Compatibility
Minecraft: Java Edition
1.21.x
1.20.6
1.20.4
1.20–1.20.2
1.19.x
Platforms
Fabric
Supported environments
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Details
Licensed GPL-3.0-only
Created 2 years ago
Updated last week
Changelog
Additions
-
Added the Ostrich!
- Ostriches are a feathery new mob with a passion for fighting.
- Is tamed the same way as Horses, but takes a bit longer due to their feistier nature.
- Instead of charging a jump while being ridden it will attack with its beak, the strength depending on how high the meter was charged.
- If its beak hits a softer block while trying to attack, it may get stuck temporarily.
- Added the
wilderwild:ostrich_beak_buryable
tag to control which blocks these are, currently containing the tagsminecraft:mineable/shovel,
minecraft:mineable/hoe,
andminecraft:wool.
- Added the
- Added a new
Ostrich Peck Attack
config option to control whether or not players can use the Ostrich's attack while riding one.
- If its beak hits a softer block while trying to attack, it may get stuck temporarily.
- Can be bred with Bushes.
- Will lay an egg upon breeding.
- Does not require Silk Touch to be obtained.
- Requires a solid surface below in order to hatch.
- Will lay an egg upon breeding.
- Naturally spawns in the Savanna, Savanna Plateau, and Windswept Savanna biomes.
- Added the
wilderwild:has_ostrich
biome tag to control which biomes they will spawn in. - Added the
Spawn Ostriches
config option to control whether or not Ostriches will spawn naturally.
- Added the
- If attacked and not tamed, it will chase after its attacker and peck them to death.
- If they are tamed, this behavior will only apply to non-player mobs.
- Will call other Ostriches for backup, like Wolves and Crabs.
- While provoked, cannot be ridden or fed unless it's already tamed.
- If tamed, can be fed or ridden while provoked to calm down.
-
Added the Dying Forest!
- New Fall-based grounds for all Fall enjoyers!
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, and few Living Trees.
- The Grass and Foliage color is similar to that of Forests, but warmer and more mute.
- All regular Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Large Mushrooms generate just as they do in Forests here.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
-
Added the Snowy Dying Forest!
- A mixture of death and snow. Perfect.
- Contains only Dead Trees, Semi-Dead Trees, and Fallen Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
-
Added the Dying Mixed Forest!
- I couldn't think of anything for this one.
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, few Living Trees, and regular Spruce Trees.
- All regular Mixed Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
-
Added the Snowy Dying Mixed Forest!
- Be patient with it, it has very mixed feelings about dying to frostbite.
- Contains only Dead Trees, Semi-Dead Trees, Fallen Trees, and regular Spruce Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
Bug Fixes & Changes
- Updated the protocol version to 3.
- Removed the Coated Sculk item model.
- Added a new main menu panorama.
- Added codecs to as many blocks as possible.
- This has resulted in some blocks receiving reorganized and/or new constructor parameters.
- Removed the
FloweringLilyPadBlock
class as it was redundant.- Please note that this will not impact the block itself in any way.
- Added many public static fields to blocks for better code readability and editability.
- Significantly improved the
OsseousSculkBlock
class and merged both growing methods into one. - Sculk Charges will now move to newly placed blocks in Osseous Sculk pillars upon growth.
- Osseous Sculk no longer strictly requires a Hoe in order to drop, and now only looks for the Silk Touch enchantment.
- This doesn't mean they'll only move in one direction, they'll just be snapped to that position initially as the block is set and can still move downwards afterward.
- Echo Glass will now drop itself upon cracking if not hit by a Sonic Boom.
- Stripped Logs can now once again be hollowed with an Axe.
- Made the subtitle for hollowing a Log more consistent with the subtitle for stripping a Log.
- Baobab Nuts and Palm Fronds are now compostable.
- Changed the minimum and maximum amount of Milkweed Pods obtainable by shearing Milkweed to 1 and 3 respectively, previously being 2 and 5.
- The Milkweed Pod to String recipe now requires 9 Milkweed Pods instead of just 1.
- The Cattail to String recipe now only yields 1 String as opposed to 3.
- This recipe now requires 4 Cattails instead of just 1.
- Tweaked how Pollen chooses where to spawn particles, now being able to spawn particles above itself.
- Fixed the placement of the seed particle created when a Seeding Dandelion random ticks.
- Added the Bush, Tumbleweed, Tumbleweed Stem, Milkweed, Datura, Cattail, Flowering Lily Pad, Algae, Shelf Fungus, Small Sponge, Prickly Pear Cactus, and Nematocyst blocks to the
minecraft:sword_efficient
tag. - Potted Small Dripleaves now use their loot table (renamed
wilderwild:blocks/potted_small.dripleaf
towilderwild:blocks/potted_small_dripleaf.
) - Optimized how the Tumbleweed Stem's selects its outline/collision shape.
- Reworked the
LiquidBlockRendererMixin
for making the underside of Water smooth to now be extremely reliable and much safer.- This also fixes an issue where other liquids like Lava could incorrectly be assigned different textures on occasion.
- Removed the
Goat Horn Symphony
andBack
discs as they didn't feel like necessary additions, nor did they fit Vanilla.- These will be datafixed into Lena Raine's
Otherside
and Samuel Ã…berg's5
respectively.
- These will be datafixed into Lena Raine's
- Renamed the
Ancient Horn Projectile
toAncient Horn Vibration.
- Ancient Horn Vibrations will now spawn particles upon dissipating.
- Ancient Horn Vibrations will no longer play the dissipation sound upon hitting an entity.
- Fixed Floating Sculk Bubbles spawned from an Ancient Horn Vibration always being the same size each tick.
- Changed the default size growth of the Ancient Horn Vibration from 0 to 0.01 per tick.
- This is adjustable in the
Ancient Horn Size Multiplier
config, which used to be 0 by default. - You will likely need to manually edit this value if you've played with Wilder Wild before, as the config will likely have 0 saved from a previous version.
- This is adjustable in the
- Made the visual scaling of Ancient Horn Vibrations much smoother.
- Fixed the visual scaling of Ancient Horn Vibrations to match their bounding boxes.
- Made Ancient Horn Fragments slightly rarer in Ancient City loot tables.
- Defined the Random Sequence for every one of Wilder Wild's loot tables.
- Added the Palm Hanging Sign to the
wilderwild:hanging_signs
item tag. - Added the Palm Crown to the
wilderwild:palm_logs
item tag. - Thrown Coconuts will no longer play multiple sounds at once upon hitting entities and/or breaking.
- Optimized the file size of many Block and Item models.
- Firework Rockets are now impacted by wind.
- Added a
Firework Rocket Wind Intensity
config option to theMisc
tab to control the percentage of how intense wind will act upon them. - Added
entity_firework_rocket
to the Mixins config to optionally force-disable this.
- Added a
- Reimplemented the custom Warden dying sound after it was accidentally removed during a bugfix.
- The Warden's regular death sound will now play on top of its underwater dying sound once again.
- Wardens are no longer considered alive during the custom death animation.
- The Warden will no longer play heartbeat sounds while it is dying.
- Prevented the Warden from moving while it is digging or emerging.
- Changed the Warden's secret death sound from stereo to mono.
- Refactored mobs'
canSpawn
methods to reflect Vanilla's, following the templatecheckXSpawnRules.
- Crabs are now impacted by both the
Impaling
andBane of Arthropods
enchantments in 24w03a+. - Fixed Crabs not properly latching onto walls if they're about to fall, but an entity is below them in 1.20.1.
- Baby Jellyfish now always give Poison I with a duration of 4 seconds, while Adult Jellyfish now always give Poison I with a duration of 10 seconds.
- This used to be a random range of time in previous versions.
- The Jellyfish sting sound no longer plays at random pitches to be more consistent with Pufferfish.
- Bubbles will spawn behind Jellyfish less frequently.
- The Baby Jellyfish's movement speed is now determined with an attribute modifier instead of repeatedly setting the base attribute, making this attribute properly modifiable.
- Jellyfish are no longer considered scary to Pufferfish.
- Jellyfish stings no longer crash servers. (#329)
- Changed the title of the advancement for capturing a Firefly from
Bottle of Lightning
toLightning in a Bottle.
- Fixed the
Restrict Instrument Sounds
config lang reading asRestrict Instrument Sound.
- Significantly improved Wilder Wild's biome parameter modifications and cut down
OverworldBiomeBuilderMixin
in size in the process. - Moved all biome parameters, feature/spawn building, and most worldgen injects to individual biome classes.
- This means
WilderSharedWorldgen
will only contain parameters for modified Vanilla biome placement from now on.
- This means
- Expanded the depth at which Jellyfish Caves can generate.
- Pumpkins now generate much more frequently in Old Growth Dark Forests.
- Changed the
Cherry Grove Placement
config to be disabled by default as it wasn't as immersive as anticipated. - Fixed the
Stony Shore Placement
config lang reading asCStony Shore Placement.
- Added the Arid Forest, Arid Savanna, and Oasis biomes to the
minecraft:snow_golem_melts
tag. - Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the
minecraft:spawns_snow_foxes
tag. - Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the
minecraft:spawns_white_rabbit
tag. - Added even more splashes, bringing the total of custom splashes to 271!
- Removed all custom packets related to particles in favor of the regular Vanilla particle packet:
WilderSeedParticlePacket
WilderControlledSeedParticlePacket
- This change has resulted in the
SeedParticleOptions
class receiving two new invocation methods and new constructor parameters.
- This change has resulted in the
WilderTermiteParticlePacket
WilderFloatingSculkBubbleParticlePacket
- All custom
EntityDataSerializers
have been removed and replaced with regular String serializers in order to prevent possible issues. (#333) - Significantly cleaned up and reduced the amount of duplicated code in the
SimpleCopperPipesIntegration
class. - Much more refactoring, reorganization, cleanup and many small fixes!