Included content
| Name | |
|---|---|
2.2 Changelog:
Added partial Japanese language support
Tweaked leaf decay distance to 12 in order to accommodate for Palm Fronds, so they now work like regular leaves
Made Palm Fronds less dense on average
Removed the custom distance detection from Palm Crowns
Added Palm Crowns to tags it was missing from
Reworked how Coconuts are placed on Palms, so they should no longer break upon generation
Added PalmTreeFeature to handle Palms' unique Coconut growth and Frond distance detection
Added a translation string for Coconut projectiles
Fixed compatibility between Wilder Wild's Stripped Logs and Create
Milkweed now plays a sound when rustled
Milkweed can now be sheared with a Dispenser
Glory of the Snow can now be sheared with a Dispenser
Prickly Pear's Damage Source has been added to the bypasses_armor tag
Tumbleweed entities will now drop themselves if killed by any entity with Silk Touch, instead of only doing so when killed by a player
Fixed Fireflies with the Nectar easter egg not properly rendering their glowing overlay
Fixed Firefly Bottles with the Nectar easter egg not using the Nectar texture
Increased the chances of a flickering Firefly spawning (smooth pulsing vs. flickering)
Changed how flickering Fireflies calculate their colors (#316)
Display Lanterns will now interact with Redstone Comparators, outputting a full signal if they have an item inside, or a signal based upon how many Fireflies are placed inside
Fixed an issue pertaining to Silk Touch with the Display Lantern's loot table
Display Lanterns will now properly spawn Fireflies that were held inside of them when broken
Fixed Jellyfish no longer spawning in Jellyfish Caves
Slightly optimized Jellyfish rendering with the rainbow easter egg
Reworked how clipping works with Waterlogged Mesoglea, as it will now apply to all entities as opposed to just players as is much more stable
Osseous Sculk will now cover their branches in Sculk Veins when its base is converted to Sculk
Increased the chances of larger Osseous Sculk generating during worldgen
Sculk Shriekers will now only create Sculk Bubbles underwater if the Shrieker Gargling config is enabled
Stone Chests will now interact with Redstone Comparators, outputting a signal based on how high their lid is lifted (#319)
Echo Glass now occludes Vibrations
Finally fixed odd timing on Floating Sculk Bubbles' scaling
Added more config options for the warden
The Warden's death particles will now only spawn at the Warden's position as opposed to spawning within its entire hitbox
The Allay's keyframed dance animation config will no longer require the game to restart
Landing/Potion sound code will no longer attempt to run on the client
Landing Ender Pearls will now play sounds in their owner's sound category (Zombies would be Hostile, and Players would be Player)
Added a config option to control whether or not Lightning Bolts should be able to scorch Sand blocks, instead of being hardcoded
Added a config option for whether or not Block particles will spawn upon a Lightning Bolt striking
Added a config option for whether of not Smoke particles will spawn upon a Lightning Bolt striking
The config will now sync between server and client
Added a "New Frosted Ice Cracking" config option to control Frosted Ice's updated cracking (playing sounds and spawning particles)
Added a config option for whether or not Dripleaves will use updated Redstone powering functionality
Added a config option for whether or not advancements will be modified
Swapped the placement of the Misc and Worldgen config tabs
Refactored many aspects Wilder Wild's configured features' field names to be more consistent with Vanilla
Removed LeavesAroundTopTreeDecorator
Removed additional Plains flowers from Meadows
Increased the amount of flowers that typically generate in Meadows
Removed the Fabric Loader version requirement in hopes it will fix issues with Quilt
Changed the grammar of Wilder Wild's advancements to align with Vanilla's
Fixed compatibility with Roughly Enough Resources (#315)
Hopefully resolved world generation issues with C2ME (#311)
Instrument items will now properly play on servers instead of immediately cutting out (#284)
Disabled remapping for some methods and fields referenced in mixins of mods to hopefully prevent possible issues
Moved all packet handling to FabricPacket classes to improve the longevity and organization of Wilder Wild's codebase
Refactored, cleaned up, and reworked multiple classes and mixins to improve internal organization, stability, and code integrity
Hey, all! This is Luna/AViewFromTheTop here. :)
I decided to start this "newsletter" of sorts as an easier way to communicate with you all, and to share things that I (or Treetrain, if he decides to write as well) would like our community to look out for and whatnot.
First order of business, I'm hoping I've just been able to fix #311, The issue where C2ME would sometimes cause crashes while generating a Deep Dark biome. I'd like for you all to test if this issue has actually been fixed, and if not, to create a new issue for it on our GitHub page.
Aside from that, I'd appreciate if you all could give us feedback on Crabs! They've been quite troublesome to make and I'm sure I wasn't able to incorporate every idea possible into them, so I'd like to know what you think could be improved upon or what may be missing. On that note, help from other modders to get their rotation and navigation working flawlessly would be very much appreciated!
Crabs work a bit like Wardens, by the way. They can detect specific game events while hiding underground, which will cause them to emerge. They will always emerge if a Player is within 4 blocks of them, however. Projectiles landing, explosions, blocks breaking, etc. will cause a Crab to emerge. So why didn't I make "lower" vibrations trigger this? As a matter of fact, it's based both on fact and for gameplay reasons. Crabs hardly have good enough hearing and mostly depend on pressure changes to tell where things are, if I remember correctly. While researching this I came across someone who found a Crab would immediately react to someone jumping, but wouldn't budge with music blasting directly towards it. Now, I understand how the assortment of Vibrations I chose for the Crab to react to may be omitting some relatively logical options, though, I personally believe there is substantial enough reason to do so on the gameplay side of things. I want Crabs to have a balance between feeling sneaky, ruthless, yet innocent and still maintaining a naive nature. I don't want them emerging if they can tell they wouldn't be in possible immediate danger! I almost forgot to mention, too, this behavior was inspired by the Sheargrubs in Pikmin. I want Crabs to occassionally surprise the player when they suddenly emerge, you know? Scary.
The last thing I'd like to mention is that we're open to new sound designers and texture artists! I would prefer to have a few of each so we don't have to pawn all our requests on to one person, and to allow for more flexibility and looser deadlines in our team. It would also be beneficial to be able to review multiple takes on one idea, if need be!
12/14/2023 Update: Whew! That was a long trip. Since I wrote that newsletter, I had a ton of stuff to fix and Treetrain managed to do some of the most insane things ever, including config syncing! I'm hoping this is the day 2.2 releases, there have been so many improvements made and so many challenges overcome (and honestly 80% of which we can all thank Treetrain for,) and I just want to get this over with so I can work on my other mods. And Wilder Wild 2.3... I think I already know what I want it to be.
-Luna.
What's good gamers, Treetrain1 here.
This is super Wild.
-Treetrain1.
| Name | |
|---|---|
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.
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:AtHRJSUW:5oyqXeqg"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:AtHRJSUW:5oyqXeqg"
}