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2.4.0+mod
Compatibility
Changes
Compatibility with 1.20.5 and 1.21
Resource pack has been updated
Marked as BETA since I don't have enough time to test every single thing, but I did test nearly everything.
Make a backup before updating, especially if you've used previous versions, and report any bugs on the Discord
2.4.0 Changelogs
- Compatibility with 1.20.5 and 1.21
- 1.20.5 doesn't add any game changes, as it instead adds a lot of optimization.
- 1.21 Adds Bolt and Flow trims, new material, a lot more optimization, almost a recode.
- Spoiler alert, Bolt and Flow are both obtained through their same tasks.
- Bolt is mainly a building trim, granting reach, mining speed, etc, and extra compatible with copper
- Flow is a knockback/ranged oriented PVP trim, extra compatible with wind charges. .
- Spoiler alert, Bolt and Flow are both obtained through their same tasks.
- Added
/trigger TrimCMDs.BLUE; Replaces all the previous trim triggers, but with more information and text-usage- Under this command, there is also a new option to resend messages you've seen for the currently equipped trim
- Added
/trigger Particles.BLUE; toggles between Low|Medium|High ambient/constant particles - Added
/trigger Sounds.BLUE; toggles all sounds from this datapack on or off- Both these settings only work for my datapacks
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- Added a setting for RTD, swapping between: On, Off, and Auto-Complete
- Activating RTD for the first time will also give a message to indicate what it even is
- Disabled the "Trim Unlocked" message if require-vanilla-templates is disabled (still gets counted)
- TrimOwners will now display the same list regardless of version, even if the players are offline.
- Changed a lot about transferring visually to be more helpful, especially "timing-out".
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- Removed needing to wear armor first to be able to see the main advancements page
- Increased positional accuracy of dropped inventories on death, but decreased range to fix a important bug.
- Trim ownership will be transferred to the killer if they have the corresponding armor
- Task progress and a few other values will be restored when changing usernames in 1.20.2+
- Reduced the requirement for Spire and Coast (Levitation/Fishing)
- Taking damage down to half a heart multiple times will work towards Host, made for hardcore
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- All ambient particles for trims have been lowered (positionally) to help prevent view obstruction
- Wayfinder's locator will now only work when shifting, and slow falling is only given when in the air.
- Noticeably reduced the particles on Wayfinder, especially the foot-trail, and compacted the running-particles
- Removed the indicator (toast) for the setwarp "advancement"
- Added short cooldown back to 75/100% exploration teleports
- Spire cannot gain levitation by shifting if they've been hit multiple times recently.
- Levitation will also be cleared whenever teleporting with a pearl in the End
- Removed Spire's permanent resistance, and reduced its usual resistance level to match Rib
- Adjusted portal location to be closer to the point the user actually teleports from
- Reduced overall particle count, and slightly increased duration of the portal
- Snout now has a "charge" system, recharges over time and draining it too much will prevent gold consumption.
- Max of 60, nuggets use 0, ingots use 1, blocks use 2. Shifting will display current charge
- Being in a bastion will double the charge rate, pretty much negating this nerf.
- Nuggets and ingots won't cause a constant particle trail anymore
- Reduced gold-block strength level by 1 since it hits faster with nuggets
- Host's health boost is now an attribute instead of a effect, also making it immune to effect clears.
- Buffed the regenerative effect
- Debuffs on entities by Spire and Silence now won't get removed if they're still within the radius
- Removed weakness from Vex's "totem" effect and added a relatively long cooldown
- Replaced Wild's shoulder-buff with varying buffs based on total tamed animals nearby
- Adjusted the placement of Shaper's explosive landing to have a higher chance to launch players
- Increased the absorption gained from "explosive" falls
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- Removed a few debugging/tester tools to help out performance and size a little bit
- Slightly more compatibility with other packs, namely my own hopefully soon
- Directly modifies Armored Elytra to also transfer trims onto the elytra.
- Edited, optimized, and recolored most non-completion messages
- Also rewrote most advancements to shorten their descriptions and work with 3 more tabs
- Reduced the volume and/or type of multiple sounds, and some global sounds are directional if nearby.
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- FIXED
TrimOwners.BLUEresetting scores - Fixed RTD putting values down into negatives and locking players out of the task
- Also fixed overflow progress on Dune (from RTD) being cleared
- Fixed a potential large dupe glitch with lithium, but at the cost of inventory spread.
- Fixed disabling the datapack not preventing itself from running again
- Also fixed it not removing its attributes from online players
- Fixed transfer prioritizing armor with dragon egg
- Fixed the dragon egg not activating empowered eye
- Fixed a easy trim duplication glitch
- Fixed occasional ~0.05s delay on trim pickup
- Fixed SelfTrim playing a sound even without trimmed armor
- Fixed Shaper not throwing TNT if certain entities were killed
- Fixed the first player to join after update/installation being temporarily bugged
- Fixed error-texture warning being sent to all players
- Fixed not getting Wayfinder after unlocking trim if advancement already completed
- Fixed Tide's landing ability not being heard well for the user
- Fixed Nether Star claiming to give slow falling
- Fixed Wayfinder-TP spam
- Fixed Discord link
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- Plenty of other changes
Resource Pack
- Fixes some more Z-Fighting, mainly for custom materials
- Adds the "Wind Charge" custom material
- Significantly reduced file size (icon)
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:lBHH38D3:BBRKV3KT"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:lBHH38D3:BBRKV3KT"
}

