Changelog
Splatcraft Version 4.0: Back To BasInks
Known Issues:
- Splatcraft is currently incompatible with OptiFine and Embeddium, causing blocks to not render as inked when either of these two is present. A fix should hopefully be ready before the next major update. But in the meantime, I recommend using Rubidium for performance boosts and shaders, as the mod has been proven to be compatible with it.
- Grates placed in older versions will all appear as their bottom-half variant. This should be a one-time issue and should not persist as long as the mod isn't downgraded.
New Features:
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Added Splatlings: A heavy class of Main Weapon that can be charged up to fire a volley of ink projectiles, some can even store their charge when entering squid form!
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Completely overhauled the mod's survival experience! Sardinium will no longer spawn in veins underground, but will instead be obtained from Sardinium Deposits: large rocks that can be found occasionally within ocean biomes, these rocks are composed of Sardinium Ore and Coralite.
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Players with the Water Breathing effect no longer take water damage when the doWaterDamage rule is enabled
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Power Eggs will no longer be obtained from fishing and underwater chests, but will now be found inside of crates scattered around the ocean floor. These crates can be picked up and taken to the surface to break them open with ink. As a result, the Ammo Knights Workbench, Ink Tank Jr., and Splattershot Jr. will no longer cost Power Eggs to make.
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Alongside groups of crates a new mysterious artifact can be found, it can be broken to obtain Ammo Knights Scraps: a new material crucial in the creation of machines and tools that are important to the mod.
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Added Coralite: A new stone-like block that can be stained by dropping it over an inkwell to change its color, it can be used to make stairs and slabs which can also be inked.
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Added Blueprints: a new item that can be found inside of Sunken Crates, it allows you to unlock recipes for the Weapon Workbench. You can find out what weapons you already have unlocked by looking at the "Splatcraft Blueprints" tab in the Advancements menu, unlocked after picking up your first blueprint.
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Added an entire Advancement tree for the mod. It should help guide new players to understand the mod's progression and how its survival systems work.
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Updated the recipe for the Ammo Knights Weapon Workbench, Ink Vat, Turf Scanner, Ink Disruptor, Color Transmuter, Spawn Pad, and Remote Pedestal.
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Reworked the way blocks are inked: instead of replacing the affected block, ink will now be stored inside of chunk data separate from the block grid, modifying the block's rendering directly to appear as if it were inked. For those that don't understand what this means, it lets ink and inked blocks do a handful of things they couldn't do before, such as:
- Making most block entities inkable by default
- Retaining all of the affected block's properties, including block states, right-click functionality, and anything else it might've been able to do!
- Greatly reduce the performance impact inked blocks used to have in the game, long gone are the days of laggy turf war matches!
- Glowing Ink now has an emissive texture instead of directly emitting light, this should also reduce the amount of lighting updates they used to cause, as well as make them even prettier!
- The speed at which ink decays can now be changed with the inkDecayRate gamerule.
- Tall grass and crops over ink will no longer be destroyed if the inkDestroysFoliage gamerule/stage setting is disabled.
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Added the brand new Weapon Settings system: Weapon Stats are now handled through .json files, which means that they can now be easily modified using data packs!
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Players can also provide dedicated stats to weapons by attaching the "Settings" NBT tag to it and setting its value to the id of any available weapon setting. This combined with "CustomModelData" allows you to add your very own weapons into the game!
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Projectiles from standard shooting weapons such as Shooters, Dualies, and Splatlings will now travel straight for a set distance before gravity starts taking effect.
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Instead of a percentage, Weapons will now display a ranking for each of their categories, an empty bar indicates that it's one of the worst for that category, while a full bar indicates that it's the best.
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Enabling Advanced Tooltips (F3 + H) displays more exact metrics for each category.
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Charge holding when in squid form for Chargers and Splatlings will now reflect the games more accurately: instead of gradually decreasing, it will reset your charge immediately when held for too long.
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Trying to fire while in Squid Form will temporarily put you out of Squid Form
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When activating Splatcraft actions, the last key pressed will take priority
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It is no longer possible to use Splatcraft weapons while you have weapons on cooldown
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You can now create an additional layer for your skin that reflects your ink color! All you need to do is make a copy of your current skin and use an image editor to remove all the bits you don't want colored, and grayscale those you do. Then, save the copy as
player_ink_color.png
inside of a new folder calledsplatcraft
inside of your config folder.- This works in multiplayer, so other players will be able to see your skin change color without needing to send them any extra files!
- You don't need to restart the game to apply any changes to your skin. Just relog and you should be good to go!
- The extra layer obeys transparent pixels, so if you want a part of your skin to only be slightly tinted, make it transparent!
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Added a new Creative tab containing colored items for every color featured in the inkwell
- The tab's search bar can be used to look up specific colors by typing in their name, registry id, hex code, or decimal code.
- adding a period (.) at the end of your search helps you look up colors with the exact name of your search. For example: typing in "Blue." will only yield one result instead of 8.
- Adding an exclamation mark (!) to the start of your search or the word "Inverted" will yield an inverted variant of the color you're looking for. These inverted colors will act as their source color when used alongside the Color Transmuter, /replacecolor command, and Stage Teams, but will otherwise function and visually look how they're supposed to.
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Added Raw Sardinium and Block of Raw Sardinium
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Added Glass Covers: a seethrough variant of Tarp made with glass panes.
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Grates can now be placed vertically by shift right-clicking onto the side of a block.
New Weapons:
- Jet Squelcher
- Rapid Blaster
- Rapid Balster Pro
- Range Blaster
- Mini Splatling
- Heavy Splatling
- Nautilus 47
New Weapon Variants:
- Grim Range Blaster
- Refurbished Mini Splatling
- Heavy Splatling Deco
- Heavy Splatling Remix
- Classic Heavy Splatling
- Nautilus 79
Bug Fixes:
- Fixed Turf Scanner and /scanturf not scanning ink correctly when set to top-down mode
- Fixed Ink Projectiles not remembering their owner on world reload
- Fixed leads attached to Ink Squids not rendering
- Hitting an entity with a Charger shot now only performs a jingle if the target dies
- Sheep with no wool ink color no longer drop inked wool upon death
- Curling Bomb trail now counts for Blocks Inked stat
- Curling Bombs can no longer ink under tarp
- Renamed "Color Transmutator" to "Color Transmuter"
- Chargers should now play a sound when out of ink and unable to recharge
Balance Changes:
All Chargers and Splatlings:
- It is no longer possible to recover ink while charging or holding a charge
.52 Gal
+ Projectiles now travel straight for approximately 8 blocks
+ Increased initial projectile speed to 2.2 bpt from 0.78 bpt
+ Reduced fire rate to 4 ticks from 6 ticks
- Reduced decayed projectile speed to 0.6 bpt from 0.78 bpt
- Reduced move speed to 60% from 100%
.96 Gal
+ Projectiles now travel straight for approximately 10 blocks
+ Increased initial projectile speed to 2.1 bpt from 0.88 bpt
+ Reduced fire rate to 5 ticks from 8 ticks
- Reduced decayed projectile speed to 0.65 bpt from 0.88 bpt
- Reduced move speed to 40% from 100%
Aerospray
+ Projectiles now travel straight for approximately 6 blocks
+ Increased number of projectiles shot to 2 from 1
+ Increased initial projectile speed to 2 bpt from 0.45 bpt
+ Increased decayed projectile speed to 0.525 bpt from 0.45 bpt
- Reduced move speed to 72% from 100%
Blaster
- Reduced move speed to 45% from 100%
Clash Blaster
- Reduced move speed to 65% from 100%
Bamboozler 14
- Reduced movement speed to 60% from 80%
Burst Bomb
+ Decreased ink recovery cooldown from 20 ticks to 17 ticks
Dualie Squelchers
+ Now allows the player to move freely while in turret mode
+ Projectiles now travel straight for approximately 3 blocks
+ Increased initial projectile speed to 2.08 bpt from 0.74 bpt
+ Reduced fire rate per dualie from 8 ticks to 4 ticks
+ Increased standard turret mode duration to 8 ticks from 6 ticks
- Reduced decayed projectile speed to 0.7 bpt from 0.74 bpt
- Reduced move speed to 72% from 100%
E-Liter
- Reduced max projectile range to 30 blocks from 38 blocks
- Set min projectile range to 9 blocks
Explosher:
+ Decreased startup ticks from 5 to 1
+ Decreased time between swings from 20 ticks to 18
- Reduced move speed to 45% from 100%
Glooga Dualies:
+ Projectiles now travel straight for approximately 4 blocks
+ Increased initial projectile speed to 2.1 bpt from 0.72 bpt
+ Increased decayed projectile speed to 1 bpt from 0.72 bpt
+ Reduced fire rate per dualie from 10 ticks to 8 ticks
- Reduced move speed to 60% from 100%
Luna Blaster:
- Reduced move speed to 50% from 100%
N-Zap
+ Projectiles now travel straight for approximately 8 blocks
+ Increased initial projectile speed to 2 bpt from 0.75 bpt
- Decreased decayed projectile speed to 0.5 bpt from 0.75 bpt
- Reduced move speed to 84% from 100%
Slosher:
+ Increased projectile speed to 1.1 bpt from 0.4 bpt
+ Decreased startup ticks from 7 to 2
- Added time between swings with a value of 10 ticks
- Reduced move speed to 40% from 100%
Splat Charger
- Set min projectile range to 9 blocks
- Reduced movement speed to 20% from 40%
Splat Dualies
+ Projectiles now travel straight for approximately 3 blocks
+ Increased initial projectile speed to 2.1 bpt from 0.65 bpt
+ Increased decayed projectile speed to 0.75 bpt from 0.65 bpt
- Reduced move speed to 80% from 100%
Splattershot
+ Projectiles now travel straight for approximately 8 blocks
+ Increased initial projectile speed to 2 bpt from 0.75 bpt
- Decreased decayed projectile speed to 0.5 bpt from 0.75 bpt
- Reduced move speed to 72% from 100%
Splattershot Jr.
+ Projectiles now travel straight for approximately 6 blocks
+ Increased initial projectile speed to 2 bpt from 0.55 bpt
- Decreased decayed projectile speed to 0.525 bpt from 0.55 bpt
- Reduced move speed to 72% from 100%
Tri-Slosher:
+ Decreased startup ticks from 4 to 2
- Added time between swings with a value of 8 ticks
- Reduced move speed to 66% from 100%
Files
External resources
Project members
Cibernet83
Owner
Octol1ttle
Member