- Removed ore generation changes
- Cleaned up code I missed when removing added biome particles.
Versions before v1.6.6 have an ore generation change for the Overworld. If you wish to use these versions WITH the ore generation changes, add the data pack on the world creation screen. On an existing world, only newly-generated chunks after you added the data pack will have the ore generation changes.
- Fixed mob buffs.
- For real this time (totally)
- Mobs shouldn't be full healed every second
- Reduced mob-buff-applications from 4/second to 2/second.
- Changed stats in l2/3 mob buffs.
- Made them weaker than in v1.6.4.
- Added function
thm:utility/config
.- This allows you to configure Survival Rebalanced with an easily-readable chat UI.
- This chat UI has tooltips for additional help.
- Fixed datapack refusing to validate.
this version doesnt load properly
i forgot to remove a part of old code and it thus it can't validate
- Ancient City chests now use the vanilla loot table path, instead of Survival Rebalanced's path.
- This means that if you disable the datapack, loot will still spawn in chests.
- Survival Rebalanced's "calculation" loot tables will stay for now, to remain compatible with older worlds.
- This change applies to newly-generated worlds. Older worlds will be unaffected.
- New function folder:
utility/
- This now contains useful functions, such as
thm:utility/clean_up
andthm:utility/setup
- Added
thm:utility/list_toggles
. This, pretty obviously, lists the status of all toggles. - Added
thm:utility/say_version
. This responds with the current Survival Rebalanced version, and thereturn
value is the current version, without the periods. Alphas and betas integer version format is to be decided later on.
- This now contains useful functions, such as
thm:utility/setup
now takes into account what scoreboard objectives already exist.- This should stop overriding already set toggles.
- Regeneration changes can now be toggled.
- Alert animals (groups fleeing) can now be toggled.
- Removed newly added biome particles
- They will make a return... eventually.
- Fixed gamestage-based mob buffs.
- Mob pathfinding no longer freezes due to tons of operations being run on mobs per tick.
- Gamestage-based mob buffs now are removed when >48 blocks away.
- Balanced mob buffs; mostly reduced Armor Toughness.
- Dolphin jockeys correctly spawn
- Changed leatherworker's village house loot table.
- Saddles are more common.
- Rabbit Hide now generates in chest loot.
- Edited both Jungle Temple loot tables.
- Dispensers in the structure now can contain Poison tipped arrows.
- Chest loot slightly adjusted.
- [THM] output messages now use the new project name; [Survival Rebalanced]
- Drowned now can spawn riding Dolphins (dolphin jockey)
- Added ambient particles to the listed biomes below.
- Deep Dark, (rewritten to use a better method)
- Dark Forest, (dark oak forest)
- Birch Forest & Old Growth Birch Forest
- 1.18's snowy mountains,
- Major outer-end-islands.
- Gamestage-based mob buffs finally done*!
Known issue(s)
- Gamestage-based buffs aren't scaled back if a player leaves.
- This is fine in singleplayer. (unless you lose your items)
- In multiplayer, if one player leaves and a lower-gamestage player challenges a mob, that mob will still have the higher level gamestage-buffs. This makes fighting previously explored areas by higher-gamestage players much more challenging as a lower-gamestage player.
- Ender Dragon now has 50 extra hearts (100 HP) instead of 10 HP issues: i forgot to actually implement this; fixed in next patch
First release on Modrinth
- Rebalanced shipwreck and buried treasure loot tables
- Coast armor trim now only generates in buried treasure