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Quick fixes

  • Fixed Drowned Shipmates missing a translation
  • Fixed issue #130, lowered Frozen Ocean spawn rates to original values
  • Updated version into to 1.2.1

The MAGIC (and also Dolphins) Update!

  • Added new Entities

    • Dolphins
      • Follows players sprinting in water, granting Dolphin's Grace
      • Requires both Air and Water, and will abandon AI tasks to seek these out
      • Neutral, and calls for help of nearby Dolphins when hurt
      • Currently, can be bred using Cooked Lobster
      • Drops some Cod on death
      • 10% chance to spawn as a Baby
    • Drowned Shipmate
      • Summoned via Captain's Call
      • Will follow, attack with, and defend their Owner
      • Can be equipt with items in the Mainhand, Offhand, and Head slots
        • Headwear items, Skulls (+ Pickled Head), Pumpkins, and Glass (+ Stained Glass) are worn on the Head
        • Shield items, Arrows (+Tipped +Spectral), Conduit Charm, Conch, Nautilus Shells, and Magic Conchs are held Offhand
          • Conduit Charm is passively utilized
          • Conches and Magic Conches are utilized in combat
      • Has 4 unqiue skins, randomly chosen when spawned
  • Added new Blocks

  • Stagnant

  • Focuses a Laser on any mobs within range ~ This laser operates hte same as the Guardians: Visual charge for 2 seconds, requires line of sight

  • Requires Prismarine around it, range scales with quanity

  • 64 blocks makes it 'Elder', giving Mining Fatigue in a short range and increasing laser damage

  • Underwater TNT

  • A version of TNT that operates underwater

  • Block drop chance, and water removal chance are configurable

  • Added new Items

  • Magic Conch

    • Crafted via 1 Pearl and 1 Conch
    • When obtained, a random 'Resonance' is placed on the magic conch
    • Has 32 durability
    • When used, applies effects based on the attached 'Resonance'
      • Resonance is randomly set when obtained
    • Cannot have Unbreaking or Mending applied
  • Seeping Potions

    • A Potion, which applies Seeping, same as any other potion
    • Brewed using a Tropical Slime Block
  • Added new Effects

    • Dolphin's Grace
      • Increases Horizontal Swim Speed
    • Seeping
      • Spawns a Tropical Slime when the afflicted entity dies
        • This scales with the potion's amplifier ~ This is added as a counterpart to modern minecraft's Oozing effect
  • New Enchantment

  • Nor's Rebound

  • Exclusive to the Heavy Boots

  • Bounces the user upon landing

  • Bounce amount scales per level (2 bounces at level 2, ect)

  • If distance fallen is short, will bring you to around the height you fell from

  • This curves harshly

  • Added Resonances

    • Special effects applied by Magic Conchs
    • Brine's Breath
      • Inflicts Slowness and Descent to nearby entities
      • Non-Players are given Slowness 2
    • Captain's Call
      • Summons a Drowned Shipmate, who is owned by their summoner
      • Uses 4 durability per use, giving it only 8 overall uses ~ Damage only occurs if the entity is properly summoned
      • Summoned Shipmate inherits the name of the Conch if it is custom
    • Sea's Serenade
      • Grants Regeneration and Dolphin's Grace to nearby entities
      • Undead entities are given Instant Health, which deals 6 damage to them
    • Wave Wail
      • Forces nearby entities away from the user
  • Made many adjustments to existing content:

    • All mobs that can breed will have their children inherit persistence from their primary parent
    • All Fish now face the direction they are swimming better
    • Clams
      • Clams now convert held items, mineralizing them into Pearls
        • Fully configurable
      • Moved Clam functionality to an AI task
      • Clams no longer close when a Player is near ~ The intention was to made harvesting difficult, but combined with them opening randomly and being underwater, it was just annoying
    • Drown Converting
      • Added the vanilla sound
    • Drowned
      • Have a slowed water drag when hurt (matching standard enitites) ~ This prevents them from getting flung away when hit
      • Can now (near)fully utilize Riptide
      • Improved Targeting AI
      • Uses a unique emissive texture between the normal and Captain
      • Lowered the config Captain spawn chance to 0.01 (was 5) ~ This math scaled far differently than I initially thought
      • Captains now are given a Conch with a random Sound
      • Captains Conch usage moved to the Magic Conch AI task, so they utilize the same effects as Captain's Call
    • Dulse
      • Slowed growth speed by 75% (From 20% to 5% chance per random tick)
      • Growth speed further lowers by 1.25% per neighboring Dulse ~ This is to encourage distancing
      • Lowered drops to only 4 at full age
    • Palm Trees
      • Now only have a 75% chance to each Flowing Palm Leaves
    • Lobsters
      • Now literally equip their Saddle into the chest slot, and drop the exact Saddle on death ~ This means attached attributes are utilized by the Lobster, as it is worn
      • Molting now pulls from a Loot Table
        • Can be NBT defined in MoltLootTable, just like how the DeathLootTable works
          • This includes MoltLootTableSeed, self explaitory
    • Multiple fish (Cod, Salmon, and Tropical Fish) will now swim away from nearby players
    • Riptide
      • Added Player animations when in use (spinning w/ surrounding graphic)
      • Added a slighy jump if used on ground ~ This helps the player move when on the ground
    • Spawn Buckets
      • Added vanilla sounds for collecting and releasing entities
      • New block NBT can define the block placed by the bucket when used
    • Sea Oats
      • Are placed in their short state
    • Tropical Slimes
      • Fire Resistance now prevents evaportion from fire/the Nether
    • Turtle Eggs
      • Added all vanilla sound effects (Stomping, Breaking, cracking, Hatching)
      • Sneaking prevents breaking while standing atop
      • Spawns particles when placed atop sand
  • New Config options

    • Add a recipe for Packed Ice ~ Default disabled
    • Add XP drop on Turtle Egg smash, with configrable amount
    • Clams
      • Full conversion list of Input Item > Minutes to convert > Resulting item
    • Dolphins
      • Enabling
      • Enabling Dolphin's Grace granting
      • Enabling the requirement for Air
    • Magic Conch
      • Enabling
      • Setting durability
      • Add all Resonances to the Creative Tab
    • Seeping
      • Enabling
      • Enabling Potion Brewing
    • Stagnant
      • Enabling
      • Spawned Particles
      • Emitted light
      • Mobs to not target
    • Underwater TNT
      • Enabling
      • Chance to remove Water
      • Chance to drop destroyed blocks
  • Rewrote many parts of water dectection logic, should function far better

  • Adjusted recipe config logic to be a bit more reliable

  • All instances of Water Submerged checks replaced with isInsideOfMaterial

  • Reorganized many parts of the .lang file

  • Removed unnecessery use of setSeed for most entities
  • Fixed Entity list configs not working with modded entities
  • Fixed Icebergs improperly generating in worlds with a non-default Sea Level
  • Fixed Turtles breaking their own eggs
  • Fixed issue #119, Liquids from other mods can be bucketed again
  • Fixed issue #123, generations works perfectly with modern Fluidlogged API
  • Fixed issue #128, Drown Conversions now work in Fluidlogged Blocks
  • Fixed issue #129, Coral Blocks now properly detect Fluidlogged Blocks

Better Log Warnings and some Bugfixes

  • Better clarified the text when a Drowned detects injected AI, as to better warn and inform the end user of the exact issue
  • Fixed issue #113, Fish no longer cause a ticking entity crash
  • Fixed issue #115, Coquina Outcrops only generate atop Sand now
  • Updated all version info to 1.1.6

Bugfixes and TROPICAL SLIMES SPAWN WAY BETTER

  • Added a frame 0 to the Tropical Slime animation
       ~ This just helps clear some log spam
  • Buffed the spawning of Tropical Slimes
    • This includes doubling their Spawn Weight, and removing unnecessary checks and chances
      ~ They were far, far too rare before, this hopefully should help them appear more often
  • Crab and Lobster meat (Cooked and Uncooked items) disable if their respective mob is disabled
    • This includes all associated recipes such as Smelting or Crafting into Bisque
  • Crab and Lobster Bisque recipes disable if their respective mob is disabled
  • Fixed issue #98, Coquina will move past wood when generating
  • Fixed issue #100, Conduit Power should now work within Fluidlogged Blocks
  • Fixed issue #103, Smelting Recipes only register if relevant blocks/items do
  • Fixed issue #104, Palm Logs can now make Charcoal
  • Fixed issue #105, Fish no longer may enter Boats
  • Fixed issue #106, Drowned should use proper swimming animations again
  • Fixed issue #107, Underwater Torch Placement is far better and no longer causes crashes
  • Fixed issue #108, Conduit Charms no longer kick Clientside Players over Servers and LAN
  • Fixed issue #110, Turtle Eggs properly spawn particles when jumped on
  • Fixed issue #112, Conduits now have Hardness and Resistance set, and do not require a Pickaxe to obtain
  • Updated all version info to 1.1.5

Various Bugfixes

  • Sponge Chunk Fixes submitted by Boffinbox
    • Fixed Sponge Chunks to obey config when trying to register
    • Fixed Wet Sponges to stop being able to absorb when full
  • Fixed Drown Converstion Table not being able to be disabled
  • Fixed Lobtsers not proeprly loading MoltCooldown
  • Tweaked Drowned spawning, hopefully aleviating issue #90
       ~ I will be working on a more permanent solution later
  • Fixed issue #93, I left the wrong File Extension, whoops!
  • Fixed issue #94, Tridents should now preoperly save their pickupStatus
  • Fixed issue #95, Sea Pickles should now correctly update their state when grown
  • Fixed issue #96, Added TrueOwner NBT to Tridents so Loyalty remembers their owner
       ~ This also should fix Loyalty getting confused when the shooter gets changed via other mods, such as reflection beheavior
  • Fixed issue #97, Lobsters should no longer crash a server when checking nearby items
  • Added additional checks to the Drown Conversion Table
  • Moved some code around in ModelRegistryEvent, thank you Smileycorp for noticing!
  • Updated all version info to 1.1.4

Minor Translations and Bugfix Update

  • Added Simplified Chinese, Pirate English, LolCAT, and Shakespherean English Translations
  • Changed special named Tropical Fish to use translation files
  • Updated the Config for Tropical Fish names
    • Updated the Comment to match the new behavior
    • Now connects to Translation Keys
    • Still accepts raw Strings
  • Changed the Conduit Charm Description to properly use a Translation Key
  • Changed the Conduit Charm Description to be blue, for description consistency
  • Changed the Spawn Bucket Translation to use a format specifier, instead of attaching the name in code
  • Fixed Orange-Black Lobsters not being properlly called 'Halloween'
  • Fixed PlayerJukeBoxEvent giving errors, as setPartying was being cast to EntityLivingBase, rather than directly to EntityCrab
  • Fixed intense cascading worldgen when Shipwrecks attempt to generate in Lava Ocean worlds
  • Fixed issue #85, Crabs should no longer dance so hard they cause a Server to crash!
  • Fixed issue #87, Pickled Heads no longer cause a crash by registering an ItemBlock when disabled
  • Updated all version info to 1.1.3

Minor Tweaks, better Fluidlogged Support, and lots of fixes

  • Added Turtle Eggs to the Fluidloggable Blocks Whitelist
  • Changed how the Sponge Chunk operates slightly
  • No longer updates Saturation when used in Creative
  • Properly removes any water plants, dropping them
  • Spawns Particles when doing so
    Properly removed water from submergable blocks, without breaking them
  • This also works for Fluidlogged API blocks!
    ~ This includes Corals, Prismarine Pots, Underwater Torches, ect
  • Any Damp Sponge Chunks can now be dried in the Nether
  • Changed the movement speed of Lobsters
  • Now move significantly slower on land, and faster in water
  • Is now 0.1 + Size * 0.001, was 0.15 + size * 0.001
  • Changed Bleak to spawn block break particles when removing Seagrass
  • Changed Conduits to allow any Fluidlogged blocks surrounding it
  • Changed Crabs to have equal prefrence for water or land movement
  • Changed Lobsters to prefer moving through water than on land
  • Changed Tropcial Slime evaporating particles to better align with the slime, and scale with size
  • Changed enableBisqueMilkEffect to false
  • Fixed issue #70, Turtles now breed using Grass or Ferns if Seagrass is disabled
  • Fixed issue #71, Lobster Spawning is now heavily restrained
  • Fixed issue #72, removed noUnderwaterDismount, and all related code
  • Fixed issue #73, Saddled Lobsters now drop their Saddle on death
  • Fixed issue #75, Prismarine Pots should now work with Fluidlogged API
  • Fixed issue #76, Palm Saplings can now be planed on any Material.Sand, expanding their allowed placement
  • Removed Damp Sponge Chunk from Creative Menu Searching
  • Updated mappings from snapshot_20171003 to stable_39
  • Updated all version info to 1.1.2

Added the missing Smooth Nacre recipe, improved performance, and tons of fixes

  • Added a smelting recipe to make Smooth Nacre
  • Fixed issue #10, tweaking Kelp and Seagrass to no longer upset the very, VERY needy Dynamic Surroundings
  • Fixed issue #63, by adding a check to FORCE remove unsupported AI from Drowned ~ This should also help with Issue #6, #19, #30 and #46, which all stem from Drowned using unsupported AI
  • Fixed issue #65, so the disabled Charm won't appear in the Creative Tab
  • Fixed issue #66, disabling Picked Heads now works
  • Fixed #67, Utterly removed BlockVeryLazyAndBadTransfer ~ I can tell this is going to just cause FAR too many issues in the future than is worth it. So, sorry, no backwards compatibility!
  • Fixed issue #69, Tropical Slimes now drop the Clownfish item if Tropical Fish are Disabled
  • Also effects Bucketing a Tropical Slime
  • Fixed a mistake in a Config Description, specifically the Sponge Chunk Enabling
  • Cleaned up a tiny bit of Drowned code
  • Tightened up the Drowning Code, to be slightly more efficient
  • Updated all version info to 1.1.1

The Brine & Shine Update!

+ Added new Mobs
   + Tropical Slimes
      + Unaffected by Water
      + Hostile only to wet Players, similar to Drowned
      + Bucketing kills them instantly, instead giving a Bucket of Tropical Fish
      + When on Fire or in the Nether, they will start smoking, and eventually... poof!
      + Spawn in Slime Chunks, but only in Ocean Biomes underwater
      + Also can spawn in Jungles, following the same rules as swamp Slimes!
         ~ References Minecraft Earth's Journal entry for them!
      + Has a chance to spawn Large, based on Regional Difficulty
      + The chance is: 10 x Clamped Regional Difficulty
      + Configurable
      + Features custom sound effects!
   + Lobsters
      + Comes in multiple sizes, which affect their Attributes (health, speed, ect)
      + All drops scale with their size
      + Large Lobsters can be saddled and Ridden!
         + Hold any item Lobsters eat to steer them
         + Shift-Right Click with Shears to remove a Saddle
      + Can be breed with Tropical Fish, and deposit the baby at the nearest Water Block!
      + Ambiently eat items on the floor
         + Only on items 5 seconds or older, to prevent them from stealing everything!
      + When fed enough, they will Molt and Grow in size!
         + Has 2.5 minute cooldown
            + Configurable
      + Drops 1 Crustacean Shell and gives them Weakness after molting
      + Comes in 9 Color Variants, AND the chance to be half-half between any two!
         + Variants range in rarity

+ Added Drowning Conversion
   + Includes support for specifying any entity conversion
   + Very configurable!
      + Enabling
      + The entire table of what becomes what
      + Enabling particles

+ Added new Blocks
   + Blue Slime Blocks
      + Has momentum-based collision, so Elytra Boosted and Falling Entities will pass through
      + Tropical Slimes pass through them all the time
      + Pulls Blocks like a Slime Block, but cannot be pulled by pistons. Still sticks to Slime Blocks.
   + Prismarine Pot
      + They spawn in Ocean Monuments, filled with treasures!
      + Can be plugged using a Wood Button
      + Very hard to mine when plugged
      + Has 4 inventory slots for storing items
      + Cannot be accessed when plugged
      + Crafted with Prismarine and a Pearl
      + In Creative Only, Axes remove the plug
   + Pickled Heads
      + Change their appearance when wet
      + Outputs a Redstone Comparator Signal when Wet, depending on Weather
      + Plays Drowned sounds when attached to a Noteblock
      + Dropped by Pickled killed by Charged Creepers
         + ...Or a 6.9% chance when Bonemealed. Nice.
   + Nacre Blocks
      + Comes in Normal and Smooth!

+ Added Prismarine Pots generating in Ocean Monuments, for more Loot!
      + Never spawn if they have Sky access, so they are mostly inside
      + Have lots of valuable loot, especially Enchanted Books!

+ Added new Items
   + Bleak Mulch
      + Removes Sea Grass in a 15x15x15 cube
      + Replaces Chlorine
   + Crab Meat
      + Can be cooked
   + Crustacean Shell
      + Crafting Ingredient for Coquina, Bisques, or Bonemeal
   + Conduit Charm
      + RIP Charm, welcome Conduit Charm!
      + Grants Conduit Power in 'pulses':
         + Each Pulse makes the Conduit Beat Sound
         + Gives 5 seconds of Conduit Power
         + Gives Conduit Power to all nearby Players
         + Deals 1 Durability each time
      + Lasts 2.5 Minutes
         + Configurable
      - Doesn't allow Mending or Unbreaking!
   + Glow Item Frames
      + Have a minimum brightness
      + Renders held Items or Maps Fullbright
      + Can be placed on floors and ceilings!
         + Configurable
   + Sponge Chunk
      + A hand sponge for hand sponging!
      + Collects water in a 5x5x5 area
         + Configurable
      + Holds up to 30 Water!
         + Configurable
      + Furnace cooking dries it
         + Or use a full one in the Nether!
      + Craftable into Sponge Blocks!
      + Wait, isn't this just a Terraria item?
         ~ Nawwwwwww...
   + Tropical Slime Balls
      + A new... food item?
      + Eating removes 1.5 shanks, but gives 4 air bubbles!
         + Does not affect Saturation!
   + Palm Boats
   + Pearl
      + Technically was always in the mod, but it's finally implimented!
      + Crafting Ingredient for Bleack Mulch, Conduit Charms, Prismarine Pots, and Nacre Blocks
      + Fisherman Villagers buy them
         + Level 2 Trade
         + 1 Pearl for 4-6 Emeralds
      + Convert into Ender Pearls if you hold them while eating Chorus Fruit
   + Lobster Meat
      + Can be cooked

+ Added Mob Stomp, a new enchantment
   + Deals damage to a mob when landing on them, proportional to the distance fallen
   + Resets your fall distance on a successful stomp
   + Takes 1 durabiltiy damage upon a Successful Bounce
      + Configurable
   + You bounce after landing on a mob
   + Exclusive to the Heavy Boots
   + Yes, there's also an Enchantment Description!

+ Overhauled Crabs
   + A new texture, along with 5 new Variants!
      + Variant is set per Beach Biome, 2 per beach
   + Spawn in every Beach Biome
   + Changed Crabs to have different Dig Loot tables depending on the block
      + Comes with 5 by default, being Sand, red Sand, Gravel, Shelly Sand, and Soul Sand
      + FULLY Cusomizable, such as swapping, removing, or adding new tables and diggable blocks!
   + Set crabs to not bury items if a nearby player is holding a trade item
   + Added Crab Breeding! Give them a Tropical Fish, and they'll breed, and deposit the baby at the nearest Water Block!
      + They are slightly bigger when carrying an Egg
   + Polished Animations
      + Raise claws when hostile
      + Swing claws when attacking
      + They now randomly release bubbles from their mouth when underwater
      + Rewrote and polished a lot
   + Loot Table altered, they now drop Crab Meat and Crustacean Shell
      + Drops Cooked, if killed aflame
   + CRAB RAVE.
   + Added new NBT Tags for the Crab
      + 'CanBarter', if a player can barter for a crab's held item. This includes items from the ground.
      + 'CanDig', if the crab can dig, obtaining or removing their held item
      + 'HasEgg', if the crab has bred and has an egg to drop off
   + Adjusted Crab Digging particles to better get the block they are atop
   + Tweaked their spawn egg color

+ Altered Tridents a fair bit
   + Added 1st and 3ed person Trident Animations
      ~ This is why MixinBooter is required now
   + Added the ability for the Trident to use vanilla Enchantments... ones that cannot be added in Survival
      + This includes every Sword and Bow Enchantment
   + Added the ability for Tridents to be shot out of Dispensers
   + Made Tridents only hit entities once. This prevents bouncing tridents from doing a lot of damage!
   + Made Tridents only take damage once when impacting, so bouncing no longer shreds them.
   + Made Tridents pass through a mob if the thrower is riding it.
      ~ Prevents you from hitting your mount!
   + Added extra bounce when a Trident impacts an entity
   + Slightly smoothened the turnign after hitting an entity
   + Added a puff of smoke if a burning Trident is extinguished
   + Rewrote a lot

+ Added Swim Removal to certain mobs

+ Added the ability to just... spray ink. Using an Ink Sac.
      + Sprays out ink similar to a Squid, even causes Blindness!
      + Ink effects are affect by the Squid Inking config
      + Is configurable
      + Has a custom sound

+ Condensed Kelp entirely to one block
      + Kelp Stem, also called 'kelp_mid', will try to swap itself upon loading. So there shouldn't be any issues in pre-existing worlds!
      + Same for Tall Seagrass, also called 'tall_seagrass'
      ~ Hopefully solves issue #10

+ Added new Config
   + Bisques
      + Enabling Lobster Bisque
      + Enabling Crab Bisque
      + Enabling Milk-style removal effect
   + Crabs
      + Crab Talk Interval!
         ~ Mainly here because some might find them annoying
      + Enable Crab Digging
      + Setting the Tables for Digging
   + Disable specific Entity Swimming
   + Disable specific Entity Drowning
   + Enable Trident Crafting
   + Enable Loyalty
   + Enabling the ability to still Throw a Trident, even at 1 durability
   + Enabling using Empty Buckets for Bucketing, default off
   + Glow Item Frames
      + Enabling
      + Placing on ceilings and floors
      + Rendering names at the same places as Quark
   + Lobsters
      + Enabling
      + Molting Cooldown
   + Mob Stomp
      + Enabling
      + Allowing on normal Boots
      + Allowing to work against Armor Stands
      + Enabling a Durability Cost
   + Pearls
      + Enabling
      + Enabling the Villager Trade
      + Enabling the Ender Pearl Converting
   + Pickled Head
      + Enabling the Note block Pickled Head Interaction
      + Enabling if Pitch is used by the Pickled Head Note block Interaction
   + Riptide
      + Enabling
      + Enabling the ability to Throw while sneaking
      + Enabling the ability to by holding a Water Bucket
   + Sponge Chunk
      + Enabling
      + Max Saturation
      + Absorbtion Radius
   + Tropical Slime
      + Enabling
      + Jungle Spawning
      + Bucketing
   + Turtle Breeding Cooldown
   + Trident Animation Style
      + Includes None, Vanilla, and Oceanic Expanse!

+ Lots of Clam Changes!
   + Now spawn usually holding an item!
      + Either Sand, Gavel, or a Pearl!
      + Items can be taken or added when open
      + Always drops if killed
   + They now only react to Players
   + Increased the detection radius
   + Made their behavior more consistent

+ Updated the Config
   + Added Tropical Fish, Tropical Slimes, and Lobsters to the Impaling list
   + Added Lobsters to the bucketting list
   + Added Lobsters to the Pufferfish friends list
   + Changed the config option 'drownedCaptainEquippedSpawns', was 'drownedCaptainSpawnsEquipt'
   + Reorganized the config slightly

+ Recipe Changes:
   + Added a Blue Ice recipe
   + Added Planks from Stripped Logs OR Stripped Wood
   + Coquina gives less, and can be made using Barnacle Shells, Turtle Scutes, or Crustacean Shells
   + Tube Sponge crafts into Sponge Chunk
   - Renamed the recipe 'palm_wood_stripped', was 'stripped_palm_wood'

+ Replaced the Mod's Logo in the Mod Menu
+ New Texture for the Pearl
+ New Texture for the Heart of the Sea
+ Tweaks Tube Sponges to drop 2 if it is shear harvested at full age
+ Buckets display Lobster and Crab Variant names, same as Tropical fish!
+ Added side to side flopping animations for all fish!
+ Smoothed out the Trident Drowned Animations
+ Added Advancements for a bunch of stuff IDK man
+ Added Bedrock/Player style swim animations for Drowned
+ Made it so Turtles carrying an Egg are slightly bigger
+ Added a sound for when Squids spray Ink
+ Added a loot table specific for Drowned Captains
   + Has doubled chance of dropping a Gold Ingot compared to normal Drowned, at 10%
   + Drops 1 Sponge Chunk
      ~ This is a refrence to when Drowned used to drop Sponge
+ Added Prismarine Pots to the Waterlogged API Whitelist
+ Tweaked Spawn Buckets to no longer record a few more tags
- Removed the Loyalty Config setting from the Trident section, now they are proerly in the Enchantments section
+ Some Conduit Tweaks:
   + Tweaked 'TileConduit's code to be more efficient
   + Fixed the Conduit always making sounds, even when not Active
+ Made another attempt at fixing the Bucketting Crash under issue #31
+ Fixed Bucketting allowing for Lead Duping
+ Fixed Stairs and Slabs making things render as fully dark
+ Fixed Descent causing bounceheight to multiply on Slimeblocks
+ Fixed a slight jitter to all the fish's animations
+ Fixed all fish not Despawning
+ Fixed the Charm losing durability when used in spectator mode
+ Fixed Sea Oats dropping more than one when harvested via shears
+ Fixed certain blocks checking for ItemShears, rahter than anything extending ItemShears
+ Fixed the Clam Death .lang being improperly set
+ Fixed Descent pulling down flying players
+ Fixed Turtles not moving, while on land
- Removed Drowned Infighting, if one of them has a Trident
   ~ This helps Drowned Attacks not become a sad cluster of Infighting. Config will likely be added for this later.
+ Fixed Drowned never spawning with Enchanted Equipment
+ Fixed Tridents not being damaged when used for melee attacks
+ Fixed Tridents not being damaged when used to mine blocks
+ Fixed a bug where null Spawn Buckets crash the game
+ Fixed Conduit Power overriding the effects of Descent
- Removed the Charm particles when in Spectator Mode
+ Added many checks in the worldgen, to fix issue #54
+ Hopefully fixed issue #59, by removing every instance of ArrayUtils
+ Set the Light Opacity of all water plants to match that of Water
   ~ Should help with some oddness seen when using Fluidlogged API
- Removed the double slabs from the JEI menu
- Removed Chlorine
- Renamed 'OERecipes', was 'OERecipies'
- Removed Tall Seagrass from the creative menu
- Deleted the 'crab.png' Texture, as they are now stored in the '/crab' folder
+ Updated then .lang A LOT
+ Organized and cleaned up A LOT of code!
+ Fixed my horrible gradlew.build
   ~ Mainly organized some stuff, added Mixins, updated Mapping
- Crabs no long dig on any Material Sand, only on blocks with associated Loot Tables

A big bunch of various fixes

+ Added Descent Potion recipe
   ~ This was left out as an oversight
+ Added Coconut to the Ore Dictionaries 'cropCoconut' and 'foodCoconutMilk'
+ Added Enchantment Descriptions
+ Added Potion Descriptions
+ Added JEI Descriptions for some features
+ Fixed food Saturations being WAY too high
+ Fixed Dead Corals not dropping without Silk Touch
+ Added proper mining speeds for various blocks
   + Blue Ice
   + Coral Blocks
   + Shelly Sand
   + Turtle Eggs
+ Added Pickaxe as the mining tool for Blue Ice
+ Fixed Tridents being able to break blocks in Creative
+ Fixed Tridents not properly stopping on odd-shaped blocks like Snow Layers
+ Added Config for Disabling more features
   - Imapling
   - Channeling
+ Added a... theroetical fix for Buckets crashing on severs
   ~ I honeslty have no way to test this fix, so I hope I guessed correctly!
+ Fixed Drowned spawning in Dimensions they shouldn't
   ~ This fix was real lazy, I just added a dimension check. Likely to be changed later.
+ Renamed registerItems (was registerBlocks) in OEItems
   ~ Clearly I missed that while copy-pasting
+ Changed the OEItems imports slightly
   ~ Done for Readability
+ Added @SideOnly(Side.CLIENT) to all Particle classes
- Removed PotionEffectEvents, moved into PotionBase
- Removed the Pickled and Drowned Models, now we just use the Zombie Model
+ Pickled uses a new model adding the additions atop the vanilla zombie

Redone Pickled rendering and Bugfixes

+ Redone Pickled Rendering
+ Should make Pickled sync with most Drowned Rendering changes and fixes
   ~ Basically, rather than Pickled using a unqiue model, they use the vanilla zombie model, and then the intestines model is put atop it!
+ Fixed Turtles flopping on land
   ~ Yes, I fixed this before. Hopefully this stays fixed.
+ Added a max Y-level to the floor checks in WorldGenShellSand and WorldGenBlueIce
+ Tweaked the 'oe:entity.drowned.throw' to copy the sounds from 'item.trident.throw'
   ~ This fixes a warning over 'throw.ogg does not exist'
+ Added ModelPickledIntestines
- Removed Pickled Model and Pickled Dry Texture
   ~ No longer required

Overhauled Trident Drowned + Big Fixes

+ Trident Drowned AI has been slightly enhanced
   - Removed the 'Free Instant Throw' they get
   + Added Arm Animations
   + Changed the timing to be closer to vanilla drowned throw times
   + Trident Drowned do not forget their target if the target exits water
+ Fixed drowned special headgear not rotating with the head properly
+ Fixed drowned with lowered arms not swinging when attacking

+ Fixed coconut saplings disappearing when they can't grow
+ Fixed Coconut Tree stumps/roots replacing surrounding blocks
+ Fixed the Conduit not working when Fluidlogged API is installed
   + Conduit properly waterlogs, rendering correctly
   + Now the Conduit works with any water plants from Oceanic Expanse nearby
   ~ This is a temportary fix, in the future I'll try to get Fluidlogged Blocks to work aswell

+ Changed the BlockFaceShape of the Conduit to Undefined
   ~ Stops buttons and levers from being placed on it

+ Added Conduit to the Fluidlogged Whitelist
+ Added Underwater Torches to the Fluidlogged Whitelistlist

Bug Fixes

+ Fixed subtitles being improperly setup for placing Seagress and other water plants
+ Removed EntityAIMoveThroughVillage from the Drowned
   ~ Caused crashes and wasn't required
+ Fixed Fish using their flopping animations when on the surface of water
+ Fixed baby drowned not displaying the headwear
   ~This is actually from the original ModelBiped

Fixes and organizing code

+ Changed all traslation names to include the mod id
   + This includes almost everything that's used in the .lang including entities, items, blocks, enchantments, subtitles, ect
   ~ This fixes a crash with Berries and Mobs + any future compatability
+ Added bonus check to useItem to not affect null entities
+ In BucketMobEvent moved the item check far earlier in the code
   ~ No math should be required if I'm just supposed to affect bucket stuff
+ Moved SoundHandler to init, renamed to OESounds
+ Removed RegistryHandler, split it into seperate areas
+ Removed unused models and code for Santa Hats

Fixing server related issues

+ Fixed server chrash when Clam tries throwing an entity
+ Changed ConduitEye to extend Entiy rather than EntityAnimal
   ~ That's a weird oversight!
+ Added bonus check to InjectAI to make sure the entity isn't null

Added automatic support for Fluidlogged API

+ Added automatic support for Fluidlogged API
   ~ Thank you kindly jbredwards! Like, DAMN I didn't know it was actually so easy!
+ Removed disableBlockWaterLogic
   ~ No longer necessary
+ Removed Refrence.class
   ~ It was redundant in favor of just using Main.class for refrences + Renamed the config file to 'oceanic_expanse' was previously 'Oceanic Expanse'
   ~ I didn't like how the full name looked to be honest

First Release, hopefully there's not too many issues!

External resources


Project members

SirSquidly

Owner


Technical information

License
MIT
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