Category: ModJam

This changelog and update was only possible with the help of Kihira! Go check her out and maybe drop a thank you!

Bug Fixes
– Persistant Player data should now transfer across shells (this makes it so ThaumCraft research and AM2 spells now transfer!)
– Ender chest data should now sync
– Lots of fixes for when players log out/in mid-sync. Should be no more shell duping!
– You no longer take fall damage when syncing to a shell below you
– You can no longer die mid-sync. Should fix the “double death” issues
– You should no longer sometimes become invulnerable after syncing
– Players in Morph now render properly when looking at an empty shell storage
– When shells are constructed with RF power, they now show their progress
– Potion effects now transfer properly (Invisibilty not always working is a vanilla issue)
– Chunkloading should now be A LOT better. Should fix issues with having too many constructors/shells across a large area
– Constructors only eat power if there is something to build
– Insta-building a shell in creative now works properly.

Balance Changes
– Constructors now can only take a maximum of 24 RF/t

New Features
– Optional WAILA support. Will now provide useful details if you have WAILA installed.
– Optional power requirement for shell storage. Default is off but in case you feel like it needs a bit more balancing.
– Mods can now add entities that can work on the treadmill via IMC. See README for details

Grab the mod at the usual spot.

Final commit for this build.

– Updated localization and mod mob support files.
– Fixed crashing due to invalid formatting of JSON files retrieved from Github. Console should spit an error now instead of crashing.
– Fixed inability to morph/delete morphs due to improper removal of a check when updating from 0.5.0 to 0.6.0 when playing on servers. Unfortunately this may render some old morphs unusable still (thus the 0.6.0 -> 0.7.0 update rather than a 0.6.1 patch)
– Fixed crashing when sleeping while morphed.
– Added config to remove current morph on death.

Get the mod at the usual places.

– Fixed issues with extracting hats from the zip causing no hats to appear other than contributor hats
– Fixed issues with randomly unlocking hats while you are active (Hotfix)
– Fixed issues with hats not scaling right due to obfuscation detection failure (Hotfix)
– Added get random hat function in API.

Get it here.

Hats 2.1.0

Final commit for this build.

– Rewrote most of the hat rendering code. Now a lot less broken and easier to manipulate. Should remove all cases of crotch hats!
– Rewrote most of the mob hat handling code. It’s now a lot easier to add mob-hats!
– Added an API for mods to add their own mob-hat handlers or to render hats where they’d like (I’m looking at you, ComputerCraft)
– Added several new Hat Modes, Locked Hat mode, King of the Hat mode, and Time Active mode.
– Added Hat Trading! Allows trading of Hats and Items between players. Check out the bottom left of the Hats Gui.
– Added config option to remove player first join messages.
– Added over 40 new hats! With special categories for Hats by Mooshroom and Mr_Hazard!
– Slimes, Wolves, Ocelots, Horses and Withers now can wear hats.
– Hats GUI now attempts to rescale the player if the player size is larger than normal (Eg: Morph)
– Full Morph rendering compatibility (Requires Morph 0.6.0 and later. This version of Hats will not work with Morph 0.5.0 and older.)
– Fixed being unable to remove a hat in Hat Hunting mode.
– Fixed dead Hat Contributors link in previous versions of Hats.
– Full localization support, with many translations already included in the mod.
– Decreased server-tick time by removing getHealth checks
– Hat Stands updated to 2.1.0 to match Hats.

 

Morph 0.6.0

Final commit for his build.

– Updated with latest ModMobSupport.json for Local Mod Mob Ability Mappings.
– Fixed sunburn ability not shown on mobs that do take damage from it.
– Fixed disabling early game flight config not actually working.
– Fixed rendering of player morphs being see-through sometimes.
– Fixed typo causing the fallNegate ability icon to render incorrectly.
– Fixed swim speed amplifier causing uncontrollable speed by capping a max.
– Fixed climb ability not reseting fall distance while climbing.
– Fixed falling to your doom if you logged out mid-flight in survival.
– Fixed favourite morphs not saving.
– Fixed player’s size resetting after sleeping while morphed.
– Fixed improper scaling of model, thanks Hats mod.
– Fixed rendering issues with abilities if Mob has more than 3 abilities registered but only 3 active.
– Fixed improper bounding box locations in the clientside onUpdate causing infinite flying animation.
– Full localization support, with many translations already included in the mod.
– Hiding of the crosshair is now event driven. Should prevent issues with the crosshair staying permanently hidden.
– Fixed rendering of mobs in the Morph Gui still showing up in the world if the player is hiding the Minecraft Gui.
– Save all player info when you log out. Should fix desync issues due to a quick relog.
– Added config to reorder Morphs based off last used since connecting to the server,
– Added new API functions which are used in the new Hats and Sync mods.
– Added config to disable early game flight until a Wither is killed.
– Added crosshair render as a config to indicate which mob is selected in the Morph radial menu.
– Added stencil bit reservation when rendering to be more friendly to other mods which use stencils.

 

Sync 2.1.0

Final commit for his build.

– Full localization support, with many translations already included in the mod.
– Hiding of the crosshair is now event driven. Should prevent issues with the crosshair staying permanently hidden.
– Fixed issues with Shells in Storage rendering invisible if Morph is installed and the player is Morphed. This requires Morph 0.6.0 and later.
– Fixed using up the name tag if you’re naming a shell storage the exact same thing.
– Fixed issues with resynching into a broken shell storage if you died from it breaking in the first place.
– Fixed desynching of mobs running on treadmills causing some mobs to just seemingly stand on the treadmill instead of running.
– Attempted fix at unsynched Thaumcraft research, Ars Magica states and ender chest states when the player dies due to outdated shells.
– Added stencil bit reservation when rendering to be more friendly to other mods which use stencils.
– Added a Forge dependency so people would stop crashing from old versions of Forge.
– Render Shell Storage name on the block above the entrance.
– Allow free-floating treadmills now so redstone conduits can be placed benearth them.
– Treadmills now generate Redstone Flux. Constructors also accept Redstone Flux as power. Default ratio is 2 PW : 1 RF.
– Entities on the treadmill that suddenly stop running or interrupt a mob on it will be launched backwards (like real treadmills!)
– Interacting with a mob on a treadmill will knock it off.
– You can no longer use a shell unit if you are in a morph.
– Right clicking a shell constructor again whilst in creative will instantly create the shell.
– Increase block hardness. You shouldn’t be able to break stuff that has obsidian with a fist so easily.
– Allow AE Spatial Storage support as per request from DarkTetsuo. I won’t be supporting this much at all, so if something breaks don’t bother me about it.

Get them at the usual spots.

ModJam 3 voting is also now open, feel free to vote your favourite mods! If you are unaware, all these mods above were ModJam mods, basically they started off from a 96 hour mod making competition. Look how far they’ve gone!

Official statement about updating my mods to 1.7, expect nothing before February.

Oh yeah, Happy New Year.

 

Cheers,
iChun