- forgot Neapolitan compat lol
- backported changes from 1.2.0
- added lang support for French, Korean, and Japanese
- hotfix; reinstates compat with NeoForge
HUGE thank you to davigj for this update! Check out his mods here
Bugfixes
- fixed static-y white particle flickering in caves/the underground
- balloons are no longer culled when only the balloon is in the player's view
- balloons are no longer receptive to potion effects (including instant harm)
- balloons no longer ride other entities
- balloons can no longer be named with name tags
- balloons no longer rotate after being placed
Changelog
Wind Changes
- Omnidirectional wind! Wind can now flow in the full 360 degrees
- Each layer is separated by 60-180 degrees to any layers above and below
- Each time a configurable amount of ticks passes (default 24000, one vanilla day duration), the wind changes a (configurable) percentage of 360 degrees per layer. default 2.5%
- currently this means that all wind very slowly goes in a clockwise spiral over time
- wind generates based on the world seed
- wind intensity is influenced by biome tags, altitude (which has been changed to 12 layers instead of 24), and whether or not the balloon can see the sky
- balloons in
no_wind
biomes have 0 xz momentum (but do keep their y-movement)
- balloons in
- players move a little faster in balloons overall, especially at higher altitudes
- balloons with no litness still move according to the xz wind direction, albeit with decreased momentum
Wind Particles
- wind particles displaying is now configurable
- particles spawn a configurable distance above sea level (20 by default, so y ~= 87)
- biome dependent wind particle density--tags are
breezy:less_wind
,breezy:more_wind
, andbreezy:no_wind
- particles generate with correspondent densities. (
no_wind
biomes get no particles.) biomes put in more than one tag always default to the lowest value. otherwise, it defaults to in-between - particle frequency in each tag is also configurable
- particles generate with correspondent densities. (
- wind particles only appear in air blocks that can see the sky (configurable)
Interaction Tweaks
- players must no longer be passengers to light balloons, so mob passengers can be sent off. bon voyage
- players can dye balloons by r-clicking dye items (it averages with the balloon's existing color)
- balloons are now also dyeable in the same fashion as leather armor. coloration is preserved when broken and re-placed
- each flint and steel click increases "litness" by two, not one
- rclicking flint and steel + tnt in each hand while riding a balloon causes a primed tnt entity to fall. bomb voyage
- balloon vs. basket "hitboxes"
- flint and steel/dye must be clicked on the balloon, sand/shears/riding requires the basket
- passengers can be interacted with/hit, projectiles go through the middle, etc
Mob Passengers
- other entities may ride hot air balloons, similarly to boats/minecarts
- passenger riding offset changed from 0.5 to 0.35 to accommodate
- mobs in hot air balloons will not burn in sun
- mobs tagged as
breezy:hot_ones
automatically keep balloons at a litness of 3 while riding as a passenger (unless in water/rain). includes compat with alex's mobs/caves by default- passengers that are on fire can also raise litness by 1 periodically (though not past 2)
Misc.
- added config option for balloons to always render, allowing them to be seen from very far away like phantoms (true by default)
- added hot air balloons to Neapolitan's
chimpanzee_dart_targets
entity type tag - particles spawn with flint and steel use. while lit, they periodically emit smoke. (i would like lit balloons to have a little flame particle, but the vanilla small flame lingers a touch too long)
- balloons are very prone to lightning while aloft in thunderstorms
- updated GeckoLib dependency to 4.4.4
- Fixed server startup crash
- 1.20.1 port
- Made balloon hitbox smaller so spyglasses and other items can be used
- Initial Modrinth version