Additions
- None
Changes
- None
Fixes
- Fixed
ModifierHelperType
registry not loading before registry freeze in certain circumstances.
- Update FzzyPort methods with some new registries and other new helper methods
- Add
VariantRegistry
system, for easy creation of mobs with texture and bahavior variations. - Fix modifiers duplicating on player death.
- Add
fzzy_core:advancement
Advancement Criterion, allowing advancements to be granted on other advancements being granted. - Added new data-driven default modifiers system. Default modifiers for any modifiable item can now be defined via datapack. Automatically synced to clients.
- New
isInTag
method in `FzzyRegistry to handle checking on TagKeys - Added several aliases for rotation methods in
FzzyRotation
Added some new helper methods to ModifierRegistry
for use in Gearifiers
- Added
BasicCustomTridentItem
andBasicCustomTridentEntity
to unify custom trident code across fzzy mods. - Add
FzzyPort
, a version wrapper for unifying many commonly changed aspects of MC code across versions- Added
FzzyDamage
to unifyDamageSource
acquisition - Added
FzzyRegistry
andFzzyDefaultedRegistry
, wrappers on vanilla Registries to unify imports - Added FzzyRotation to unify quaternion rotations
- Added XpDroppingBlock to unify OreBlock/ExperienceDroppingBlock
- Added
- Attribute-affecting modifiers now stack (more) properly based on level and slot.
- Fixed issue with C2ME causing crashes due to particle emission on the network loop, not client thread.
- Added ManaHelper methods for finding ManaItems and healing them.
Fixed some issues with modifier stacking
- Added nbt stack deserializer for recipe outputs.
- Added SlotId system for unifying any and all equipment slot methods (in the eyes of FzzyCore), allowing for correct application of attribute modifiers and other slot-specific things.
Versions below 1.20 are no longer officially being updated. Version 1.20.2 is todo.
- Created a
JsonReader
helper object with some convenience methods for various Json parsing tasks.- read a defined Entity Attrbiute object
- read Identifier
- read
Modifier
- read Formatting
- Added
AttributeProviding
interface for creation of Enchantments that add Entity Attributes. - Improved memory usage
- Re-Implemented Modifiers as a player-based affix, rather than ItemStack based. The raw NBT of modifiers is stored on stacks still, but all of the code management happens in a player container, similar to the
EntityAttributeContainer
.
- Improved Java interoperability. Interfaces in FC are now properly JVM Default'd, so implementing them in Java should go smoothly. Binary compatibility should be maintained..
- Added a
FlavorHelper
to supersede the poorly implementedFlavorful
interface. Flavorful still operable, but deprecated.
Fixed accidental platform declaration clash with Vanilla 1.19.4 Tameable interface
- Port to 1.20/1.20.1
- Add helper method for checking an entire player for enchanted equipment
- Added helper class for building block settings cross-version more easily.
- Added optional recipe data system: Put recipes in
optional_recipes
instead of justrecipes
that you nly want loaded if the recipe type is loaded (if the mod that adds the recipe type exists etc). This allows users to add mod-dependent recipes without spamming the log with errors or having to do weird in-code recipe adding.
- Port to 1.19.4
- Add helper method for checking an entire player for enchanted equipment
- Added helper class for building block settings cross-version more easily.
- Added optional recipe data system: Put recipes in
optional_recipes
instead of justrecipes
that you nly want loaded if the recipe type is loaded (if the mod that adds the recipe type exists etc). This allows users to add mod-dependent recipes without spamming the log with errors or having to do weird in-code recipe adding.
- Add helper method for checking an entire player for enchanted equipment
- Added helper class for building block settings cross-version more easily.
- Added optional recipe data system: Put recipes in
optional_recipes
instead of justrecipes
that you nly want loaded if the recipe type is loaded (if the mod that adds the recipe type exists etc). This allows users to add mod-dependent recipes without spamming the log with errors or having to do weird in-code recipe adding.