Changelog
Changes
-> 1.10.0
-Added new 'old despawning' module (in 'mobs' category) - Adds back the old despawning mechanics from pre-B1.8 versions; all mobs who are 128+ blocks away from a player immediately despawn, unless they are tamed/equipping an item/bred (unless you have the 'no breeding' module on)/named
-Added new 'old witch drops' module (in 'mobs' category) - Makes witch drops the same as they were prior to R1.21
-Added new 'no stick drops from leaves' module (in 'drops' category) - Disables leaves dropping sticks, a feature added in R1.14
-Added new 'no apple drops from leaves' module (in 'drops' category) - Disables oak and dark oak leaves dropping apples, which was added in R1.1
-Added new 'no ice silk touch drops' module (in 'drops' category) - Disables the silk touch enchantment allowing ice blocks to drop, emulating pre-R1.3.1 behaviour
-Added new 'no frost silk touch drops' module (in 'drops' category) - Sub-setting of 'no ice silk touch drops' - disables the silk touch enchantment allowing ice-like blocks such as blue ice and packed ice to drop
-Added new 'no boat sounds' and 'no minecart sounds' modules (in 'cosmetical' category) - These were modules that were previously internally existant, but were not properly implemented yet
-Added new 'old bone meal' module (in 'mechanics' category) - Returns the pre-R1.5 functionality of bone meal, where it would instantly grow plants/saplings/crops!
-Added new 'old huge mushrooms' module (in 'mechanics' category) - Sub-setting of 'old bone meal' - Makes it so when bone mealing mushrooms into huge mushrooms, it would replace the ground block into dirt
-Added new 'no bow durability' module (in 'mechanics' category) - Disables bow durability functionality, as bows did not have any prior to R1.0
-Added new 'no crossbow durability' module (in 'mechanics' category) - Sub-setting of 'no bow durability' - Disables crossbow durability functionality, so as to parody the old bow behaviour
-Majorly overhauled organization and location of function files - they are now seperated by sub-folders depending on the module-categories and the "bigger" modules have their own folders inside those. All function calls have been changed to the new locations (existing module functionality for people who are updating will continue to work, as the datapack will automatically re-schedules appropriate function files)
-A message now appears to all players with the 'CM.Admin' tag when Classic Mechanics detects an update (and updates)
-Fixed witches' / striders' / trader llamas' / turtles' / vindicators' / wither skeletons' looting-dependent extra drops being changed by 'no fortune drops' module instead of 'no looting drops'
-Fixed typo with elder guardians' loot table relating to 'no cooked drops' module
-Fixed incorrect drop values for flint dropped by gravel blocks when 'no fortune drops' is enabled
-Fixed typo in 'no item names' hover-text
-Leaves are now affected by the 'no fortune drops' module
-Fixed 'old boat crashing' not being handled correctly by presets and 'disable all' module
-Removed traces of useless scores
-Fixed disabling the 'disable sprint' module only changing the attribute(s) of the person that clicked it
-Fixed function tied to detecting entities stepping on farmland for 'old farmland' module not looping correctly
-Fixed issue with 'old tnt' module function not correctly detecting player's Y height if in Y >= 306
-Fixed unintentional re-scheduling of 'no squid despawning' & 'old iron golem knockback' functions when 'instant modules' was enabled
-Fixed 'old endermen health' looping the 'old jumping' function
-Optimized 'piglin to pigman switching' module - piglin removal is now in a function seperate from the piglin detection one
-Optimized 'old tnt' module - seperated Y-coordinate checks into their own functions, can now be controlled through an advancement trigger aswell
-Slightly optimized 'no breeding' modules
-Disabling 'silverfish soul sand damage' and/or 'old regeneration' now clears the appropriate scheduled function(s)
-Disabling 'no daylight mob burning' will now make all rendered undead entities be able to burn under sunlight again
-Enabling 'disable sleeping' will now instantly remove all players from bed (if there is anyone who is currently sleeping while the module is enabled) instead of detecting for future bed-clicking actions
-Optimized 'disable sprinting' module
-Fixed potential bug where disabling the 'disable sprinting' module while someone was sprinting could potentially make them not be able to jump until re-enabling the module again
-Optimized 'old tnt particles' function
-Fixed 'no elytra' module not working
-Fixed giant spawning not working when 'giants spawn' module was enabled
-Removed unused/useless scores, functions & general data
-Uninstalling Classic Mechanics should now more reliably clear all scheduled functions
-Giants will no longer show a "Giant" label atop their heads
-> NOTE: This update has majorly rehauled the insides of this datapack. While I have specifically made it so the functionality from older versions of classic mechanics should work in this update, I could have overlooked or forgot about something; if a module doesn't work, try disabling and re-enabling it, if that doesn't work either, shoot me a DM over in discord! (@: Wilozyx)
Files
Classic Mechanics v1.10.0.zip(739.7 KiB) Primary
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Release channel
ReleaseVersion number
1.10.0Loaders
Data Pack
Game versions
1.21Downloads
27Publication date
July 29, 2024 at 7:02 PMPublisher
Wilozyx
Member