- Fix animal panic not functioning
- Config GUI
- Update to latest neoforge
- Fix bug with Pillagers not running while reloading
- Update to latest neoforge
- Made animal shelter a whitelist instead of a blacklist
- Port to 1.21
- Update to 1.20.2
- Fixed bugs with parkour and lag
-
Fixed husk burrowing not working
-
Attempted to make mob parkouring more natural
- Fix player not being able to attack
- skeleton model fix
- Fix bug with skeleton model crashing
- Port to 1.20
- Removed buckler (moved to Piglin Proliferation)
- Fixed husk burrowing crash
- Fixed issue with husks trying to attack target that is already riding another husk
- Addressed parkour ai activating on flat surfaces
- Bow attack rework
Many people complain about bow-wielding mobs being frustrating to fight aganist. This rework is meant to help migitate aganist this notion. Instead of strafing bow-wielders will instead stand still until they fire three shots. After three shots they will move to another position. If the player is too close for comfort then they will also try to find another position.
- New mob jump ai
Piglins, Illagers, and other humanoid mobs will try to jump through gaps in order to reach their intended target.
- Husk burrowing AI
Husks will now upon seeing the player burrow for some time and attempt to grab and drag the player down. However, if a significant amount of damage is dealt while the husk is burrowing it will cancel its attack and do regular melee. You cannot escape the husk while being grabbed but you are allowed to attack it since it has a delay between grabbing and pulling you down. Going on a higher elevation level than the husk will tire it out and also cause it to go into regular melee stance.
- Dolphin fix
Dolphins will no longer die if they're unable to despawn in an unloaded chunk.
-
Bow attack rework Many people complain about bow-wielding mobs being frustrating to fight aganist. This rework is meant to help migitate aganist this notion. Instead of strafing bow-wielders will instead stand still until they fire three shots. After three shots they will move to another position. If the player is too close for comfort then they will also try to find another position.
-
New mob jump ai Piglins, Illagers, and other humanoid mobs will try to jump through gaps in order to reach their intended target.
-
Husk burrowing AI Husks will now upon seeing the playerburrow for some time and attempt to grab and drag the player down. However, if a significant amount of damage is dealt while the husk is burrowing it will cancel its attack and do regular melee. You cannot escape the husk while being grabbed but you are allowed to attack it since it has a delay between grabbing and pulling you down. Going on a higher elevation level than the husk will tire it out and also cause it to go into regular melee stance.
-
Dolphin fix
Dolphins will no longer die if they're unable to despawn in an unloaded chunk.