #280 - Random Chest Loot Issue - cooked beef now respects allowfood, and the new allowarrows turns arrows off
Fixed #287 - Bots do not mend their armour during a fight
Fixed #288 - A bot that wants to mend stands in your face instead of backing off
Fixed #289 - /vexbot nick <realname> stop cannot find a nicked player
Fixed #300 - The settings chest is missing most of the settings
Fixed #301 - Restocking bots empty the shulker and come back with less
Fixed #302 - Bots with their shield up take no damage, no armour wear and no knockback
Fixed #303 - Running out of blocks or XP bottles never sends a bot to restock
Fixed #304 - The head web swings before the weapon is charged
Fixed #305 - Web controllers are not cleared when the bot loses its target
Fixed #318 - Armour breaks mid-fight instead of the bot mending it
Fixed #319 - Mending stops after about 32 bottles with stacks still in the bag
Fixed #320 - Bots never pot up when the potions arrive after the fight started
Fixed #321 - Bots stand still in crystal PvP instead of hitting you at point blank
Fixed #322 - Bots do not glide with the elytra after a pearl catch
Fixed #324 - Wind charges should be a real right-click, cooldown and all
Fixed #330 - The spear dash should be positioning only, never damage
Fixed #331 - Bots throw wind charges into you by accident
Fixed #335 - The windcharge pearl catch only ever threw one charge
Fixed #336 - Bots ignore hunger while mace fighting and starve themselves
Fixed #337 - Bots glide on the ground wearing a chestplate, flopping and bouncing
Fixed #338 - The elytra-spear stopped flying through at all
Fixed #339 - The spear dash hits for almost nothing
Fixed #351 - Bots freeze mid spear-mace, stuck looking straight up
Fixed #352 - The spear dash does random damage when it is only meant to reposition
Fixed #353 - The bot never actually holds the pearl or the wind charge it throws
Fixed #354 - Pearl catches never land - the bot drifts before both throws are away
Fixed #355 - The higher pearl catch throws on the way up instead of at the peak
Fixed #356 - Bots throw wind charges into you by accident
Fixed #357 - Bots ignore hunger while mace fighting and starve themselves
Fixed #358 - The adaptive playstyle acts on a one-tick-old read of the opponent
Fixed #364 - getkitid wipes the kit it is asked about - it reads the kit now and changes nothing
Fixed #365 - null portals stop working after using kit IDs - same cause as the kit ID bug
Fixed #366 - Mod icon is still a placeholder - the real logo, on VexBot, VexSim and VexTrial
Fixed #367 - Add-ons credit an author by name - authors is empty on all three now
Fixed #368 - Bots run in a dead straight line at you the moment they see you - the opening side-steps, pauses and arcs in, until the first hit
Fixed #369 - Bots grind into the wall when the fight reaches a corner - melee movement now slides along walls instead of pressing into them
FEATURE
Added #361 - Minecraft 26.2 support - vexbot-2.1.54+mc26.2.jar
Added #362 - Minecraft 26.1.2 support - vexbot-2.1.54+mc26.1.2.jar
Added #363 - VexSim and VexTrial for 26.1.2 and 26.2 - vexsim 0.4.17 and vextrial 0.1.1, one jar per version
Added #340 - Ender chest regearing - pearl away, chest down, shulker out, restock, chest back up
Added #341 - /vexbot view <inventory|echest> <player> - and the ender chest is editable
Added #342 - Kits save and restore whatever is in your ender chest, kit IDs included
Added #343 - /vexbot difficulty player <bot> - one bot's own difficulty knobs
Added #344 - Pearl catch: smart, standard, higher, instant and angle
Added #345 - /vexbot settings backstab - beat a shield from behind instead of stunning it
Added #346 - A dash that flies past should turn round and hit you on the way through
Added #347 - A dash that overshoots should dash straight back over the target
Added #327 - Spear dash length should be picked from where the target is
Added #328 - A dash that flies past should turn round and hit you on the way through
Added #329 - A dash that overshoots should dash straight back over the target
Added #332 - Pearl catch should live in settings, not techniques
Added #333 - Pearl catch standard: up, wind charge, four ticks, pearl, mace out
Added #334 - Pearl catch windcharge: down, jump + charge, flick up, then the catch
Added #279 - /vexbot renamekit <kit> <renamedkit>
Added #291 - Prediction webs - web the ground the target is walking onto
Added #292 - Head web - knock the target into a wall and web where their head lands
Added #293 - Bots hold the cobweb out before they place it
Added #294 - /vexbot randomplaystyle <bots|all>
Added #295 - /vexbot randomplaystylechances <playstyle> <weight>
Added #296 - /vexbot settings stats <on|off> - anonymous counts, off by default
Added #297 - Bots restock fireworks, shears, buckets, blocks and more
Added #281 - /vexbot difficulty elytramace <easy|medium|hard|expert|professional>
Added #282 - Per-team elytra mace difficulty
Added #283 - Lower elytra mace levels should miss like a real player
Added #284 - /vexbot settings attackrange <blocks>
Added #307 - /vexbot techniques - turn each spear, mace and pearl technique on or off
Added #308 - /vexbot settings bridgemode <ninja|god|moonwalk>
Added #309 - /vexbot settings nametagcolour <colour>
Added #310 - /vexbot settings pearlcatchtype <standard|windcharge>
Added #311 - Wind charge pearl catch - jump, wind charge your own feet, then catch from up there
Added #312 - Bots should use a wall for free height on a pearl catch
Added #313 - Spear dash out of a pearl catch instead of dropping short
Added #314 - /vexbot givekitid <target> <kitId> - give an imported kit to a bot or a selector
Added #315 - /vexbot teamgivekitid <team> <kitId>
Added #316 - /vexbot settings fireescape - a burning bot water buckets its own feet
BALANCE
Changed #348 - Spear dashes overshoot, and the look-down barely happens
Changed #349 - Spear-mace bots pearl at you far too much instead of dashing
Changed #350 - The mace attribute swap should be a wind charge swap, not a sword one
Changed #325 - Bots spear-dash far too rarely
Changed #326 - The elytra ladder starves the spear when a bot has both
Changed #298 - Web escape should use shears instead of the water bucket and pearl
Changed #299 - Bots cut the web under their feet instead of the one in their way
Changed #285 - Bots reach further than a player can
Changed #286 - The spear jab swings past its real 4.5 block range
Changed #317 - SMART cart mode should be the default
INTERNAL
Internal #306 - Remove the old telemetry system
Internal #290 - Re-audit every combat controller and confirm none are stubbed out
PATHFINDING
Fixed #323 - Bots walk straight into cobwebs
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:EPgNYyCG:BISMDc0D"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:EPgNYyCG:BISMDc0D"
}

