Custom hitboxes/voxelshapes can now use values with decimal points. Cubes smaller than one cubic pixel can be used.
If a requiem player shell dies, their graves will now be the same as the shell user.
Fixed an issue where /reload
did not work
Added a config for changing the glowing effect render distance
In this update graves can use custom models!
You can customize the appearance of graves with a resource pack in assets/yigd/models/block/grave.json
. This file will work as any normal block model file, except it will feature a few extra features, as well as generating its hitbox shape based on the shape defined by the json model file. The extra features included will let you customize the optional skull and/or grave text. See the wiki for custom grave models for info on how you can create new models.
This update has also added the feature to decide in which directions graves should generate in graveyards (customizable per block)
xRay config has been changed. Now it's called "Grave Glowing", and will cause graves to render in completely white while 10 or more blocks away, and through walls.
Graves will no longer use a static model, which can allow the graves to render the adapted ground renderer better.
The adapt renderer will no longer look squished, but will only work with full opaque blocks (not glass, leaves, stair or slabs for example)
The ender dragon can no longer destroy graves
Graves will now only generate when you either have items in your inventory or xp equipped. In other words graves will not generate unless they serve a purpose. This can be configured to work as it has in the past
Fixed an issue where graves were deleted before checking if the player could claim the grave. Graves will now only be removed if the player can claim the grave.
Now all backpacks from Cammie's wearable backpacks are defaulted as "force replace slot". If you want to change this, you can override the datapack tag. You may get errors because of this when you try to start your game, but it shouldn't affect your game. There was a compatibility issue with botania where graves was destroyed during the guardian of gaia fight. This should no longer happen. If a grave fails to generate, it will try again, and (hopefully) exceed. Some of an xRay has been added where if the server AND client has a config enabled, grave owners will be able to read their name on the grave through blocks. This is not the intended final result, so expect visual bugs.
A (sort of) rewrite of the trinkets and inventorio compatibility has been made which makes the mod capable of storing mod inventory data as NBT. This will lead to being able to retrieve modded inventories straight to your inventory even if you relogg.
I've also added a few other configs and fatures in this version:
- You can now customize which items should try and be forced on to the same slot as before looting a grave. This can be useful if some items are not supposed to be in any other slot than the chest slot for example. This feature can be used together with cammie's wearable backpacks mod. Forced slots will only work on armor slots.
- Added a recipe for crafting the grave. You can disable this feature with a datapack easily.
- The mod will now require fabric loader version 0.12.9 as a minimum
- Added "Drop Grave Block" config, which will, if enabled, cause the grave to drop as a block when grave is looted.
- Added "Require Grave Item" config, which will instead of generating a new grave on death, use a grave from your inventory. If you are not carrying a grave around, your items will drop on the floor
- Updated the mod to 1.18.1
Graves will now generate on top of soulsand and slabs instead of next to them
You can now let your graveyard spawn in between two coordinates. If you have a datapack utilizing this feature PLEASE UPDATE THE DATAPACK FILE
You can now add a list of damage sources that should not generate a grave if it's your cause of death
Added inventorio compat back to the mod since it got updated to 1.18
You can now configure if your head should drop when you die (works both with and without graves)
Mods without compat should hopefully not delete all its items anymore
Mod is now a lot smaller due to not including cloth config. This mod will now require cloth config to start instead
Small update fixing two bugs End city loot was previously not able to generate. It is now Cammie's wearable backpacks disappeared due to not having their default slot as chest armor slot. This is now fixed and should be a fix if there are any other similar cases in any other mod
Also added a config for deciding if grave content should drop if and when grave will expire
As Trinkets is now available for 1.18 this compatibility has been added back Added configs that can decide time for expiration of graves Graveyard graves will now always generate in the overworld, and not at the specified coordinates but in the dimension you died in Fixed a few other bugs
Added a wiki describing how to set up the mod as a modpack developer and/or server admin (on github)
Travelers backpack support is now available, which means you don't have to use trinkets for compatibility anymore! Added configs that can decide time for expiration of graves Graveyard graves will now always generate in the overworld, and not at the specified coordinates but in the dimension you died in Fixed a few other bugs
Added a wiki describing how to set up the mod for modpack developers and/or server admins
The retrieval functionallity has been rewritten, and comes with some new bonuses.
-
The mod now has a semi advanced grave robbing system. In the configs you can change if only graves are robbable, if only the attacker can rob the grave or not, and after how long the grave can be robbed.
-
You can now specify in the config what inventory you want to stack on top of which. The inventory you prioritize will be the one the layout remains the same in. There's a separate config for when looting graves if you want to prioritize another inventory when the grave is not yours
-
The grave placement can now go by both a block whitelist and block blacklist. They are both configurable. The whitelist are called Soft Replace, and blacklist Strict Replace. This way you can try at first to find a nearby air block (or any other of your choice) so you won't have to mine if you suffocate to death. In case one of the whitelisted blocks are not within reach however, the grave will find the closest block that's not on the strict blacklist. These block lists can be changed with a datapack atÂ
data/yigd/tags/blocks/soft_whitelist.json
 andÂdata/yigd/tags/blocks/replace_blacklist.json
. -
The whitelist for generating a block under the grave have now been moved toÂ
data/yigd/tags/blocks/support_replace_whitelist.json
-
Added a graveyard feature! Â Â Â This is not a world generation feature, but a way map makers, server admins, and possibly mod pack developers can specify a couple of blocks that graves will try to generate at first. If you die and one of the specified block coordinates are empty (air), your grave will generate there. Otherwise it'll generate as usual where you died. Can add/remove/change these in the config
-
Updated build version to 1.18-rc4
The retrieval functionallity has been rewritten, and comes with some new bonuses.
- The mod now has a semi advanced grave robbing system. In the configs you can change if only graves are robbable, if only the attacker can rob the grave or not, and after how long the grave can be robbed.
- You can now specify in the config what inventory you want to stack on top of which. The inventory you prioritize will be the one the layout remains the same in. There's a separate config for when looting graves if you want to prioritize another inventory when the grave is not yours
- The grave placement can now go by both a block whitelist and block blacklist. They are both configurable. The whitelist are called Soft Replace, and blacklist Strict Replace. This way you can try at first to find a nearby air block (or any other of your choice) so you won't have to mine if you suffocate to death. In case one of the whitelisted blocks are not within reach however, the grave will find the closest block that's not on the strict blacklist. These block lists can be changed with a datapack atÂ
data/yigd/tags/blocks/soft_whitelist.json
 andÂdata/yigd/tags/blocks/replace_blacklist.json
. - The whitelist for generating a block under the grave have now been moved toÂ
data/yigd/tags/blocks/support_replace_whitelist.json
- Added a graveyard feature! Â Â Â This is not a world generation feature, but a way map makers, server admins, and possibly mod pack developers can specify a couple of blocks that graves will try to generate at first. If you die and one of the specified block coordinates are empty (air), your grave will generate there. Otherwise it'll generate as usual where you died. Can add/remove/change these in the config
Fixed a few bugs
-
You will no longer lose all your items by going back to the overworld from the end
-
Will now work with new overworld world height
-
Tell Grave Pos will now tell you where the grave generated and not where you died (sometimes the coordinates where off)
-
Previous update made xp drop from both player and grave. Now it will only drop from one of them. Xp drop configs will also now work with the graves disabled
Fixed a few bugs
-
You will no longer lose all your items by going back to the overworld from the end
-
You can now use worlds with custom world height (not tested in 1.17)
-
Tell Grave Pos will now tell you where the grave generated and not where you died (sometimes the coordinates where off)
-
Previous update made xp drop from both player and grave. Now it will only drop from one of them. Xp drop configs will also now work with the graves disabled
Fixed an error where if you got killed by an explosion no graves would generate. Also fixed an error where items equiped to mob inventories (such as horse armor or saddles) didn't drop
1.18 update of the mod!
This version will add all features from the latest 1.17.1 version, except some mod compatibilites as these mods has not been updated to 1.18 yet
Fixed issues where graves forgot they existed in different worlds sometimes
Added a config to disable the built in soulbound enchantment (requires restart to work)
Added support for mods that will extend the vanilla inventory ItemStack list (like backslot)
Soulbound items will now also render in your inventory when you die, while other items will not (as they will end up in your grave, and not in your inventory when you die)