Category: Morph

iChunUtil – 4.2.3
– Remove TheInfection from iChunUtil. It will be rewritten and readded properly in the future.

Morph – 0.9.3
– Fix hostileMode capping at 4, making option 5 unselectable
– Add /morph morph [player name] <entity name> command

Sync – 4.0.1
– Fix endless resync when dying to void damage/20+ damage in 6 seconds.
– Added config to reduce max health every death sync.

This will be the final updates to my mods for 1.7.10. All other mod updates/releases will be for 1.10.2 onwards.

– Relinking online resources to pull from another URL in preparation for 1.8’s Morph’s Ability system.
– Added a serverside config to constantly force the size of the player to prevent players from getting the “I’m a bat but my view is 2 blocks high” issue.

Tiny update to fix a couple of issue guys:
– Fixed for large servers (reduces memory load and cpu load). Thanks to slimshadeey1.
– Fixed health issue when logging out mid-morph.
– Fixed player hitboxes after sleeping.

All
– Updated localization files.
– Ported to 1.7.10

iChunUtil
– Now uses Access Transformers. Reflection reduced by a boatload!
– Updated localization files.
– Updated for use in 1.7.10 with workaround/helpers for skins.
– Added a clientside aesthetics feature for Patrons on Patreon.
– Fixed a keybinding issue with Minecraft keybinds.

Hats/HatStands
– Mob hats now persist across world reloads/server restarts.
– Fixed minor render issue with morph compatibility
– Bats now can wear hats.

Morph
– Fixed issues with player size not being set properly while morphing, as well as an array of other potentially major issues discovered by this fix.
– Fixed health being set mid-morph if the player dies while morphing, causing the player to get stuck in the death animation.
– Fixed abilities not working while offline.
– Fixed a keybinding issue with iChunUtil and Minecraft keybinds.
– Added a new hostile mode where mobs will only attack you if you attack them first.
– Added several events for use of other mods.

Photoreal
– Fixed a keybinding issue with iChunUtil and Minecraft keybinds.

Picture-in-Picture
– Tweak /pip remove to autocomplete to the pip entries, not the players list.
– Individual selection can now be done by holding the toggle and using the mouse wheel while PiP is active, instead of having to retoggle PiP.

Streak
– Fixed issues with Streak on invisible players.
– Fixed issues with multiple streaks on one player.
– Fixed issues with Streaks and morph.
– Fixed issues with Streaks and teleportation.

Sync
– Update CoFHCore API.

 

Get them all at the usual spots.

Final commit for this build.

– Now requires iChunUtil 3.3.0 or later. Uses its Config system, Keybind system, Networking system, Obfuscation helper, amongst others.
– Fixed issues with other mods when a player kills and acquires another player.
– Fixed issues with favouriting morphs.
– Fixed rendering of ability icons for mobs with more than 4 abilities.
– Fixed killing morphed players giving you the player as a morph instead of the morph as a morph. (Yes that was a bug)
– Fixed flight ability giving you massive amounts of hunger if you were teleported.
– Fixed lack of item use animation when morphed as another player.
– Fixed localizations causing duplicate morphs.
– Fixed issue with abilities not deactivating after remorphing.
– Fixed block placement and block selection issues in small morphs.
– Added sink ability. Morphs with this “ability” cannot swim upwards.
– Added potion effect ability. Morphs with this ability will inflict potion effects on others when attacking without an item.
– Added fear ability. Morphs with this ability causes other types of mobs to run away from the morph. Yes, creepers run away from you if you’re an ocelot/cat.
– Added per-player config for early flight (vs the previous serverwide config)
– Added a config to disable certain abilities by type.
– Added a config to render the actual player name over the player when they’re morphed (yes, this shows even when morphed as another player)
– Added a config to override the mob the player has to kill to unlock flight.
– instaMorph config is now disabled by default.
– Converted the player morph ability whitelist to a black/whitelist with a toggle config.
– Player size now changes while they are morphing instead of when the morph is complete. This’ll let you get into smaller gaps quicker! This can also slowly put you in a wall so be careful.
– Player’s max health and health are adjusted if the morph they are morphing into has a different hit points, with a max of 20 hit points. Damage dampening from armor is unaffected.

– Resolved/reduced conflicts with the custom hand renderer using the new event introduced in Forge.
– Configuration files and commands are now localizable.
– Morph save data is now saved with the world and the player. Therefore, morph.dat is not longer required.
– Converted the mod mob support and NBT stripper systems to use a threaded reader which reads from the github repository. Also has support for local (in the config folder) or custom-linked files.
– Mod mob support has been renamed to a more general “ability support”
– Ability mappings for Minecraft mobs are now in the ability support mappings. This means they can be overriden with custom mappings.
– Changed how AbilitySwim works, mobs with this ability which cannot breathe out of water will have increased land fog and decreased water fog. This makes it harder to see on land and a lot easier in water.
– Reduced chances of super acceleration with swim ability when in water.
– Error handling for rendering models, entity loading and ability mapping. Should fix many crashes with mod mob morphs.
– Boss mobs are no longer set to dead when killed and acquired to allow them to do their death ticks. This means you can leave the End and get it’s XP now after acquiring the Ender Dragon.
– Plugged a OpenGL memory leak whenever the player morphed or acquired a new morph.
– Updated the API with a new, favoured method to get an ability object.

 

Phew, big changelog.

Get it at the usual spot.

Still on 1.6 for Morph guys, sorry :/

– Fixed console spam when mobs were killed.
– Removed legacy ability support in favour of 1.7’s system
– Backported Morph 0.8.0 (for MC 1.7)’s Online Resource system. ALL abilities are now mapped in a single file, including mod ones, and can be overriden.
– As an effect of the backport, 3 new Abilities have been implemented, sink, poisonEffect and fear. Go figure.

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.

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