Multiplayer Fixes Phase2 v2.2.30
fixing World Host experience...
Changes
NeoForge Updated from 21.1.144 => 21.1.169
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updated Forgified Fabric API to latest
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updated Lunar to latest
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updated Modernfix to latest
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updated Particular to latest
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updated Pretty Rain to latest
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updated Sodium to latest
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updated Structure Layout Optimizer to latest
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updated World Host to latest
Multiplayer Fixes Phase1 v2.2.20
fixing World Host experience...
Added Immersive Optimization mod
An entity tick scheduler to massively reduce lag (~200% speedup) and resource requirements of entities.
Unlike similar projects, this mod will not disable ticks all together, allowing farms or distant entities to still function.
Added Redirected mod
Redirected is an updated multiloader port of Redirector, a mod that reduces the memory usage of Minecraft by preventing unnecessary creation of enum value arrays.
Changes
- reduced pathing nodes for Overworld Dragons
- updated Legacy 4J to latest (was using 20 day old build)
QoL Update Phase2 v2.2.10
sorry for the wait!
Added Eternal Nether mod
A continuation of Bygone Nether by Izofar!
STRUCTURES
- Adds Piglin Manor:
- Hidden deep in the Crimson Forest, this mighty mansion is home to battle‑hardened Piglins and the fierce Piglin Hunters.
- Adds The Citadel:
- Towering over the Warped Forest, this ancient outpost shelters the dangerous, corrupted Warped Endermen.
- Adds The Catacombs:
- A colossal wither‑shaped ruin crawling with deadly Wither Skeleton variants—and secrets waiting to be unearthed.
MOBS/FEATURES
- Adds Piglin Hunters:
- Wield shields and trophies of their kills, making them formidable foes in close quarters
- Adds Piglin Prisoners:
- Can be rescued with gold and the legendary Netherite Bell—and will reward liberators with an unbreakable Netherite Shield.
- Adds Warped Endermen:
- Very hostile, can be calmed stage‑by‑stage using shears.
- Adds Corpors:
- Haunting new Nether creatures that stalk the dark halls.
+ many more content! see their page for more info!
Fixes
- Adjusted Better End biome's surface block placement
- Adjusted Dragon Skeleton spawns (too common)
- Adjusted End Island size, larger, more biome diversity
- Fixed Dragon Graveyard biome not generating properly
- Fixed Charred Skeleton drops
- Fixed rare End crash, I think... (had to remove end caves)
- Hardcoded a fix for End Midland end stone placement
Wilozyx changelog❗
@Wilozyx Work
Custom mobs
- Rebalanced baby spiders: now a lot weaker, slightly bigger
- Fixed charred skeletons not being able to go after players when in lava
- Baby spiders should no longer be pregnant (huh???)
- Fixed the zombie miner loot table not working
General mobs
- Ghosts spawnrate is a lot less frequent and problematic *ghosts cannot spawn in the end or aether dimension now!
- Changed ghost spawning mechanics:
- fixed ghost spawning not checking light levels
- ghosts will now have up to 10 attempts to spawn
- ghosts will not spawn if they are within 24 blocks of a player
- ghosts wont spawn if they are not able to see the sky from that position
- Entities will now despawn if they are over 72 blocks from the nearest player are don't meet normal undespawnable requirements, such as:
- The entity is wearing armor or has an item in hand
- The entity is not tamed/bred/interacted with/etc
- The entity is not riding another mob or being ridden
- The entity is a special mob type, such as, ender dragons, withers, villagers, no-AI entities, etc
In-game Guides
- Created structure for modular L4J guides (tooltips)
- Legacy tooltips will now be shown on screen when:
- A player opens a crafting table
- A player kills the ender dragon for the first time
- A player looks at a ice-and-fire dragon for the first time
- A player sleeps for the first time
- A player summons a secret being...
Limited worlds End Bug (temp fix)
- The game will now search for players who might be stuck inside the invisible walls of the end's border. If the player is stuck, they will be moved to either the closest outer end island or the center of the main end island. Note that this does not apply to spectator mode players!
Classic mechanics
- Removed unneeded files
- Drowning knockback is no longer jittery
- Optimized vertical drowning knockback
- Optimized old regeneration
- Old golden apple effects are no longer done in runtime, now performed upon loading worlds/servers
- Fixed golden apple's regeneration not lasting long enough
- Fixed golden apples not having the correct amount of saturation and nutrition
- Removed ender pearl cooldown
- Removed wind charge cooldown
- Fixed client desnyc relating to projectiles
- Projectiles should no longer jitter, suddenly get repositioned, etc
- Optimized old projectile motion
- Projectile motion module no longer checks for players using fishing rods as it is unnecessary
- Removed Herobrine 🍑💥
DISCLAIMER:
This is the biggest update ever, chance of old/pre-existing world corruption is possible! (10% chance)
- Please reset end AND nether to access new features!
- This update is huge, I'd recommend to start a new world to be honest.. 😬
sorry guys
QoL Update Phase2 v2.2
Added Ice and Fire mod
- Added new crafting tab for Ice and Fire's recipes
- How to access new crafting table tab:
- Use arrow keys or if controller, use right stick, analog stick, whatever you wanna call it
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Added ArmorDamageLimit mod
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Added CB’s Wildfire mob mod
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Added Citresewn mod
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Added Resourcetrimmer mod
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Added ScalableLux mod
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Added Stuctory mod
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Added Worldgen Patches mod
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Adjusted spawn points for dragon roosts to not be too frequent
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Adjusted end gateway return portals to 0
Spent like 4 days replacing mods and interchanging configuration options to prepare for Server Hosting
don't have a list but I do remember replacing moreculling mod for a more aggressive and active mod called flerovium
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Fixed End islands, see guide
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Fixed crafting recipes for Aether mod
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Updated Legacy 4J mod to latest
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Updated Modernfix mod to latest
Wilozyx changelog❗
@Wilozyx's work:
CLASSIC MECHANICS
- Ported centralized RNG [v1.19.0]
- Organized integrated modules
- Ported optimizations for the 'old mineshaft chests' module [v1.18.0]
- Ported the 'old mineshaft chests' module having more rigid checks for if chest-minecarts are inside mineshafts [v1.18.0]
- Ported centralized raycasting checks [v1.13.0]
- Ported optimizations for 'old brewing stand' module [v1.18.0]
- Ported raycast functions taking the player's player.block_interaction_range attribute into account for max ranges [v1.19.0]
- Ported redstone dot placement raycasts from the 'redstone dot' module being more accurate [v1.19.0]
- Ported the rehauled 'floating gravity blocks' module [v1.18.0]
- The module now takes gravity blocks' velocity into account
- Gravity blocks should now align better atop fences/walls/gates
- Optimized the 'floating gravity blocks' module
- Ported all adequate modules being compatible with smithed's tagging conventions [v1.20.0]
- Ported optimizations for the 'old dragon bossbar' module [v1.18.0]
- Ported the rehauled 'old boat particles' module [v1.20.2]
- Optimized the 'old boat particles' module
- Fixed sometimes boats displaying particles when they shouldn't
- Fixed buggy behaviour surrounding the particles
- Ported optimizations for the 'constant love hearts' module [v1.18.0]
- Ported the rehauled 'old boat crashing' module [v1.20.0]
- Optimized the 'old boat crashing' module
- Fixed chest-boats not dropping the correct items
- Merged the loot tables used for boat crashing
- Ported optimizations for the 'old bonemeal' module [v1.19.0]
- Ported the rehauled 'old critical hits' module [v1.20.0]
- Fixed sounds and particles not being displayed correctly
- Particles and sounds that derive from the 'old critical hits' module now use a raycast for getting the affected victim entity
- Optimized the 'old critical hits' module
- Ported the improved 'old golden apples' module [v1.20.2]
- Fixed the absorption effect not being detected correctly
- Slightly optimized the 'old golden apples' module
- Ported the rehauled 'old projectile motion' module [v1.20.0]
- Added compatibility with splash potions, lingering potions, wind charges and fishing rod bobbers
- Optimized the 'old projectile motion' module
- Fixed the game checking for eaten golden apples upon world/server load for no reason
- Fixed regen exploit in regard to closing and opening a world/server
- Ported optimizations for the 'ghasts display fire' module [v1.19.0]
- Ported optimizations for the 'land squids' module [v1.19.0]
- Ported optimizations for the 'no left handed mobs' module [v1.19.0]
- Optimized old LCE dragon behaviour
- Ported the rehauled 'old ocelots' module [v1.19.0]
- Fixed cats being able to choose an improper player as their owner
- Optimized the 'old ocelots' module
- Optimized the 'old wolf variant' module
- Ported optimizations for the 'silverfish soul sand damage' module [v1.19.0]
- Ported usage of cm_utils for chunk/block dependent handling [v1.21.0]
- Ported multi-version updating [v1.18.0]
- The 'no string placement' module is now more precise
- Disabled the 'old item glint' module since it is no longer needed
- Fixed potential dupe exploit surrounding ores
- Ported optimizations for the '[SECRET]' module [v1.21.0]
New Player Feature
- Removed 1.14 Swimming
- Players will now, when swimming, get their velocity reset (aswell as receive the "swimming is disabled" message in their screen)
- Slightly optimized functionality
New Ice and fire Feature
- Dragons are now neutral towards players
- When attacked by a player, they will become aggressive again
Custom mobs
- Ported sections of Purple_Zombie's Mob Variants project
- Some names were changed
The ported mobs include the following:
- Skeleton knight (previously skeletough)
- Cave creeper (previously stone creeper)
- Zombified miner (previously zombie miner)
- Angel
- Charred skeleton
- End wraith
- Fire creeper
- Mother spider
- Baby spider
- Netherman
- Wilt
- Changed angel's spawn conditions
- Previously, would spawn alongside endermen in warped forests
- Now, spawns semi-rarely in the aether
QoL Update Phase1 2.10.0:
This update fixes a lot of rendering issues and patches some bugs with shaders. Additionally, this update also adds some fun subtle effects such as new particles and weather changes, they aren't intrusive and blend well with the overall goal for P4J. I've added minimal changes to the death system and updated how armor durability is effected, allowed players to jump over walls and fences and lastly, I've added Waystones to make it easier to traverse between bases!
I appreciate you all who've patiently waited for a update, I hope you all enjoy this update! :)
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added ArmorDamageLimit mod.
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added c2me (NeoForge) mod.
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added jump over fences mod.
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added particle rain mod.
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added Rendi mod.
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added subtle effects mod.
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added waystones mod.
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updated iris to latest.
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updated lithium to latest.
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updated moderner beta to latest.
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updated sodium to latest.
DISCLAIMER:
Please reset end to gain access to new End biomes.
- added Better End mod.
- added The Aether mod.
- added Revamped Phantoms mod.
- improved Legacy 4J crafting recipes.
- improved Overworld, Nether and End world borders.
- improved skyboxes for all resource assorts.
- updated limited worlds version from 0.0.5 to 0.0.53-endislands.18.
- removed Illager invasion mod.
- removed Twilight Forest mod. (copyright)
- Endermen now emulate their old behaviour. video.
If an enderman is damaged by a player it will immediately teleport (this contrasts their modern behaviour where they only have a slight chance to teleport away upon player-sourced damage)
- Ported the 'no trims' module from Classic Mechanics v1.13.0
- Removes trims from equipped armor pieces (if there are any)
Done by @Wilozyx