<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added integration with JEI</span>
<ul style="margin-left: 10px;">
<li>Insulation items have "sewing" recipes, showing how they can be applied to armor</li>
<li>Fuel items for the hearth, boiler, and icebox have recipes showing how long they last</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added temperature properties to some components from Create:</span>
<ul style="margin-left: 10px;">
<li>Pipes and fluid tanks now emit temperature if they contain fluids that emit temperature</li>
<li>Boilers now emit temperature based on the temperature of the water inside them</li>
<li>Blaze burners now emit heat when fueled</li>
</ul>
</li>
<li>The netherite jetpack from Create: Stuff n' Additions now grants 90% heat dampening when the full set is worn</li>
<li>Create's netherite backtank no longer provides cold protection by default</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Added compatibility with Weather, Storms, & Tornadoes mod</span>
<ul style="margin-left: 10px;">
<li>This functionality is ported from 1.20 now that the mod is available for 1.21</li>
</ul>
</li>
<li>(1.21) Updated KubeJS support to version 2101.7.2-build.348</li>
<li>Adjusted the fuel values of some items:
<ul style="margin-left: 10px;">
<li>Coal: 37 -> 55</li>
<li>Logs: 37 -> 40</li>
<li>Dried Kelp Block: 92 -> 40</li>
<li>Coal Block: 333 -> 500</li>
<li>Snow Block: 100 -> 40</li>
<li><span style="color: #ffffff; font-weight: bold;">These changes will be applied automatically upon updating</span></li>
</ul>
</li>
<li>Being wet now extinguishes fire, and being on fire now dries the player</li>
<li>Added setting to change how often the player takes damage when overheating/freezing
<ul style="margin-left: 10px;">
<li>This is the base value, which will still be increased when the player is in very extreme temperatures</li>
</ul>
</li>
<li>Changed the name of "Temperature Damage" to "Temp. Damage" so it fits better in the config menu</li>
<li>Adjusted the temperature of plains biomes to be warmer at night</li>
<li>Adjusted the temperature of river biomes to match plains biomes</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed hunger draining due to trying to regenerate frozen health</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects affecting players in creative or spectator mode</span></li>
<li>Fixed item temperatures not working in curio slots</li>
<li>Fixed temp region configs sometimes not taking precedence over the default configuration</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed half-frozen hearts rendering incorrectly in some cases</span></li>
<li>Fixed item temperatures not working when configured to be in the "hand" slot</li>
<li>Fixed TOML item temperature configs being reset if the "tempLimit" argument is defined</li>
<li>Fixed insulation tooltip sometimes extending past the tooltip background</li>
<li>Fixed the "Nullify in Peaceful" setting being incorrect named "Damage Scaling" in the TOML config</li>
<li>(1.21) Fixed the hearth accepting non-fuel items</li>
<li>(1.20+) Fixed shields and other equipable non-armor items being accepted in the sewing table</li>
<li>(1.16) Fixed the shiver effect behaving differently at different framerates</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>The "fillSlots" setting for insulator KubeJS configs now defaults to "true" for consistency with other config formats</li>
<li>Food temperatures now have the ability to stack
<ul style="margin-left: 10px;">
<li>If multiple of the same item are consumed, their temperature effects will stack</li>
<li>The maximum number of stacks can be controlled, and defaults to 1 (no stacking)</li>
</ul>
</li>
<li>TOML configs are now re-parsed when using the "/coldsweat reload" command
<ul style="margin-left: 10px;">
<li>Before, Cold Sweat relied on Forge's built-in config tracker, which didn't always detect updates to files</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added integration with JEI</span>
<ul style="margin-left: 10px;">
<li>Insulation items have "sewing" recipes, showing how they can be applied to armor</li>
<li>Fuel items for the hearth, boiler, and icebox have recipes showing how long they last</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added temperature properties to some components from Create:</span>
<ul style="margin-left: 10px;">
<li>Pipes and fluid tanks now emit temperature if they contain fluids that emit temperature</li>
<li>Boilers now emit temperature based on the temperature of the water inside them</li>
<li>Blaze burners now emit heat when fueled</li>
</ul>
</li>
<li>The netherite jetpack from Create: Stuff n' Additions now grants 90% heat dampening when the full set is worn</li>
<li>Create's netherite backtank no longer provides cold protection by default</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Added compatibility with Weather, Storms, & Tornadoes mod</span>
<ul style="margin-left: 10px;">
<li>This functionality is ported from 1.20 now that the mod is available for 1.21</li>
</ul>
</li>
<li>(1.21) Updated KubeJS support to version 2101.7.2-build.348</li>
<li>Adjusted the fuel values of some items:
<ul style="margin-left: 10px;">
<li>Coal: 37 -> 55</li>
<li>Logs: 37 -> 40</li>
<li>Dried Kelp Block: 92 -> 40</li>
<li>Coal Block: 333 -> 500</li>
<li>Snow Block: 100 -> 40</li>
<li><span style="color: #ffffff; font-weight: bold;">These changes will be applied automatically upon updating</span></li>
</ul>
</li>
<li>Being wet now extinguishes fire, and being on fire now dries the player</li>
<li>Added setting to change how often the player takes damage when overheating/freezing
<ul style="margin-left: 10px;">
<li>This is the base value, which will still be increased when the player is in very extreme temperatures</li>
</ul>
</li>
<li>Changed the name of "Temperature Damage" to "Temp. Damage" so it fits better in the config menu</li>
<li>Adjusted the temperature of plains biomes to be warmer at night</li>
<li>Adjusted the temperature of river biomes to match plains biomes</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed hunger draining due to trying to regenerate frozen health</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects affecting players in creative or spectator mode</span></li>
<li>Fixed item temperatures not working in curio slots</li>
<li>Fixed temp region configs sometimes not taking precedence over the default configuration</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed half-frozen hearts rendering incorrectly in some cases</span></li>
<li>Fixed item temperatures not working when configured to be in the "hand" slot</li>
<li>Fixed TOML item temperature configs being reset if the "tempLimit" argument is defined</li>
<li>Fixed insulation tooltip sometimes extending past the tooltip background</li>
<li>Fixed the "Nullify in Peaceful" setting being incorrect named "Damage Scaling" in the TOML config</li>
<li>(1.21) Fixed the hearth accepting non-fuel items</li>
<li>(1.20+) Fixed shields and other equipable non-armor items being accepted in the sewing table</li>
<li>(1.16) Fixed the shiver effect behaving differently at different framerates</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>The "fillSlots" setting for insulator KubeJS configs now defaults to "true" for consistency with other config formats</li>
<li>Food temperatures now have the ability to stack
<ul style="margin-left: 10px;">
<li>If multiple of the same item are consumed, their temperature effects will stack</li>
<li>The maximum number of stacks can be controlled, and defaults to 1 (no stacking)</li>
</ul>
</li>
<li>TOML configs are now re-parsed when using the "/coldsweat reload" command
<ul style="margin-left: 10px;">
<li>Before, Cold Sweat relied on Forge's built-in config tracker, which didn't always detect updates to files</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added integration with JEI</span>
<ul style="margin-left: 10px;">
<li>Insulation items have "sewing" recipes, showing how they can be applied to armor</li>
<li>Fuel items for the hearth, boiler, and icebox have recipes showing how long they last</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added temperature properties to some components from Create:</span>
<ul style="margin-left: 10px;">
<li>Pipes and fluid tanks now emit temperature if they contain fluids that emit temperature</li>
<li>Boilers now emit temperature based on the temperature of the water inside them</li>
<li>Blaze burners now emit heat when fueled</li>
</ul>
</li>
<li>The netherite jetpack from Create: Stuff n' Additions now grants 90% heat dampening when the full set is worn</li>
<li>Create's netherite backtank no longer provides cold protection by default</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Added compatibility with Weather, Storms, & Tornadoes mod</span>
<ul style="margin-left: 10px;">
<li>This functionality is ported from 1.20 now that the mod is available for 1.21</li>
</ul>
</li>
<li>(1.21) Updated KubeJS support to version 2101.7.2-build.348</li>
<li>Adjusted the fuel values of some items:
<ul style="margin-left: 10px;">
<li>Coal: 37 -> 55</li>
<li>Logs: 37 -> 40</li>
<li>Dried Kelp Block: 92 -> 40</li>
<li>Coal Block: 333 -> 500</li>
<li>Snow Block: 100 -> 40</li>
<li><span style="color: #ffffff; font-weight: bold;">These changes will be applied automatically upon updating</span></li>
</ul>
</li>
<li>Being wet now extinguishes fire, and being on fire now dries the player</li>
<li>Added setting to change how often the player takes damage when overheating/freezing
<ul style="margin-left: 10px;">
<li>This is the base value, which will still be increased when the player is in very extreme temperatures</li>
</ul>
</li>
<li>Changed the name of "Temperature Damage" to "Temp. Damage" so it fits better in the config menu</li>
<li>Adjusted the temperature of plains biomes to be warmer at night</li>
<li>Adjusted the temperature of river biomes to match plains biomes</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed hunger draining due to trying to regenerate frozen health</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects affecting players in creative or spectator mode</span></li>
<li>Fixed item temperatures not working in curio slots</li>
<li>Fixed temp region configs sometimes not taking precedence over the default configuration</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed half-frozen hearts rendering incorrectly in some cases</span></li>
<li>Fixed item temperatures not working when configured to be in the "hand" slot</li>
<li>Fixed TOML item temperature configs being reset if the "tempLimit" argument is defined</li>
<li>Fixed insulation tooltip sometimes extending past the tooltip background</li>
<li>Fixed the "Nullify in Peaceful" setting being incorrect named "Damage Scaling" in the TOML config</li>
<li>(1.21) Fixed the hearth accepting non-fuel items</li>
<li>(1.20+) Fixed shields and other equipable non-armor items being accepted in the sewing table</li>
<li>(1.16) Fixed the shiver effect behaving differently at different framerates</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>The "fillSlots" setting for insulator KubeJS configs now defaults to "true" for consistency with other config formats</li>
<li>Food temperatures now have the ability to stack
<ul style="margin-left: 10px;">
<li>If multiple of the same item are consumed, their temperature effects will stack</li>
<li>The maximum number of stacks can be controlled, and defaults to 1 (no stacking)</li>
</ul>
</li>
<li>TOML configs are now re-parsed when using the "/coldsweat reload" command
<ul style="margin-left: 10px;">
<li>Before, Cold Sweat relied on Forge's built-in config tracker, which didn't always detect updates to files</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added integration with JEI</span>
<ul style="margin-left: 10px;">
<li>Insulation items have "sewing" recipes, showing how they can be applied to armor</li>
<li>Fuel items for the hearth, boiler, and icebox have recipes showing how long they last</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added temperature properties to some components from Create:</span>
<ul style="margin-left: 10px;">
<li>Pipes and fluid tanks now emit temperature if they contain fluids that emit temperature</li>
<li>Boilers now emit temperature based on the temperature of the water inside them</li>
<li>Blaze burners now emit heat when fueled</li>
</ul>
</li>
<li>The netherite jetpack from Create: Stuff n' Additions now grants 90% heat dampening when the full set is worn</li>
<li>Create's netherite backtank no longer provides cold protection by default</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Added compatibility with Weather, Storms, & Tornadoes mod</span>
<ul style="margin-left: 10px;">
<li>This functionality is ported from 1.20 now that the mod is available for 1.21</li>
</ul>
</li>
<li>(1.21) Updated KubeJS support to version 2101.7.2-build.348</li>
<li>Adjusted the fuel values of some items:
<ul style="margin-left: 10px;">
<li>Coal: 37 -> 55</li>
<li>Logs: 37 -> 40</li>
<li>Dried Kelp Block: 92 -> 40</li>
<li>Coal Block: 333 -> 500</li>
<li>Snow Block: 100 -> 40</li>
<li><span style="color: #ffffff; font-weight: bold;">These changes will be applied automatically upon updating</span></li>
</ul>
</li>
<li>Being wet now extinguishes fire, and being on fire now dries the player</li>
<li>Added setting to change how often the player takes damage when overheating/freezing
<ul style="margin-left: 10px;">
<li>This is the base value, which will still be increased when the player is in very extreme temperatures</li>
</ul>
</li>
<li>Changed the name of "Temperature Damage" to "Temp. Damage" so it fits better in the config menu</li>
<li>Adjusted the temperature of plains biomes to be warmer at night</li>
<li>Adjusted the temperature of river biomes to match plains biomes</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed hunger draining due to trying to regenerate frozen health</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects affecting players in creative or spectator mode</span></li>
<li>Fixed item temperatures not working in curio slots</li>
<li>Fixed temp region configs sometimes not taking precedence over the default configuration</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed half-frozen hearts rendering incorrectly in some cases</span></li>
<li>Fixed item temperatures not working when configured to be in the "hand" slot</li>
<li>Fixed TOML item temperature configs being reset if the "tempLimit" argument is defined</li>
<li>Fixed insulation tooltip sometimes extending past the tooltip background</li>
<li>Fixed the "Nullify in Peaceful" setting being incorrect named "Damage Scaling" in the TOML config</li>
<li>(1.21) Fixed the hearth accepting non-fuel items</li>
<li>(1.20+) Fixed shields and other equipable non-armor items being accepted in the sewing table</li>
<li>(1.16) Fixed the shiver effect behaving differently at different framerates</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>The "fillSlots" setting for insulator KubeJS configs now defaults to "true" for consistency with other config formats</li>
<li>Food temperatures now have the ability to stack
<ul style="margin-left: 10px;">
<li>If multiple of the same item are consumed, their temperature effects will stack</li>
<li>The maximum number of stacks can be controlled, and defaults to 1 (no stacking)</li>
</ul>
</li>
<li>TOML configs are now re-parsed when using the "/coldsweat reload" command
<ul style="margin-left: 10px;">
<li>Before, Cold Sweat relied on Forge's built-in config tracker, which didn't always detect updates to files</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added integration with JEI</span>
<ul style="margin-left: 10px;">
<li>Insulation items have "sewing" recipes, showing how they can be applied to armor</li>
<li>Fuel items for the hearth, boiler, and icebox have recipes showing how long they last</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added temperature properties to some components from Create:</span>
<ul style="margin-left: 10px;">
<li>Pipes and fluid tanks now emit temperature if they contain fluids that emit temperature</li>
<li>Boilers now emit temperature based on the temperature of the water inside them</li>
<li>Blaze burners now emit heat when fueled</li>
</ul>
</li>
<li>The netherite jetpack from Create: Stuff n' Additions now grants 90% heat dampening when the full set is worn</li>
<li>Create's netherite backtank no longer provides cold protection by default</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Added compatibility with Weather, Storms, & Tornadoes mod</span>
<ul style="margin-left: 10px;">
<li>This functionality is ported from 1.20 now that the mod is available for 1.21</li>
</ul>
</li>
<li>(1.21) Updated KubeJS support to version 2101.7.2-build.348</li>
<li>Adjusted the fuel values of some items:
<ul style="margin-left: 10px;">
<li>Coal: 37 -> 55</li>
<li>Logs: 37 -> 40</li>
<li>Dried Kelp Block: 92 -> 40</li>
<li>Coal Block: 333 -> 500</li>
<li>Snow Block: 100 -> 40</li>
<li><span style="color: #ffffff; font-weight: bold;">These changes will be applied automatically upon updating</span></li>
</ul>
</li>
<li>Being wet now extinguishes fire, and being on fire now dries the player</li>
<li>Added setting to change how often the player takes damage when overheating/freezing
<ul style="margin-left: 10px;">
<li>This is the base value, which will still be increased when the player is in very extreme temperatures</li>
</ul>
</li>
<li>Changed the name of "Temperature Damage" to "Temp. Damage" so it fits better in the config menu</li>
<li>Adjusted the temperature of plains biomes to be warmer at night</li>
<li>Adjusted the temperature of river biomes to match plains biomes</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed hunger draining due to trying to regenerate frozen health</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects affecting players in creative or spectator mode</span></li>
<li>Fixed item temperatures not working in curio slots</li>
<li>Fixed temp region configs sometimes not taking precedence over the default configuration</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed half-frozen hearts rendering incorrectly in some cases</span></li>
<li>Fixed item temperatures not working when configured to be in the "hand" slot</li>
<li>Fixed TOML item temperature configs being reset if the "tempLimit" argument is defined</li>
<li>Fixed insulation tooltip sometimes extending past the tooltip background</li>
<li>Fixed the "Nullify in Peaceful" setting being incorrect named "Damage Scaling" in the TOML config</li>
<li>(1.21) Fixed the hearth accepting non-fuel items</li>
<li>(1.20+) Fixed shields and other equipable non-armor items being accepted in the sewing table</li>
<li>(1.16) Fixed the shiver effect behaving differently at different framerates</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>The "fillSlots" setting for insulator KubeJS configs now defaults to "true" for consistency with other config formats</li>
<li>Food temperatures now have the ability to stack
<ul style="margin-left: 10px;">
<li>If multiple of the same item are consumed, their temperature effects will stack</li>
<li>The maximum number of stacks can be controlled, and defaults to 1 (no stacking)</li>
</ul>
</li>
<li>TOML configs are now re-parsed when using the "/coldsweat reload" command
<ul style="margin-left: 10px;">
<li>Before, Cold Sweat relied on Forge's built-in config tracker, which didn't always detect updates to files</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when inserting fuel into a hearth, icebox, or boiler in some cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the "units" field in block temperature TOML configs not being respected</span>
<ul style="margin-left: 10px;">
<li>Also fixes blocks being many times hotter or colder than they should be</li>
</ul>
</li>
<li>Fixed the top half of the hearth appearing after a slight delay when placing</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when inserting fuel into a hearth, icebox, or boiler in some cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the "units" field in block temperature TOML configs not being respected</span>
<ul style="margin-left: 10px;">
<li>Also fixes blocks being many times hotter or colder than they should be</li>
</ul>
</li>
<li>Fixed the top half of the hearth appearing after a slight delay when placing</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when inserting fuel into a hearth, icebox, or boiler in some cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the "units" field in block temperature TOML configs not being respected</span>
<ul style="margin-left: 10px;">
<li>Also fixes blocks being many times hotter or colder than they should be</li>
</ul>
</li>
<li>Fixed the top half of the hearth appearing after a slight delay when placing</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when inserting fuel into a hearth, icebox, or boiler in some cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the "units" field in block temperature TOML configs not being respected</span>
<ul style="margin-left: 10px;">
<li>Also fixes blocks being many times hotter or colder than they should be</li>
</ul>
</li>
<li>Fixed the top half of the hearth appearing after a slight delay when placing</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when inserting fuel into a hearth, icebox, or boiler in some cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the "units" field in block temperature TOML configs not being respected</span>
<ul style="margin-left: 10px;">
<li>Also fixes blocks being many times hotter or colder than they should be</li>
</ul>
</li>
<li>Fixed the top half of the hearth appearing after a slight delay when placing</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added command: "/coldsweat reload"</span>
<ul style="margin-left: 10px;">
<li>Reloads all configs (TOML, JSON, KubeJS) live, without having to rejoin the world or restart the server</li>
</ul>
</li>
<li>Tweaked water droplet trails to not be so long in colder temperatures</li>
<li>Removed the cooldown when filling waterskins</li>
<li>Added option to change the opacity of water droplets on-screen
<ul style="margin-left: 10px;">
<li>Slightly reduced opacity by default</li>
</ul>
</li>
<li>Rearranged some config settings in the in-game menu to be less cramped and more organized</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using registry modifiers in some cases</span></li>
<li>Fixed the hearth, boiler, and icebox not emitting anything if redstone power was applied before fueling the block</li>
<li>(1.21) Fixed waterskins only being stackable to 1 after being emptied in some cases</li>
<li>Fixed desync between client and server when heating/cooling items in the boiler or icebox</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added minTemp and maxTemp fields to item temperature and entity temperature configs
<ul style="margin-left: 10px;">
<li>These changes apply to TOML, JSON, and KubeJS</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added command: "/coldsweat reload"</span>
<ul style="margin-left: 10px;">
<li>Reloads all configs (TOML, JSON, KubeJS) live, without having to rejoin the world or restart the server</li>
</ul>
</li>
<li>Tweaked water droplet trails to not be so long in colder temperatures</li>
<li>Removed the cooldown when filling waterskins</li>
<li>Added option to change the opacity of water droplets on-screen
<ul style="margin-left: 10px;">
<li>Slightly reduced opacity by default</li>
</ul>
</li>
<li>Rearranged some config settings in the in-game menu to be less cramped and more organized</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using registry modifiers in some cases</span></li>
<li>Fixed the hearth, boiler, and icebox not emitting anything if redstone power was applied before fueling the block</li>
<li>(1.21) Fixed waterskins only being stackable to 1 after being emptied in some cases</li>
<li>Fixed desync between client and server when heating/cooling items in the boiler or icebox</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added minTemp and maxTemp fields to item temperature and entity temperature configs
<ul style="margin-left: 10px;">
<li>These changes apply to TOML, JSON, and KubeJS</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added command: "/coldsweat reload"</span>
<ul style="margin-left: 10px;">
<li>Reloads all configs (TOML, JSON, KubeJS) live, without having to rejoin the world or restart the server</li>
</ul>
</li>
<li>Tweaked water droplet trails to not be so long in colder temperatures</li>
<li>Removed the cooldown when filling waterskins</li>
<li>Added option to change the opacity of water droplets on-screen
<ul style="margin-left: 10px;">
<li>Slightly reduced opacity by default</li>
</ul>
</li>
<li>Rearranged some config settings in the in-game menu to be less cramped and more organized</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using registry modifiers in some cases</span></li>
<li>Fixed the hearth, boiler, and icebox not emitting anything if redstone power was applied before fueling the block</li>
<li>(1.21) Fixed waterskins only being stackable to 1 after being emptied in some cases</li>
<li>Fixed desync between client and server when heating/cooling items in the boiler or icebox</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added minTemp and maxTemp fields to item temperature and entity temperature configs
<ul style="margin-left: 10px;">
<li>These changes apply to TOML, JSON, and KubeJS</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added command: "/coldsweat reload"</span>
<ul style="margin-left: 10px;">
<li>Reloads all configs (TOML, JSON, KubeJS) live, without having to rejoin the world or restart the server</li>
</ul>
</li>
<li>Tweaked water droplet trails to not be so long in colder temperatures</li>
<li>Removed the cooldown when filling waterskins</li>
<li>Added option to change the opacity of water droplets on-screen
<ul style="margin-left: 10px;">
<li>Slightly reduced opacity by default</li>
</ul>
</li>
<li>Rearranged some config settings in the in-game menu to be less cramped and more organized</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using registry modifiers in some cases</span></li>
<li>Fixed the hearth, boiler, and icebox not emitting anything if redstone power was applied before fueling the block</li>
<li>(1.21) Fixed waterskins only being stackable to 1 after being emptied in some cases</li>
<li>Fixed desync between client and server when heating/cooling items in the boiler or icebox</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added minTemp and maxTemp fields to item temperature and entity temperature configs
<ul style="margin-left: 10px;">
<li>These changes apply to TOML, JSON, and KubeJS</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b06a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added command: "/coldsweat reload"</span>
<ul style="margin-left: 10px;">
<li>Reloads all configs (TOML, JSON, KubeJS) live, without having to rejoin the world or restart the server</li>
</ul>
</li>
<li>Tweaked water droplet trails to not be so long in colder temperatures</li>
<li>Removed the cooldown when filling waterskins</li>
<li>Added option to change the opacity of water droplets on-screen
<ul style="margin-left: 10px;">
<li>Slightly reduced opacity by default</li>
</ul>
</li>
<li>Rearranged some config settings in the in-game menu to be less cramped and more organized</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using registry modifiers in some cases</span></li>
<li>Fixed the hearth, boiler, and icebox not emitting anything if redstone power was applied before fueling the block</li>
<li>(1.21) Fixed waterskins only being stackable to 1 after being emptied in some cases</li>
<li>Fixed desync between client and server when heating/cooling items in the boiler or icebox</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added minTemp and maxTemp fields to item temperature and entity temperature configs
<ul style="margin-left: 10px;">
<li>These changes apply to TOML, JSON, and KubeJS</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05e</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Water temperature is now biome-dependent</span>
<ul style="margin-left: 10px;">
<li>Each biome has its own "water_temp" field in JSON</li>
<li>Can also be set in toml by adding a parameter after the "units" parameter</li>
<li>Setting this is optional. If unset, a default water temperature will be used</li>
</ul>
</li>
<li>Default water temperature and soak speed are now configurable in world.toml
<ul style="margin-left: 10px;">
<li>"Soak speed" controls how fast the player becomes wet</li>
<li>Rain soak speed and water soak speed are individually configurable</li>
</ul>
</li>
<li>Removed "un-crafting" recipes for packed ice and blue ice
<ul style="margin-left: 10px;">
<li>These recipes were arbitrary and could lead to duplication with some mods</li>
</ul>
</li>
<li>Fixes:</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when hearth-like blocks try to spawn particles and the size of their area of effect is zero</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed hearth-like blocks only expanding to about 1/6 of their maximum volume</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed recipes that require leather not being craftable</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed missing texture for the overlay when the player is freezing</span></li>
<li>Fixed the "biome", "dimension", and "structure" fields in location requirement JSON requiring lists instead of a single element</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added "/coldsweat dumpconfigs" command, which dumps all loaded config data into the "config/coldsweat/dump" directory</span>
<ul style="margin-left: 10px;">
<li>Useful for debugging or when making datapacks</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Expanded the registry removal system into a new system called "registry modifiers"</span>
<ul style="margin-left: 10px;">
<li>Registry modifiers can edit the data of existing configs, or disable them like before</li>
<li>A registry modifier contains a list of operations, which support the following:
<ul style="margin-left: 15px;">
<li>"disable": Disables the config (same as before)</li>
<li>"replace": Replaces a field with the given data</li>
<li>"merge": Merges the given data with the existing data, with the new data overwriting the existing data
<ul style="margin-left: 20px;">
<li>If the data contains a list, the new list will be appended to the existing list</li>
</ul>
</li>
<li>"append": Merges the given data without overwriting any existing data
<ul style="margin-left: 20px;">
<li>Does not affect lists</li>
</ul>
</li>
<li>"remove": Removes the specified keys from the config. Also supports removing list elements</li>
</ul>
</li>
<li><span style="color: orange;">! Because this new system introduces formatting changes, existing registry removal configs will need to be updated</span></li>
<li><span style="color: #ffffff; font-weight: bold;">See the documentation for formatting guides and examples</span></li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05e</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Water temperature is now biome-dependent</span>
<ul style="margin-left: 10px;">
<li>Each biome has its own "water_temp" field in JSON</li>
<li>Can also be set in toml by adding a parameter after the "units" parameter</li>
<li>Setting this is optional. If unset, a default water temperature will be used</li>
</ul>
</li>
<li>Default water temperature and soak speed are now configurable in world.toml
<ul style="margin-left: 10px;">
<li>"Soak speed" controls how fast the player becomes wet</li>
<li>Rain soak speed and water soak speed are individually configurable</li>
</ul>
</li>
<li>Removed "un-crafting" recipes for packed ice and blue ice
<ul style="margin-left: 10px;">
<li>These recipes were arbitrary and could lead to duplication with some mods</li>
</ul>
</li>
<li>Fixes:</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when hearth-like blocks try to spawn particles and the size of their area of effect is zero</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed hearth-like blocks only expanding to about 1/6 of their maximum volume</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed recipes that require leather not being craftable</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed missing texture for the overlay when the player is freezing</span></li>
<li>Fixed the "biome", "dimension", and "structure" fields in location requirement JSON requiring lists instead of a single element</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added "/coldsweat dumpconfigs" command, which dumps all loaded config data into the "config/coldsweat/dump" directory</span>
<ul style="margin-left: 10px;">
<li>Useful for debugging or when making datapacks</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Expanded the registry removal system into a new system called "registry modifiers"</span>
<ul style="margin-left: 10px;">
<li>Registry modifiers can edit the data of existing configs, or disable them like before</li>
<li>A registry modifier contains a list of operations, which support the following:
<ul style="margin-left: 15px;">
<li>"disable": Disables the config (same as before)</li>
<li>"replace": Replaces a field with the given data</li>
<li>"merge": Merges the given data with the existing data, with the new data overwriting the existing data
<ul style="margin-left: 20px;">
<li>If the data contains a list, the new list will be appended to the existing list</li>
</ul>
</li>
<li>"append": Merges the given data without overwriting any existing data
<ul style="margin-left: 20px;">
<li>Does not affect lists</li>
</ul>
</li>
<li>"remove": Removes the specified keys from the config. Also supports removing list elements</li>
</ul>
</li>
<li><span style="color: orange;">! Because this new system introduces formatting changes, existing registry removal configs will need to be updated</span></li>
<li><span style="color: #ffffff; font-weight: bold;">See the documentation for formatting guides and examples</span></li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05e</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Water temperature is now biome-dependent</span>
<ul style="margin-left: 10px;">
<li>Each biome has its own "water_temp" field in JSON</li>
<li>Can also be set in toml by adding a parameter after the "units" parameter</li>
<li>Setting this is optional. If unset, a default water temperature will be used</li>
</ul>
</li>
<li>Default water temperature and soak speed are now configurable in world.toml
<ul style="margin-left: 10px;">
<li>"Soak speed" controls how fast the player becomes wet</li>
<li>Rain soak speed and water soak speed are individually configurable</li>
</ul>
</li>
<li>Removed "un-crafting" recipes for packed ice and blue ice
<ul style="margin-left: 10px;">
<li>These recipes were arbitrary and could lead to duplication with some mods</li>
</ul>
</li>
<li>Fixes:</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when hearth-like blocks try to spawn particles and the size of their area of effect is zero</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed hearth-like blocks only expanding to about 1/6 of their maximum volume</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed recipes that require leather not being craftable</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed missing texture for the overlay when the player is freezing</span></li>
<li>Fixed the "biome", "dimension", and "structure" fields in location requirement JSON requiring lists instead of a single element</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added "/coldsweat dumpconfigs" command, which dumps all loaded config data into the "config/coldsweat/dump" directory</span>
<ul style="margin-left: 10px;">
<li>Useful for debugging or when making datapacks</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Expanded the registry removal system into a new system called "registry modifiers"</span>
<ul style="margin-left: 10px;">
<li>Registry modifiers can edit the data of existing configs, or disable them like before</li>
<li>A registry modifier contains a list of operations, which support the following:
<ul style="margin-left: 15px;">
<li>"disable": Disables the config (same as before)</li>
<li>"replace": Replaces a field with the given data</li>
<li>"merge": Merges the given data with the existing data, with the new data overwriting the existing data
<ul style="margin-left: 20px;">
<li>If the data contains a list, the new list will be appended to the existing list</li>
</ul>
</li>
<li>"append": Merges the given data without overwriting any existing data
<ul style="margin-left: 20px;">
<li>Does not affect lists</li>
</ul>
</li>
<li>"remove": Removes the specified keys from the config. Also supports removing list elements</li>
</ul>
</li>
<li><span style="color: orange;">! Because this new system introduces formatting changes, existing registry removal configs will need to be updated</span></li>
<li><span style="color: #ffffff; font-weight: bold;">See the documentation for formatting guides and examples</span></li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05e</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Water temperature is now biome-dependent</span>
<ul style="margin-left: 10px;">
<li>Each biome has its own "water_temp" field in JSON</li>
<li>Can also be set in toml by adding a parameter after the "units" parameter</li>
<li>Setting this is optional. If unset, a default water temperature will be used</li>
</ul>
</li>
<li>Default water temperature and soak speed are now configurable in world.toml
<ul style="margin-left: 10px;">
<li>"Soak speed" controls how fast the player becomes wet</li>
<li>Rain soak speed and water soak speed are individually configurable</li>
</ul>
</li>
<li>Removed "un-crafting" recipes for packed ice and blue ice
<ul style="margin-left: 10px;">
<li>These recipes were arbitrary and could lead to duplication with some mods</li>
</ul>
</li>
<li>Fixes:</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when hearth-like blocks try to spawn particles and the size of their area of effect is zero</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed hearth-like blocks only expanding to about 1/6 of their maximum volume</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed recipes that require leather not being craftable</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed missing texture for the overlay when the player is freezing</span></li>
<li>Fixed the "biome", "dimension", and "structure" fields in location requirement JSON requiring lists instead of a single element</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added "/coldsweat dumpconfigs" command, which dumps all loaded config data into the "config/coldsweat/dump" directory</span>
<ul style="margin-left: 10px;">
<li>Useful for debugging or when making datapacks</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Expanded the registry removal system into a new system called "registry modifiers"</span>
<ul style="margin-left: 10px;">
<li>Registry modifiers can edit the data of existing configs, or disable them like before</li>
<li>A registry modifier contains a list of operations, which support the following:
<ul style="margin-left: 15px;">
<li>"disable": Disables the config (same as before)</li>
<li>"replace": Replaces a field with the given data</li>
<li>"merge": Merges the given data with the existing data, with the new data overwriting the existing data
<ul style="margin-left: 20px;">
<li>If the data contains a list, the new list will be appended to the existing list</li>
</ul>
</li>
<li>"append": Merges the given data without overwriting any existing data
<ul style="margin-left: 20px;">
<li>Does not affect lists</li>
</ul>
</li>
<li>"remove": Removes the specified keys from the config. Also supports removing list elements</li>
</ul>
</li>
<li><span style="color: orange;">! Because this new system introduces formatting changes, existing registry removal configs will need to be updated</span></li>
<li><span style="color: #ffffff; font-weight: bold;">See the documentation for formatting guides and examples</span></li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05e</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Water temperature is now biome-dependent</span>
<ul style="margin-left: 10px;">
<li>Each biome has its own "water_temp" field in JSON</li>
<li>Can also be set in toml by adding a parameter after the "units" parameter</li>
<li>Setting this is optional. If unset, a default water temperature will be used</li>
</ul>
</li>
<li>Default water temperature and soak speed are now configurable in world.toml
<ul style="margin-left: 10px;">
<li>"Soak speed" controls how fast the player becomes wet</li>
<li>Rain soak speed and water soak speed are individually configurable</li>
</ul>
</li>
<li>Removed "un-crafting" recipes for packed ice and blue ice
<ul style="margin-left: 10px;">
<li>These recipes were arbitrary and could lead to duplication with some mods</li>
</ul>
</li>
<li>Fixes:</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when hearth-like blocks try to spawn particles and the size of their area of effect is zero</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed hearth-like blocks only expanding to about 1/6 of their maximum volume</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed recipes that require leather not being craftable</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed missing texture for the overlay when the player is freezing</span></li>
<li>Fixed the "biome", "dimension", and "structure" fields in location requirement JSON requiring lists instead of a single element</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added "/coldsweat dumpconfigs" command, which dumps all loaded config data into the "config/coldsweat/dump" directory</span>
<ul style="margin-left: 10px;">
<li>Useful for debugging or when making datapacks</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Expanded the registry removal system into a new system called "registry modifiers"</span>
<ul style="margin-left: 10px;">
<li>Registry modifiers can edit the data of existing configs, or disable them like before</li>
<li>A registry modifier contains a list of operations, which support the following:
<ul style="margin-left: 15px;">
<li>"disable": Disables the config (same as before)</li>
<li>"replace": Replaces a field with the given data</li>
<li>"merge": Merges the given data with the existing data, with the new data overwriting the existing data
<ul style="margin-left: 20px;">
<li>If the data contains a list, the new list will be appended to the existing list</li>
</ul>
</li>
<li>"append": Merges the given data without overwriting any existing data
<ul style="margin-left: 20px;">
<li>Does not affect lists</li>
</ul>
</li>
<li>"remove": Removes the specified keys from the config. Also supports removing list elements</li>
</ul>
</li>
<li><span style="color: orange;">! Because this new system introduces formatting changes, existing registry removal configs will need to be updated</span></li>
<li><span style="color: #ffffff; font-weight: bold;">See the documentation for formatting guides and examples</span></li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added new block textures to the hearth for when it is burning hot fuel or has cold fuel</span></li>
<li>Increased the time it takes to fully acclimate from 15 minutes to 1 hour</li>
<li>Minecart insulation can now be crafted with fur instead of wool</li>
<li>Changed the keybind to show the numerical insulation value of an item from SHIFT to CTRL</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash on servers due to client-only class being loaded</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed smart/automatic behavior for the hearth, boiler, and icebox not working properly in many cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed attributes in curio insulators not being applied</span></li>
<li>Fixed chameleon shed state sometimes breaking when the entity is saved</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Improved the reliability of "required_mods" in JSON configs</li>
<li><span style="color: orange;">! Rearranged/simplified some methods in ItemInsulationManager</span>
<ul style="margin-left: 10px;">
<li>Some methods have been removed or renamed. See the code for details</li>
</ul>
</li>
<li>Armor crafting and repair materials are now handled by tags:
<ul style="margin-left: 10px;">
<li>Hoglin: #forge:leathers/hoglin</li>
<li>Goat Fur: #forge:furs/goat</li>
<li>Chameleon: #forge:scales/chameleon</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added new block textures to the hearth for when it is burning hot fuel or has cold fuel</span></li>
<li>Increased the time it takes to fully acclimate from 15 minutes to 1 hour</li>
<li>Minecart insulation can now be crafted with fur instead of wool</li>
<li>Changed the keybind to show the numerical insulation value of an item from SHIFT to CTRL</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash on servers due to client-only class being loaded</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed smart/automatic behavior for the hearth, boiler, and icebox not working properly in many cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed attributes in curio insulators not being applied</span></li>
<li>Fixed chameleon shed state sometimes breaking when the entity is saved</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Improved the reliability of "required_mods" in JSON configs</li>
<li><span style="color: orange;">! Rearranged/simplified some methods in ItemInsulationManager</span>
<ul style="margin-left: 10px;">
<li>Some methods have been removed or renamed. See the code for details</li>
</ul>
</li>
<li>Armor crafting and repair materials are now handled by tags:
<ul style="margin-left: 10px;">
<li>Hoglin: #forge:leathers/hoglin</li>
<li>Goat Fur: #forge:furs/goat</li>
<li>Chameleon: #forge:scales/chameleon</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added new block textures to the hearth for when it is burning hot fuel or has cold fuel</span></li>
<li>Increased the time it takes to fully acclimate from 15 minutes to 1 hour</li>
<li>Minecart insulation can now be crafted with fur instead of wool</li>
<li>Changed the keybind to show the numerical insulation value of an item from SHIFT to CTRL</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash on servers due to client-only class being loaded</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed smart/automatic behavior for the hearth, boiler, and icebox not working properly in many cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed attributes in curio insulators not being applied</span></li>
<li>Fixed chameleon shed state sometimes breaking when the entity is saved</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Improved the reliability of "required_mods" in JSON configs</li>
<li><span style="color: orange;">! Rearranged/simplified some methods in ItemInsulationManager</span>
<ul style="margin-left: 10px;">
<li>Some methods have been removed or renamed. See the code for details</li>
</ul>
</li>
<li>Armor crafting and repair materials are now handled by tags:
<ul style="margin-left: 10px;">
<li>Hoglin: #forge:leathers/hoglin</li>
<li>Goat Fur: #forge:furs/goat</li>
<li>Chameleon: #forge:scales/chameleon</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added new block textures to the hearth for when it is burning hot fuel or has cold fuel</span></li>
<li>Increased the time it takes to fully acclimate from 15 minutes to 1 hour</li>
<li>Minecart insulation can now be crafted with fur instead of wool</li>
<li>Changed the keybind to show the numerical insulation value of an item from SHIFT to CTRL</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash on servers due to client-only class being loaded</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed smart/automatic behavior for the hearth, boiler, and icebox not working properly in many cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed attributes in curio insulators not being applied</span></li>
<li>Fixed chameleon shed state sometimes breaking when the entity is saved</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Improved the reliability of "required_mods" in JSON configs</li>
<li><span style="color: orange;">! Rearranged/simplified some methods in ItemInsulationManager</span>
<ul style="margin-left: 10px;">
<li>Some methods have been removed or renamed. See the code for details</li>
</ul>
</li>
<li>Armor crafting and repair materials are now handled by tags:
<ul style="margin-left: 10px;">
<li>Hoglin: #forge:leathers/hoglin</li>
<li>Goat Fur: #forge:furs/goat</li>
<li>Chameleon: #forge:scales/chameleon</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added new block textures to the hearth for when it is burning hot fuel or has cold fuel</span></li>
<li>Increased the time it takes to fully acclimate from 15 minutes to 1 hour</li>
<li>Minecart insulation can now be crafted with fur instead of wool</li>
<li>Changed the keybind to show the numerical insulation value of an item from SHIFT to CTRL</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash on servers due to client-only class being loaded</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed smart/automatic behavior for the hearth, boiler, and icebox not working properly in many cases</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed attributes in curio insulators not being applied</span></li>
<li>Fixed chameleon shed state sometimes breaking when the entity is saved</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Improved the reliability of "required_mods" in JSON configs</li>
<li><span style="color: orange;">! Rearranged/simplified some methods in ItemInsulationManager</span>
<ul style="margin-left: 10px;">
<li>Some methods have been removed or renamed. See the code for details</li>
</ul>
</li>
<li>Armor crafting and repair materials are now handled by tags:
<ul style="margin-left: 10px;">
<li>Hoglin: #forge:leathers/hoglin</li>
<li>Goat Fur: #forge:furs/goat</li>
<li>Chameleon: #forge:scales/chameleon</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Chameleons now require player interaction to shed</span>
<ul style="margin-left: 10px;">
<li>This is to inhibit very easy farming by putting a chameleon on top of a hopper</li>
<li>When a chameleon is ready to shed, it will start emitting particles and send a vibration with signal strength 4</li>
<li>When the player right-clicks the chameleon, it will shed chameleon molt as normal
<ul style="margin-left: 15px;">
<li>This can also be done with shears in a dispenser</li>
</ul>
</li>
<li>This change can be reverted by enabling "Chameleons Shed Automatically" in entity.toml</li>
</ul>
</li>
<li>Insulators that require certain criteria can now display a hint in their tooltip
<ul style="margin-left: 10px;">
<li>i.e. the Create netherite backtank now has the requirement "Wearing full netherite diving suit" in its tooltip</li>
<li>JSON: Added a "hint" field that takes two optional arguments:
<ul style="margin-left: 15px;">
<li><span style="color: #ffffff; font-weight: bold;">"text": Display static text</span></li>
<li><span style="color: #ffffff; font-weight: bold;">"key": Use a translation key</span></li>
<li>Usage: "hint": {"text": "Wearing full iron armor", "key": "tooltip.cold_sweat.example"}</li>
<li>Only one of these fields is required</li>
<li>If both fields are defined, "key" will be tried first and "text" will be used as a fallback</li>
</ul>
</li>
<li>KubeJS: Added "hintText" and "hintKey" methods to insulator builders</li>
</ul>
</li>
<li>Temperature changes from shade and overcast mechanics are now handled by a single dedicated temperature modifier
<ul style="margin-left: 10px;">
<li>This change "upgrades" the shade mechanic from being a side-effect of the depth system to a real feature</li>
<li>In turn, the depth system now does not count leaf blocks as solid ground</li>
<li>The temperature effect of shade/overcast can be configured with the "Shade Temperature Offset" setting, which replaces "Overcast Temperature Offset"</li>
</ul>
</li>
<li>Added "/temp add" subcommand, which changes the target's body temperature by the specified amount</li>
<li>Adaptive insulation now adapts at a consistent rate instead of slowing down as it reaches its target</li>
<li>(1.16) Improved the reliability of tooltip image insertions, especially when other mods are installed</li>
<li>Switching to spectator mode now sets your body temperature to 0</li>
<li>Decreased the temperatures of some cold biomes that generate ice, so the ice doesn't immediately melt</li>
<li>When hovering over an insulation item, holding SHIFT now shows its exact numerical insulation value</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading user JSON configs (from the configs folder) if they contain modded dynamic registries (modded dimensions, biomes, etc.)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed several potential crashes when configs contain invalid IDs</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some client-side config settings not persisting when changed in the in-game config menu</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed components requirements not working for items that have registry data in their components (i.e. enchantments)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed jerking/bouncing motions when camera is swaying due to overheating</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ice creating water when broken in the Nether</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the wildcard type ("*") in JSON configs always returning false</span></li>
<li>Fixed Create backtank not draining pressure when providing heat resistance</li>
<li>Fixed temperature decrease due to altitude being calculated incorrectly due to formatting issues</li>
<li>Fixed heat fog not moving smoothly as the player's temperature changes</li>
<li>Fixed slowness due to freezing also affecting motion from external sources (explosions, knockback, etc.)</li>
<li>Fixed client-side temperature effects being applied twice in singleplayer</li>
<li>Fixed water droplet trails scaling incorrectly at certain GUI scale settings</li>
<li>Fixed filled waterskin having the incorrect item texture when its temperature is below -50</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">The "items" field in JSON item requirements, and "entities" field in entity requirements, are now required</span>
<ul style="margin-left: 10px;">
<li>This is because configs now do nothing if these fields are empty</li>
</ul>
</li>
<li>Enum-type config fields in JSON are now case-insensitive (previously required lower-case)
<ul style="margin-left: 10px;">
<li>Examples of field types affected:
<ul style="margin-left: 15px;">
<li>Temperature Units (i.e. "f", "C", "Mc")</li>
<li>Temperature Type (i.e. "world", "CORE", "fReEzInG_pOiNt")</li>
<li>Config Type (i.e. "toml", "JSON", "KubeJS")</li>
<li>Slot Type (i.e. "head", "CHEST", "Inventory")</li>
</ul>
</li>
</ul>
</li>
<li>The "class" parameter is no longer required when creating custom registries</li>
<li><span style="color: orange;">! Custom Cold Sweat registries are now officially unsupported in 1.18</span>
<ul style="margin-left: 10px;">
<li>This is because 1.18's registry loading system disallows initializing registries outside the standard time during mod loading</li>
<li>Because not all mods have been loaded yet at this stage, there is no guarantee that all registries will load successfully</li>
</ul>
</li>
<li>Custom registries are now loaded during startup immediately after mods are loaded, instead of upon joining a world/server</li>
<li>Blocks which are affected by the "Cold Soul Fire" setting are now controlled by the "forge:soul_fire" tag ("c:soul_fire" in NeoForge)
<ul style="margin-left: 10px;">
<li>Any blocks in this tag will have their temperatures inverted if the setting is enabled</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Chameleons now require player interaction to shed</span>
<ul style="margin-left: 10px;">
<li>This is to inhibit very easy farming by putting a chameleon on top of a hopper</li>
<li>When a chameleon is ready to shed, it will start emitting particles and send a vibration with signal strength 4</li>
<li>When the player right-clicks the chameleon, it will shed chameleon molt as normal
<ul style="margin-left: 15px;">
<li>This can also be done with shears in a dispenser</li>
</ul>
</li>
<li>This change can be reverted by enabling "Chameleons Shed Automatically" in entity.toml</li>
</ul>
</li>
<li>Insulators that require certain criteria can now display a hint in their tooltip
<ul style="margin-left: 10px;">
<li>i.e. the Create netherite backtank now has the requirement "Wearing full netherite diving suit" in its tooltip</li>
<li>JSON: Added a "hint" field that takes two optional arguments:
<ul style="margin-left: 15px;">
<li><span style="color: #ffffff; font-weight: bold;">"text": Display static text</span></li>
<li><span style="color: #ffffff; font-weight: bold;">"key": Use a translation key</span></li>
<li>Usage: "hint": {"text": "Wearing full iron armor", "key": "tooltip.cold_sweat.example"}</li>
<li>Only one of these fields is required</li>
<li>If both fields are defined, "key" will be tried first and "text" will be used as a fallback</li>
</ul>
</li>
<li>KubeJS: Added "hintText" and "hintKey" methods to insulator builders</li>
</ul>
</li>
<li>Temperature changes from shade and overcast mechanics are now handled by a single dedicated temperature modifier
<ul style="margin-left: 10px;">
<li>This change "upgrades" the shade mechanic from being a side-effect of the depth system to a real feature</li>
<li>In turn, the depth system now does not count leaf blocks as solid ground</li>
<li>The temperature effect of shade/overcast can be configured with the "Shade Temperature Offset" setting, which replaces "Overcast Temperature Offset"</li>
</ul>
</li>
<li>Added "/temp add" subcommand, which changes the target's body temperature by the specified amount</li>
<li>Adaptive insulation now adapts at a consistent rate instead of slowing down as it reaches its target</li>
<li>(1.16) Improved the reliability of tooltip image insertions, especially when other mods are installed</li>
<li>Switching to spectator mode now sets your body temperature to 0</li>
<li>Decreased the temperatures of some cold biomes that generate ice, so the ice doesn't immediately melt</li>
<li>When hovering over an insulation item, holding SHIFT now shows its exact numerical insulation value</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading user JSON configs (from the configs folder) if they contain modded dynamic registries (modded dimensions, biomes, etc.)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed several potential crashes when configs contain invalid IDs</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some client-side config settings not persisting when changed in the in-game config menu</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed components requirements not working for items that have registry data in their components (i.e. enchantments)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed jerking/bouncing motions when camera is swaying due to overheating</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ice creating water when broken in the Nether</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the wildcard type ("*") in JSON configs always returning false</span></li>
<li>Fixed Create backtank not draining pressure when providing heat resistance</li>
<li>Fixed temperature decrease due to altitude being calculated incorrectly due to formatting issues</li>
<li>Fixed heat fog not moving smoothly as the player's temperature changes</li>
<li>Fixed slowness due to freezing also affecting motion from external sources (explosions, knockback, etc.)</li>
<li>Fixed client-side temperature effects being applied twice in singleplayer</li>
<li>Fixed water droplet trails scaling incorrectly at certain GUI scale settings</li>
<li>Fixed filled waterskin having the incorrect item texture when its temperature is below -50</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">The "items" field in JSON item requirements, and "entities" field in entity requirements, are now required</span>
<ul style="margin-left: 10px;">
<li>This is because configs now do nothing if these fields are empty</li>
</ul>
</li>
<li>Enum-type config fields in JSON are now case-insensitive (previously required lower-case)
<ul style="margin-left: 10px;">
<li>Examples of field types affected:
<ul style="margin-left: 15px;">
<li>Temperature Units (i.e. "f", "C", "Mc")</li>
<li>Temperature Type (i.e. "world", "CORE", "fReEzInG_pOiNt")</li>
<li>Config Type (i.e. "toml", "JSON", "KubeJS")</li>
<li>Slot Type (i.e. "head", "CHEST", "Inventory")</li>
</ul>
</li>
</ul>
</li>
<li>The "class" parameter is no longer required when creating custom registries</li>
<li><span style="color: orange;">! Custom Cold Sweat registries are now officially unsupported in 1.18</span>
<ul style="margin-left: 10px;">
<li>This is because 1.18's registry loading system disallows initializing registries outside the standard time during mod loading</li>
<li>Because not all mods have been loaded yet at this stage, there is no guarantee that all registries will load successfully</li>
</ul>
</li>
<li>Custom registries are now loaded during startup immediately after mods are loaded, instead of upon joining a world/server</li>
<li>Blocks which are affected by the "Cold Soul Fire" setting are now controlled by the "forge:soul_fire" tag ("c:soul_fire" in NeoForge)
<ul style="margin-left: 10px;">
<li>Any blocks in this tag will have their temperatures inverted if the setting is enabled</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Chameleons now require player interaction to shed</span>
<ul style="margin-left: 10px;">
<li>This is to inhibit very easy farming by putting a chameleon on top of a hopper</li>
<li>When a chameleon is ready to shed, it will start emitting particles and send a vibration with signal strength 4</li>
<li>When the player right-clicks the chameleon, it will shed chameleon molt as normal
<ul style="margin-left: 15px;">
<li>This can also be done with shears in a dispenser</li>
</ul>
</li>
<li>This change can be reverted by enabling "Chameleons Shed Automatically" in entity.toml</li>
</ul>
</li>
<li>Insulators that require certain criteria can now display a hint in their tooltip
<ul style="margin-left: 10px;">
<li>i.e. the Create netherite backtank now has the requirement "Wearing full netherite diving suit" in its tooltip</li>
<li>JSON: Added a "hint" field that takes two optional arguments:
<ul style="margin-left: 15px;">
<li><span style="color: #ffffff; font-weight: bold;">"text": Display static text</span></li>
<li><span style="color: #ffffff; font-weight: bold;">"key": Use a translation key</span></li>
<li>Usage: "hint": {"text": "Wearing full iron armor", "key": "tooltip.cold_sweat.example"}</li>
<li>Only one of these fields is required</li>
<li>If both fields are defined, "key" will be tried first and "text" will be used as a fallback</li>
</ul>
</li>
<li>KubeJS: Added "hintText" and "hintKey" methods to insulator builders</li>
</ul>
</li>
<li>Temperature changes from shade and overcast mechanics are now handled by a single dedicated temperature modifier
<ul style="margin-left: 10px;">
<li>This change "upgrades" the shade mechanic from being a side-effect of the depth system to a real feature</li>
<li>In turn, the depth system now does not count leaf blocks as solid ground</li>
<li>The temperature effect of shade/overcast can be configured with the "Shade Temperature Offset" setting, which replaces "Overcast Temperature Offset"</li>
</ul>
</li>
<li>Added "/temp add" subcommand, which changes the target's body temperature by the specified amount</li>
<li>Adaptive insulation now adapts at a consistent rate instead of slowing down as it reaches its target</li>
<li>(1.16) Improved the reliability of tooltip image insertions, especially when other mods are installed</li>
<li>Switching to spectator mode now sets your body temperature to 0</li>
<li>Decreased the temperatures of some cold biomes that generate ice, so the ice doesn't immediately melt</li>
<li>When hovering over an insulation item, holding SHIFT now shows its exact numerical insulation value</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading user JSON configs (from the configs folder) if they contain modded dynamic registries (modded dimensions, biomes, etc.)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed several potential crashes when configs contain invalid IDs</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some client-side config settings not persisting when changed in the in-game config menu</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed components requirements not working for items that have registry data in their components (i.e. enchantments)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed jerking/bouncing motions when camera is swaying due to overheating</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ice creating water when broken in the Nether</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the wildcard type ("*") in JSON configs always returning false</span></li>
<li>Fixed Create backtank not draining pressure when providing heat resistance</li>
<li>Fixed temperature decrease due to altitude being calculated incorrectly due to formatting issues</li>
<li>Fixed heat fog not moving smoothly as the player's temperature changes</li>
<li>Fixed slowness due to freezing also affecting motion from external sources (explosions, knockback, etc.)</li>
<li>Fixed client-side temperature effects being applied twice in singleplayer</li>
<li>Fixed water droplet trails scaling incorrectly at certain GUI scale settings</li>
<li>Fixed filled waterskin having the incorrect item texture when its temperature is below -50</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">The "items" field in JSON item requirements, and "entities" field in entity requirements, are now required</span>
<ul style="margin-left: 10px;">
<li>This is because configs now do nothing if these fields are empty</li>
</ul>
</li>
<li>Enum-type config fields in JSON are now case-insensitive (previously required lower-case)
<ul style="margin-left: 10px;">
<li>Examples of field types affected:
<ul style="margin-left: 15px;">
<li>Temperature Units (i.e. "f", "C", "Mc")</li>
<li>Temperature Type (i.e. "world", "CORE", "fReEzInG_pOiNt")</li>
<li>Config Type (i.e. "toml", "JSON", "KubeJS")</li>
<li>Slot Type (i.e. "head", "CHEST", "Inventory")</li>
</ul>
</li>
</ul>
</li>
<li>The "class" parameter is no longer required when creating custom registries</li>
<li><span style="color: orange;">! Custom Cold Sweat registries are now officially unsupported in 1.18</span>
<ul style="margin-left: 10px;">
<li>This is because 1.18's registry loading system disallows initializing registries outside the standard time during mod loading</li>
<li>Because not all mods have been loaded yet at this stage, there is no guarantee that all registries will load successfully</li>
</ul>
</li>
<li>Custom registries are now loaded during startup immediately after mods are loaded, instead of upon joining a world/server</li>
<li>Blocks which are affected by the "Cold Soul Fire" setting are now controlled by the "forge:soul_fire" tag ("c:soul_fire" in NeoForge)
<ul style="margin-left: 10px;">
<li>Any blocks in this tag will have their temperatures inverted if the setting is enabled</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Chameleons now require player interaction to shed</span>
<ul style="margin-left: 10px;">
<li>This is to inhibit very easy farming by putting a chameleon on top of a hopper</li>
<li>When a chameleon is ready to shed, it will start emitting particles and send a vibration with signal strength 4</li>
<li>When the player right-clicks the chameleon, it will shed chameleon molt as normal
<ul style="margin-left: 15px;">
<li>This can also be done with shears in a dispenser</li>
</ul>
</li>
<li>This change can be reverted by enabling "Chameleons Shed Automatically" in entity.toml</li>
</ul>
</li>
<li>Insulators that require certain criteria can now display a hint in their tooltip
<ul style="margin-left: 10px;">
<li>i.e. the Create netherite backtank now has the requirement "Wearing full netherite diving suit" in its tooltip</li>
<li>JSON: Added a "hint" field that takes two optional arguments:
<ul style="margin-left: 15px;">
<li><span style="color: #ffffff; font-weight: bold;">"text": Display static text</span></li>
<li><span style="color: #ffffff; font-weight: bold;">"key": Use a translation key</span></li>
<li>Usage: "hint": {"text": "Wearing full iron armor", "key": "tooltip.cold_sweat.example"}</li>
<li>Only one of these fields is required</li>
<li>If both fields are defined, "key" will be tried first and "text" will be used as a fallback</li>
</ul>
</li>
<li>KubeJS: Added "hintText" and "hintKey" methods to insulator builders</li>
</ul>
</li>
<li>Temperature changes from shade and overcast mechanics are now handled by a single dedicated temperature modifier
<ul style="margin-left: 10px;">
<li>This change "upgrades" the shade mechanic from being a side-effect of the depth system to a real feature</li>
<li>In turn, the depth system now does not count leaf blocks as solid ground</li>
<li>The temperature effect of shade/overcast can be configured with the "Shade Temperature Offset" setting, which replaces "Overcast Temperature Offset"</li>
</ul>
</li>
<li>Added "/temp add" subcommand, which changes the target's body temperature by the specified amount</li>
<li>Adaptive insulation now adapts at a consistent rate instead of slowing down as it reaches its target</li>
<li>(1.16) Improved the reliability of tooltip image insertions, especially when other mods are installed</li>
<li>Switching to spectator mode now sets your body temperature to 0</li>
<li>Decreased the temperatures of some cold biomes that generate ice, so the ice doesn't immediately melt</li>
<li>When hovering over an insulation item, holding SHIFT now shows its exact numerical insulation value</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading user JSON configs (from the configs folder) if they contain modded dynamic registries (modded dimensions, biomes, etc.)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed several potential crashes when configs contain invalid IDs</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some client-side config settings not persisting when changed in the in-game config menu</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed components requirements not working for items that have registry data in their components (i.e. enchantments)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed jerking/bouncing motions when camera is swaying due to overheating</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ice creating water when broken in the Nether</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the wildcard type ("*") in JSON configs always returning false</span></li>
<li>Fixed Create backtank not draining pressure when providing heat resistance</li>
<li>Fixed temperature decrease due to altitude being calculated incorrectly due to formatting issues</li>
<li>Fixed heat fog not moving smoothly as the player's temperature changes</li>
<li>Fixed slowness due to freezing also affecting motion from external sources (explosions, knockback, etc.)</li>
<li>Fixed client-side temperature effects being applied twice in singleplayer</li>
<li>Fixed water droplet trails scaling incorrectly at certain GUI scale settings</li>
<li>Fixed filled waterskin having the incorrect item texture when its temperature is below -50</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">The "items" field in JSON item requirements, and "entities" field in entity requirements, are now required</span>
<ul style="margin-left: 10px;">
<li>This is because configs now do nothing if these fields are empty</li>
</ul>
</li>
<li>Enum-type config fields in JSON are now case-insensitive (previously required lower-case)
<ul style="margin-left: 10px;">
<li>Examples of field types affected:
<ul style="margin-left: 15px;">
<li>Temperature Units (i.e. "f", "C", "Mc")</li>
<li>Temperature Type (i.e. "world", "CORE", "fReEzInG_pOiNt")</li>
<li>Config Type (i.e. "toml", "JSON", "KubeJS")</li>
<li>Slot Type (i.e. "head", "CHEST", "Inventory")</li>
</ul>
</li>
</ul>
</li>
<li>The "class" parameter is no longer required when creating custom registries</li>
<li><span style="color: orange;">! Custom Cold Sweat registries are now officially unsupported in 1.18</span>
<ul style="margin-left: 10px;">
<li>This is because 1.18's registry loading system disallows initializing registries outside the standard time during mod loading</li>
<li>Because not all mods have been loaded yet at this stage, there is no guarantee that all registries will load successfully</li>
</ul>
</li>
<li>Custom registries are now loaded during startup immediately after mods are loaded, instead of upon joining a world/server</li>
<li>Blocks which are affected by the "Cold Soul Fire" setting are now controlled by the "forge:soul_fire" tag ("c:soul_fire" in NeoForge)
<ul style="margin-left: 10px;">
<li>Any blocks in this tag will have their temperatures inverted if the setting is enabled</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Chameleons now require player interaction to shed</span>
<ul style="margin-left: 10px;">
<li>This is to inhibit very easy farming by putting a chameleon on top of a hopper</li>
<li>When a chameleon is ready to shed, it will start emitting particles and send a vibration with signal strength 4</li>
<li>When the player right-clicks the chameleon, it will shed chameleon molt as normal
<ul style="margin-left: 15px;">
<li>This can also be done with shears in a dispenser</li>
</ul>
</li>
<li>This change can be reverted by enabling "Chameleons Shed Automatically" in entity.toml</li>
</ul>
</li>
<li>Insulators that require certain criteria can now display a hint in their tooltip
<ul style="margin-left: 10px;">
<li>i.e. the Create netherite backtank now has the requirement "Wearing full netherite diving suit" in its tooltip</li>
<li>JSON: Added a "hint" field that takes two optional arguments:
<ul style="margin-left: 15px;">
<li><span style="color: #ffffff; font-weight: bold;">"text": Display static text</span></li>
<li><span style="color: #ffffff; font-weight: bold;">"key": Use a translation key</span></li>
<li>Usage: "hint": {"text": "Wearing full iron armor", "key": "tooltip.cold_sweat.example"}</li>
<li>Only one of these fields is required</li>
<li>If both fields are defined, "key" will be tried first and "text" will be used as a fallback</li>
</ul>
</li>
<li>KubeJS: Added "hintText" and "hintKey" methods to insulator builders</li>
</ul>
</li>
<li>Temperature changes from shade and overcast mechanics are now handled by a single dedicated temperature modifier
<ul style="margin-left: 10px;">
<li>This change "upgrades" the shade mechanic from being a side-effect of the depth system to a real feature</li>
<li>In turn, the depth system now does not count leaf blocks as solid ground</li>
<li>The temperature effect of shade/overcast can be configured with the "Shade Temperature Offset" setting, which replaces "Overcast Temperature Offset"</li>
</ul>
</li>
<li>Added "/temp add" subcommand, which changes the target's body temperature by the specified amount</li>
<li>Adaptive insulation now adapts at a consistent rate instead of slowing down as it reaches its target</li>
<li>(1.16) Improved the reliability of tooltip image insertions, especially when other mods are installed</li>
<li>Switching to spectator mode now sets your body temperature to 0</li>
<li>Decreased the temperatures of some cold biomes that generate ice, so the ice doesn't immediately melt</li>
<li>When hovering over an insulation item, holding SHIFT now shows its exact numerical insulation value</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading user JSON configs (from the configs folder) if they contain modded dynamic registries (modded dimensions, biomes, etc.)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed several potential crashes when configs contain invalid IDs</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some client-side config settings not persisting when changed in the in-game config menu</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed components requirements not working for items that have registry data in their components (i.e. enchantments)</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed jerking/bouncing motions when camera is swaying due to overheating</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ice creating water when broken in the Nether</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the wildcard type ("*") in JSON configs always returning false</span></li>
<li>Fixed Create backtank not draining pressure when providing heat resistance</li>
<li>Fixed temperature decrease due to altitude being calculated incorrectly due to formatting issues</li>
<li>Fixed heat fog not moving smoothly as the player's temperature changes</li>
<li>Fixed slowness due to freezing also affecting motion from external sources (explosions, knockback, etc.)</li>
<li>Fixed client-side temperature effects being applied twice in singleplayer</li>
<li>Fixed water droplet trails scaling incorrectly at certain GUI scale settings</li>
<li>Fixed filled waterskin having the incorrect item texture when its temperature is below -50</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">The "items" field in JSON item requirements, and "entities" field in entity requirements, are now required</span>
<ul style="margin-left: 10px;">
<li>This is because configs now do nothing if these fields are empty</li>
</ul>
</li>
<li>Enum-type config fields in JSON are now case-insensitive (previously required lower-case)
<ul style="margin-left: 10px;">
<li>Examples of field types affected:
<ul style="margin-left: 15px;">
<li>Temperature Units (i.e. "f", "C", "Mc")</li>
<li>Temperature Type (i.e. "world", "CORE", "fReEzInG_pOiNt")</li>
<li>Config Type (i.e. "toml", "JSON", "KubeJS")</li>
<li>Slot Type (i.e. "head", "CHEST", "Inventory")</li>
</ul>
</li>
</ul>
</li>
<li>The "class" parameter is no longer required when creating custom registries</li>
<li><span style="color: orange;">! Custom Cold Sweat registries are now officially unsupported in 1.18</span>
<ul style="margin-left: 10px;">
<li>This is because 1.18's registry loading system disallows initializing registries outside the standard time during mod loading</li>
<li>Because not all mods have been loaded yet at this stage, there is no guarantee that all registries will load successfully</li>
</ul>
</li>
<li>Custom registries are now loaded during startup immediately after mods are loaded, instead of upon joining a world/server</li>
<li>Blocks which are affected by the "Cold Soul Fire" setting are now controlled by the "forge:soul_fire" tag ("c:soul_fire" in NeoForge)
<ul style="margin-left: 10px;">
<li>Any blocks in this tag will have their temperatures inverted if the setting is enabled</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Redesigned some parts of the hearth, boiler, and icebox GUIs</span>
<ul style="margin-left: 40px;">
<li>New fuel gauge textures that are more in line with Vanilla</li>
<li>Less prominent particle visibility toggle button</li>
<li>Tweaked the position & design of redstone current indicators</li>
</ul>
</li>
<li>Tweaked textures for several other things:
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Items:</span>
<ul style="margin-left: 50px;">
<li>Chameleon Molt</li>
<li>Chameleon Scale Armor</li>
<li>Goat Fur Parka</li>
<li>Hoglin Hide Armor</li>
<li>Hearth</li>
<li>Insulated Minecart (very slightly)</li>
<li>These changes are a mix of general design improvements and more closely aligning them with the Vanilla style</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Blocks:</span>
<ul style="margin-left: 50px;">
<li>Boiler, Icebox</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">UI:</span>
<ul style="margin-left: 50px;">
<li>World temperature gauge (both with and without thermometer)</li>
</ul>
</li>
</ul>
</li>
<li style="color: orange;">! Changed armor item IDs to follow the normal helmet/chestplate/leggings/boots convention
<ul style="margin-left: 40px;">
<li>i.e. cold_sweat:goat_fur_parka is now cold_sweat:goat_fur_chestplate</li>
<li>The word "scale" is now omitted from chameleon armor IDs; i.e. cold_sweat:chameleon_scale_helmet -> cold_sweat:chameleon_helmet</li>
<li>Old configs targeting these IDs will continue to work, but should be updated when possible</li>
<li>Existing items in worlds will be automatically converted to the new IDs</li>
</ul>
</li>
<li>The fuel slot of iceboxes/boilers can no longer be taken from by automation (i.e. hoppers)
<ul style="margin-left: 40px;">
<li>This makes automation easier and more consistent with Vanilla blocks like furnaces</li>
</ul>
</li>
<li>Changed wording of "it is freezing/sweltering outside" messages to "it is freezing/sweltering here" for more clarity</li>
<li>Dried kelp blocks can now be used as fuel in hearths and boilers</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash when registries are loaded in a certain order; triggered by some mod combinations</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed potential crash when KubeJS tries to scan Cold Sweat registries</span></li>
<li>(1.21) Fixed recipes that are dependent on other mods trying to load when the mod isn't present</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed the top half of a hearth not breaking when the bottom half is broken</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when common-side KubeJS events are fired</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed world temperature increasing/decreasing indefinitely after pouring a waterskin</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed Cold Sweat not compiling from source due to outdated build.gradle dependencies</span></li>
<li>Fixed soul stalk not generating more commonly in soul sand valley biomes</li>
<li>Fixed bed-like blocks setting the player's spawn point when they shouldn't</li>
<li>Fixed the resulting temperature of TemperatureChangedEvent not being used</li>
<li>Fixed insulation attribute modifiers not being arranged correctly on the tooltip if some of them have unmet requirements</li>
<li>Fixed empty "matches" parameter on registry removals returning true for all registries</li>
<li>Fixed the hearth not accepting items via automation (i.e. hoppers)</li>
<li>Fixed the icebox not using the proper top texture when placed beneath a smokestack</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added SimpleTempModifier (cold_sweat:simple), a basic TempModifier controlled by NBT
<ul style="margin-left: 40px;">
<li>Good for use in commands or simple KubeJS implementations</li>
<li>Parameters:
<ul style="margin-left: 50px;">
<li>"Temperature": The value to apply to the entity's temperature</li>
<li>"Operation": Any of: add, subtract, multiply, divide, power, root, set, max, min
<ul style="margin-left: 60px;">
<li>Augment what the modifier does to the entity's temperature</li>
<li>"set" overrides the entity's temperature with the modifier's value</li>
<li>"max" ensures the entity's temperature is >= the modifier's value</li>
<li>"min" ensures the entity's temperature is <= the modifier's value</li>
</ul>
</li>
</ul>
</li>
<li>Changes to the modifier's NBT will be reflected immediately</li>
<li>When modifying the NBT in Java or KubeJS, make sure to call markDirty() so the changes are sent to clients</li>
</ul>
</li>
<li>JSON configs now require a wildcard "*" to apply to all objects in a registry
<ul style="margin-left: 40px;">
<li>i.e. "items": ["*"] applies to all items</li>
<li>Previously, an empty list applied to all objects, which caused issues when some IDs in a list failed to parse</li>
</ul>
</li>
<li>During config loading, the IDs of registered configs will now be logged instead of their contents
<ul style="margin-left: 40px;">
<li>"Registered" configs are those which are part of JSON datapacks or added by mods</li>
<li>Other configs will log their full contents as before</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Redesigned some parts of the hearth, boiler, and icebox GUIs</span>
<ul style="margin-left: 40px;">
<li>New fuel gauge textures that are more in line with Vanilla</li>
<li>Less prominent particle visibility toggle button</li>
<li>Tweaked the position & design of redstone current indicators</li>
</ul>
</li>
<li>Tweaked textures for several other things:
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Items:</span>
<ul style="margin-left: 50px;">
<li>Chameleon Molt</li>
<li>Chameleon Scale Armor</li>
<li>Goat Fur Parka</li>
<li>Hoglin Hide Armor</li>
<li>Hearth</li>
<li>Insulated Minecart (very slightly)</li>
<li>These changes are a mix of general design improvements and more closely aligning them with the Vanilla style</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Blocks:</span>
<ul style="margin-left: 50px;">
<li>Boiler, Icebox</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">UI:</span>
<ul style="margin-left: 50px;">
<li>World temperature gauge (both with and without thermometer)</li>
</ul>
</li>
</ul>
</li>
<li style="color: orange;">! Changed armor item IDs to follow the normal helmet/chestplate/leggings/boots convention
<ul style="margin-left: 40px;">
<li>i.e. cold_sweat:goat_fur_parka is now cold_sweat:goat_fur_chestplate</li>
<li>The word "scale" is now omitted from chameleon armor IDs; i.e. cold_sweat:chameleon_scale_helmet -> cold_sweat:chameleon_helmet</li>
<li>Old configs targeting these IDs will continue to work, but should be updated when possible</li>
<li>Existing items in worlds will be automatically converted to the new IDs</li>
</ul>
</li>
<li>The fuel slot of iceboxes/boilers can no longer be taken from by automation (i.e. hoppers)
<ul style="margin-left: 40px;">
<li>This makes automation easier and more consistent with Vanilla blocks like furnaces</li>
</ul>
</li>
<li>Changed wording of "it is freezing/sweltering outside" messages to "it is freezing/sweltering here" for more clarity</li>
<li>Dried kelp blocks can now be used as fuel in hearths and boilers</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash when registries are loaded in a certain order; triggered by some mod combinations</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed potential crash when KubeJS tries to scan Cold Sweat registries</span></li>
<li>(1.21) Fixed recipes that are dependent on other mods trying to load when the mod isn't present</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed the top half of a hearth not breaking when the bottom half is broken</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when common-side KubeJS events are fired</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed world temperature increasing/decreasing indefinitely after pouring a waterskin</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed Cold Sweat not compiling from source due to outdated build.gradle dependencies</span></li>
<li>Fixed soul stalk not generating more commonly in soul sand valley biomes</li>
<li>Fixed bed-like blocks setting the player's spawn point when they shouldn't</li>
<li>Fixed the resulting temperature of TemperatureChangedEvent not being used</li>
<li>Fixed insulation attribute modifiers not being arranged correctly on the tooltip if some of them have unmet requirements</li>
<li>Fixed empty "matches" parameter on registry removals returning true for all registries</li>
<li>Fixed the hearth not accepting items via automation (i.e. hoppers)</li>
<li>Fixed the icebox not using the proper top texture when placed beneath a smokestack</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added SimpleTempModifier (cold_sweat:simple), a basic TempModifier controlled by NBT
<ul style="margin-left: 40px;">
<li>Good for use in commands or simple KubeJS implementations</li>
<li>Parameters:
<ul style="margin-left: 50px;">
<li>"Temperature": The value to apply to the entity's temperature</li>
<li>"Operation": Any of: add, subtract, multiply, divide, power, root, set, max, min
<ul style="margin-left: 60px;">
<li>Augment what the modifier does to the entity's temperature</li>
<li>"set" overrides the entity's temperature with the modifier's value</li>
<li>"max" ensures the entity's temperature is >= the modifier's value</li>
<li>"min" ensures the entity's temperature is <= the modifier's value</li>
</ul>
</li>
</ul>
</li>
<li>Changes to the modifier's NBT will be reflected immediately</li>
<li>When modifying the NBT in Java or KubeJS, make sure to call markDirty() so the changes are sent to clients</li>
</ul>
</li>
<li>JSON configs now require a wildcard "*" to apply to all objects in a registry
<ul style="margin-left: 40px;">
<li>i.e. "items": ["*"] applies to all items</li>
<li>Previously, an empty list applied to all objects, which caused issues when some IDs in a list failed to parse</li>
</ul>
</li>
<li>During config loading, the IDs of registered configs will now be logged instead of their contents
<ul style="margin-left: 40px;">
<li>"Registered" configs are those which are part of JSON datapacks or added by mods</li>
<li>Other configs will log their full contents as before</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Redesigned some parts of the hearth, boiler, and icebox GUIs</span>
<ul style="margin-left: 40px;">
<li>New fuel gauge textures that are more in line with Vanilla</li>
<li>Less prominent particle visibility toggle button</li>
<li>Tweaked the position & design of redstone current indicators</li>
</ul>
</li>
<li>Tweaked textures for several other things:
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Items:</span>
<ul style="margin-left: 50px;">
<li>Chameleon Molt</li>
<li>Chameleon Scale Armor</li>
<li>Goat Fur Parka</li>
<li>Hoglin Hide Armor</li>
<li>Hearth</li>
<li>Insulated Minecart (very slightly)</li>
<li>These changes are a mix of general design improvements and more closely aligning them with the Vanilla style</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Blocks:</span>
<ul style="margin-left: 50px;">
<li>Boiler, Icebox</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">UI:</span>
<ul style="margin-left: 50px;">
<li>World temperature gauge (both with and without thermometer)</li>
</ul>
</li>
</ul>
</li>
<li style="color: orange;">! Changed armor item IDs to follow the normal helmet/chestplate/leggings/boots convention
<ul style="margin-left: 40px;">
<li>i.e. cold_sweat:goat_fur_parka is now cold_sweat:goat_fur_chestplate</li>
<li>The word "scale" is now omitted from chameleon armor IDs; i.e. cold_sweat:chameleon_scale_helmet -> cold_sweat:chameleon_helmet</li>
<li>Old configs targeting these IDs will continue to work, but should be updated when possible</li>
<li>Existing items in worlds will be automatically converted to the new IDs</li>
</ul>
</li>
<li>The fuel slot of iceboxes/boilers can no longer be taken from by automation (i.e. hoppers)
<ul style="margin-left: 40px;">
<li>This makes automation easier and more consistent with Vanilla blocks like furnaces</li>
</ul>
</li>
<li>Changed wording of "it is freezing/sweltering outside" messages to "it is freezing/sweltering here" for more clarity</li>
<li>Dried kelp blocks can now be used as fuel in hearths and boilers</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash when registries are loaded in a certain order; triggered by some mod combinations</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed potential crash when KubeJS tries to scan Cold Sweat registries</span></li>
<li>(1.21) Fixed recipes that are dependent on other mods trying to load when the mod isn't present</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed the top half of a hearth not breaking when the bottom half is broken</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when common-side KubeJS events are fired</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed world temperature increasing/decreasing indefinitely after pouring a waterskin</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed Cold Sweat not compiling from source due to outdated build.gradle dependencies</span></li>
<li>Fixed soul stalk not generating more commonly in soul sand valley biomes</li>
<li>Fixed bed-like blocks setting the player's spawn point when they shouldn't</li>
<li>Fixed the resulting temperature of TemperatureChangedEvent not being used</li>
<li>Fixed insulation attribute modifiers not being arranged correctly on the tooltip if some of them have unmet requirements</li>
<li>Fixed empty "matches" parameter on registry removals returning true for all registries</li>
<li>Fixed the hearth not accepting items via automation (i.e. hoppers)</li>
<li>Fixed the icebox not using the proper top texture when placed beneath a smokestack</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added SimpleTempModifier (cold_sweat:simple), a basic TempModifier controlled by NBT
<ul style="margin-left: 40px;">
<li>Good for use in commands or simple KubeJS implementations</li>
<li>Parameters:
<ul style="margin-left: 50px;">
<li>"Temperature": The value to apply to the entity's temperature</li>
<li>"Operation": Any of: add, subtract, multiply, divide, power, root, set, max, min
<ul style="margin-left: 60px;">
<li>Augment what the modifier does to the entity's temperature</li>
<li>"set" overrides the entity's temperature with the modifier's value</li>
<li>"max" ensures the entity's temperature is >= the modifier's value</li>
<li>"min" ensures the entity's temperature is <= the modifier's value</li>
</ul>
</li>
</ul>
</li>
<li>Changes to the modifier's NBT will be reflected immediately</li>
<li>When modifying the NBT in Java or KubeJS, make sure to call markDirty() so the changes are sent to clients</li>
</ul>
</li>
<li>JSON configs now require a wildcard "*" to apply to all objects in a registry
<ul style="margin-left: 40px;">
<li>i.e. "items": ["*"] applies to all items</li>
<li>Previously, an empty list applied to all objects, which caused issues when some IDs in a list failed to parse</li>
</ul>
</li>
<li>During config loading, the IDs of registered configs will now be logged instead of their contents
<ul style="margin-left: 40px;">
<li>"Registered" configs are those which are part of JSON datapacks or added by mods</li>
<li>Other configs will log their full contents as before</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Redesigned some parts of the hearth, boiler, and icebox GUIs</span>
<ul style="margin-left: 40px;">
<li>New fuel gauge textures that are more in line with Vanilla</li>
<li>Less prominent particle visibility toggle button</li>
<li>Tweaked the position & design of redstone current indicators</li>
</ul>
</li>
<li>Tweaked textures for several other things:
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Items:</span>
<ul style="margin-left: 50px;">
<li>Chameleon Molt</li>
<li>Chameleon Scale Armor</li>
<li>Goat Fur Parka</li>
<li>Hoglin Hide Armor</li>
<li>Hearth</li>
<li>Insulated Minecart (very slightly)</li>
<li>These changes are a mix of general design improvements and more closely aligning them with the Vanilla style</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Blocks:</span>
<ul style="margin-left: 50px;">
<li>Boiler, Icebox</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">UI:</span>
<ul style="margin-left: 50px;">
<li>World temperature gauge (both with and without thermometer)</li>
</ul>
</li>
</ul>
</li>
<li style="color: orange;">! Changed armor item IDs to follow the normal helmet/chestplate/leggings/boots convention
<ul style="margin-left: 40px;">
<li>i.e. cold_sweat:goat_fur_parka is now cold_sweat:goat_fur_chestplate</li>
<li>The word "scale" is now omitted from chameleon armor IDs; i.e. cold_sweat:chameleon_scale_helmet -> cold_sweat:chameleon_helmet</li>
<li>Old configs targeting these IDs will continue to work, but should be updated when possible</li>
<li>Existing items in worlds will be automatically converted to the new IDs</li>
</ul>
</li>
<li>The fuel slot of iceboxes/boilers can no longer be taken from by automation (i.e. hoppers)
<ul style="margin-left: 40px;">
<li>This makes automation easier and more consistent with Vanilla blocks like furnaces</li>
</ul>
</li>
<li>Changed wording of "it is freezing/sweltering outside" messages to "it is freezing/sweltering here" for more clarity</li>
<li>Dried kelp blocks can now be used as fuel in hearths and boilers</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash when registries are loaded in a certain order; triggered by some mod combinations</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed potential crash when KubeJS tries to scan Cold Sweat registries</span></li>
<li>(1.21) Fixed recipes that are dependent on other mods trying to load when the mod isn't present</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed the top half of a hearth not breaking when the bottom half is broken</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when common-side KubeJS events are fired</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed world temperature increasing/decreasing indefinitely after pouring a waterskin</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed Cold Sweat not compiling from source due to outdated build.gradle dependencies</span></li>
<li>Fixed soul stalk not generating more commonly in soul sand valley biomes</li>
<li>Fixed bed-like blocks setting the player's spawn point when they shouldn't</li>
<li>Fixed the resulting temperature of TemperatureChangedEvent not being used</li>
<li>Fixed insulation attribute modifiers not being arranged correctly on the tooltip if some of them have unmet requirements</li>
<li>Fixed empty "matches" parameter on registry removals returning true for all registries</li>
<li>Fixed the hearth not accepting items via automation (i.e. hoppers)</li>
<li>Fixed the icebox not using the proper top texture when placed beneath a smokestack</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added SimpleTempModifier (cold_sweat:simple), a basic TempModifier controlled by NBT
<ul style="margin-left: 40px;">
<li>Good for use in commands or simple KubeJS implementations</li>
<li>Parameters:
<ul style="margin-left: 50px;">
<li>"Temperature": The value to apply to the entity's temperature</li>
<li>"Operation": Any of: add, subtract, multiply, divide, power, root, set, max, min
<ul style="margin-left: 60px;">
<li>Augment what the modifier does to the entity's temperature</li>
<li>"set" overrides the entity's temperature with the modifier's value</li>
<li>"max" ensures the entity's temperature is >= the modifier's value</li>
<li>"min" ensures the entity's temperature is <= the modifier's value</li>
</ul>
</li>
</ul>
</li>
<li>Changes to the modifier's NBT will be reflected immediately</li>
<li>When modifying the NBT in Java or KubeJS, make sure to call markDirty() so the changes are sent to clients</li>
</ul>
</li>
<li>JSON configs now require a wildcard "*" to apply to all objects in a registry
<ul style="margin-left: 40px;">
<li>i.e. "items": ["*"] applies to all items</li>
<li>Previously, an empty list applied to all objects, which caused issues when some IDs in a list failed to parse</li>
</ul>
</li>
<li>During config loading, the IDs of registered configs will now be logged instead of their contents
<ul style="margin-left: 40px;">
<li>"Registered" configs are those which are part of JSON datapacks or added by mods</li>
<li>Other configs will log their full contents as before</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b05a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Redesigned some parts of the hearth, boiler, and icebox GUIs</span>
<ul style="margin-left: 40px;">
<li>New fuel gauge textures that are more in line with Vanilla</li>
<li>Less prominent particle visibility toggle button</li>
<li>Tweaked the position & design of redstone current indicators</li>
</ul>
</li>
<li>Tweaked textures for several other things:
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Items:</span>
<ul style="margin-left: 50px;">
<li>Chameleon Molt</li>
<li>Chameleon Scale Armor</li>
<li>Goat Fur Parka</li>
<li>Hoglin Hide Armor</li>
<li>Hearth</li>
<li>Insulated Minecart (very slightly)</li>
<li>These changes are a mix of general design improvements and more closely aligning them with the Vanilla style</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Blocks:</span>
<ul style="margin-left: 50px;">
<li>Boiler, Icebox</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">UI:</span>
<ul style="margin-left: 50px;">
<li>World temperature gauge (both with and without thermometer)</li>
</ul>
</li>
</ul>
</li>
<li style="color: orange;">! Changed armor item IDs to follow the normal helmet/chestplate/leggings/boots convention
<ul style="margin-left: 40px;">
<li>i.e. cold_sweat:goat_fur_parka is now cold_sweat:goat_fur_chestplate</li>
<li>The word "scale" is now omitted from chameleon armor IDs; i.e. cold_sweat:chameleon_scale_helmet -> cold_sweat:chameleon_helmet</li>
<li>Old configs targeting these IDs will continue to work, but should be updated when possible</li>
<li>Existing items in worlds will be automatically converted to the new IDs</li>
</ul>
</li>
<li>The fuel slot of iceboxes/boilers can no longer be taken from by automation (i.e. hoppers)
<ul style="margin-left: 40px;">
<li>This makes automation easier and more consistent with Vanilla blocks like furnaces</li>
</ul>
</li>
<li>Changed wording of "it is freezing/sweltering outside" messages to "it is freezing/sweltering here" for more clarity</li>
<li>Dried kelp blocks can now be used as fuel in hearths and boilers</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash when registries are loaded in a certain order; triggered by some mod combinations</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed potential crash when KubeJS tries to scan Cold Sweat registries</span></li>
<li>(1.21) Fixed recipes that are dependent on other mods trying to load when the mod isn't present</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.16) Fixed the top half of a hearth not breaking when the bottom half is broken</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when common-side KubeJS events are fired</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed world temperature increasing/decreasing indefinitely after pouring a waterskin</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed Cold Sweat not compiling from source due to outdated build.gradle dependencies</span></li>
<li>Fixed soul stalk not generating more commonly in soul sand valley biomes</li>
<li>Fixed bed-like blocks setting the player's spawn point when they shouldn't</li>
<li>Fixed the resulting temperature of TemperatureChangedEvent not being used</li>
<li>Fixed insulation attribute modifiers not being arranged correctly on the tooltip if some of them have unmet requirements</li>
<li>Fixed empty "matches" parameter on registry removals returning true for all registries</li>
<li>Fixed the hearth not accepting items via automation (i.e. hoppers)</li>
<li>Fixed the icebox not using the proper top texture when placed beneath a smokestack</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added SimpleTempModifier (cold_sweat:simple), a basic TempModifier controlled by NBT
<ul style="margin-left: 40px;">
<li>Good for use in commands or simple KubeJS implementations</li>
<li>Parameters:
<ul style="margin-left: 50px;">
<li>"Temperature": The value to apply to the entity's temperature</li>
<li>"Operation": Any of: add, subtract, multiply, divide, power, root, set, max, min
<ul style="margin-left: 60px;">
<li>Augment what the modifier does to the entity's temperature</li>
<li>"set" overrides the entity's temperature with the modifier's value</li>
<li>"max" ensures the entity's temperature is >= the modifier's value</li>
<li>"min" ensures the entity's temperature is <= the modifier's value</li>
</ul>
</li>
</ul>
</li>
<li>Changes to the modifier's NBT will be reflected immediately</li>
<li>When modifying the NBT in Java or KubeJS, make sure to call markDirty() so the changes are sent to clients</li>
</ul>
</li>
<li>JSON configs now require a wildcard "*" to apply to all objects in a registry
<ul style="margin-left: 40px;">
<li>i.e. "items": ["*"] applies to all items</li>
<li>Previously, an empty list applied to all objects, which caused issues when some IDs in a list failed to parse</li>
</ul>
</li>
<li>During config loading, the IDs of registered configs will now be logged instead of their contents
<ul style="margin-left: 40px;">
<li>"Registered" configs are those which are part of JSON datapacks or added by mods</li>
<li>Other configs will log their full contents as before</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>Made water droplets more evenly distributed when the player emerges from water</li>
<li>Water droplets are now tinted to the biome's water color</li>
<li>Waterskins now make the player wet when poured</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed potential crash due to duplicate registries</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when carrying temperature-affecting items</span></li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>Made water droplets more evenly distributed when the player emerges from water</li>
<li>Water droplets are now tinted to the biome's water color</li>
<li>Waterskins now make the player wet when poured</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed potential crash due to duplicate registries</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when carrying temperature-affecting items</span></li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>Made water droplets more evenly distributed when the player emerges from water</li>
<li>Water droplets are now tinted to the biome's water color</li>
<li>Waterskins now make the player wet when poured</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed potential crash due to duplicate registries</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when carrying temperature-affecting items</span></li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>Made water droplets more evenly distributed when the player emerges from water</li>
<li>Water droplets are now tinted to the biome's water color</li>
<li>Waterskins now make the player wet when poured</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed potential crash due to duplicate registries</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when carrying temperature-affecting items</span></li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>Made water droplets more evenly distributed when the player emerges from water</li>
<li>Water droplets are now tinted to the biome's water color</li>
<li>Waterskins now make the player wet when poured</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed potential crash due to duplicate registries</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when carrying temperature-affecting items</span></li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added support for Ad Astra</span>
<ul style="margin-left: 40px;">
<li>This is an updated and fixed port of Mars Popsicle by igalaxy</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added UI element displaying food temperature effects</span>
<ul style="margin-left: 40px;">
<li>Shows a timer for the effect, and its strength</li>
<li>Has settings for repositioning and toggling like other UI elements</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">When the player has multiple food effects, now only the strongest one will apply</span>
<ul style="margin-left: 40px;">
<li>Example: if the player eats chicken (+5 heat), then steak (+10 heat), the steak will override the chicken until it expires</li>
<li>Hot and cold effects are handled independently,</li>
</ul>
</li>
<li>Added setting to hide non-essential information in tooltips, such as "Hold [Shift]" prompts</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor insulation not working</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Cold Sweat armor sets not having durability</span></li>
<li>(1.21) Fixed error during startup due to access transformer file name discrepancy</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed performance degradation due to hearths, boilers, and iceboxes not being properly unloaded</span></li>
<li>Fixed the insulation tooltip not showing for naturally-insulating armor items</li>
<li>Fixed waterskin tooltip erroneously saying "Hold [crouch] to drink" when secondary action is set to pour</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added new methods to TempModifier that fire when they are are added/removed on an entity:
<ul style="margin-left: 40px;">
<li>onAdded/onRemoved: Fires on the TempModifier immediately when it is added/removed</li>
<li>onSiblingAdded/onSiblingRemoved: Fires on all other TempModifiers applied to a trait when a new modifier is added/removed</li>
</ul>
</li>
<li>Added #forge:soul_campfires tag (#c:soul_campfires in NeoForge), which is now used by the block temperature of soul campfires</li>
<li>CreateRegistriesEvent has been broken up into two events:
<ul style="margin-left: 40px;">
<li>AddRegistriesEvent: Fires right before Cold Sweat registers its registries to Minecraft's datapack system.
<ul style="margin-left: 50px;">
<li>Use this event to make new registries. They will now be properly registered as Minecraft registries</li>
</ul>
</li>
<li>LoadRegistriesEvent: Drop-in replacement for CreateRegistriesEvent. Has Pre/Post sub-classes that fire at the same stages of registry loading</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added support for Ad Astra</span>
<ul style="margin-left: 40px;">
<li>This is an updated and fixed port of Mars Popsicle by igalaxy</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added UI element displaying food temperature effects</span>
<ul style="margin-left: 40px;">
<li>Shows a timer for the effect, and its strength</li>
<li>Has settings for repositioning and toggling like other UI elements</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">When the player has multiple food effects, now only the strongest one will apply</span>
<ul style="margin-left: 40px;">
<li>Example: if the player eats chicken (+5 heat), then steak (+10 heat), the steak will override the chicken until it expires</li>
<li>Hot and cold effects are handled independently,</li>
</ul>
</li>
<li>Added setting to hide non-essential information in tooltips, such as "Hold [Shift]" prompts</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor insulation not working</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Cold Sweat armor sets not having durability</span></li>
<li>(1.21) Fixed error during startup due to access transformer file name discrepancy</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed performance degradation due to hearths, boilers, and iceboxes not being properly unloaded</span></li>
<li>Fixed the insulation tooltip not showing for naturally-insulating armor items</li>
<li>Fixed waterskin tooltip erroneously saying "Hold [crouch] to drink" when secondary action is set to pour</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added new methods to TempModifier that fire when they are are added/removed on an entity:
<ul style="margin-left: 40px;">
<li>onAdded/onRemoved: Fires on the TempModifier immediately when it is added/removed</li>
<li>onSiblingAdded/onSiblingRemoved: Fires on all other TempModifiers applied to a trait when a new modifier is added/removed</li>
</ul>
</li>
<li>Added #forge:soul_campfires tag (#c:soul_campfires in NeoForge), which is now used by the block temperature of soul campfires</li>
<li>CreateRegistriesEvent has been broken up into two events:
<ul style="margin-left: 40px;">
<li>AddRegistriesEvent: Fires right before Cold Sweat registers its registries to Minecraft's datapack system.
<ul style="margin-left: 50px;">
<li>Use this event to make new registries. They will now be properly registered as Minecraft registries</li>
</ul>
</li>
<li>LoadRegistriesEvent: Drop-in replacement for CreateRegistriesEvent. Has Pre/Post sub-classes that fire at the same stages of registry loading</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added support for Ad Astra</span>
<ul style="margin-left: 40px;">
<li>This is an updated and fixed port of Mars Popsicle by igalaxy</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added UI element displaying food temperature effects</span>
<ul style="margin-left: 40px;">
<li>Shows a timer for the effect, and its strength</li>
<li>Has settings for repositioning and toggling like other UI elements</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">When the player has multiple food effects, now only the strongest one will apply</span>
<ul style="margin-left: 40px;">
<li>Example: if the player eats chicken (+5 heat), then steak (+10 heat), the steak will override the chicken until it expires</li>
<li>Hot and cold effects are handled independently,</li>
</ul>
</li>
<li>Added setting to hide non-essential information in tooltips, such as "Hold [Shift]" prompts</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor insulation not working</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Cold Sweat armor sets not having durability</span></li>
<li>(1.21) Fixed error during startup due to access transformer file name discrepancy</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed performance degradation due to hearths, boilers, and iceboxes not being properly unloaded</span></li>
<li>Fixed the insulation tooltip not showing for naturally-insulating armor items</li>
<li>Fixed waterskin tooltip erroneously saying "Hold [crouch] to drink" when secondary action is set to pour</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added new methods to TempModifier that fire when they are are added/removed on an entity:
<ul style="margin-left: 40px;">
<li>onAdded/onRemoved: Fires on the TempModifier immediately when it is added/removed</li>
<li>onSiblingAdded/onSiblingRemoved: Fires on all other TempModifiers applied to a trait when a new modifier is added/removed</li>
</ul>
</li>
<li>Added #forge:soul_campfires tag (#c:soul_campfires in NeoForge), which is now used by the block temperature of soul campfires</li>
<li>CreateRegistriesEvent has been broken up into two events:
<ul style="margin-left: 40px;">
<li>AddRegistriesEvent: Fires right before Cold Sweat registers its registries to Minecraft's datapack system.
<ul style="margin-left: 50px;">
<li>Use this event to make new registries. They will now be properly registered as Minecraft registries</li>
</ul>
</li>
<li>LoadRegistriesEvent: Drop-in replacement for CreateRegistriesEvent. Has Pre/Post sub-classes that fire at the same stages of registry loading</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added support for Ad Astra</span>
<ul style="margin-left: 40px;">
<li>This is an updated and fixed port of Mars Popsicle by igalaxy</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added UI element displaying food temperature effects</span>
<ul style="margin-left: 40px;">
<li>Shows a timer for the effect, and its strength</li>
<li>Has settings for repositioning and toggling like other UI elements</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">When the player has multiple food effects, now only the strongest one will apply</span>
<ul style="margin-left: 40px;">
<li>Example: if the player eats chicken (+5 heat), then steak (+10 heat), the steak will override the chicken until it expires</li>
<li>Hot and cold effects are handled independently,</li>
</ul>
</li>
<li>Added setting to hide non-essential information in tooltips, such as "Hold [Shift]" prompts</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor insulation not working</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Cold Sweat armor sets not having durability</span></li>
<li>(1.21) Fixed error during startup due to access transformer file name discrepancy</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed performance degradation due to hearths, boilers, and iceboxes not being properly unloaded</span></li>
<li>Fixed the insulation tooltip not showing for naturally-insulating armor items</li>
<li>Fixed waterskin tooltip erroneously saying "Hold [crouch] to drink" when secondary action is set to pour</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added new methods to TempModifier that fire when they are are added/removed on an entity:
<ul style="margin-left: 40px;">
<li>onAdded/onRemoved: Fires on the TempModifier immediately when it is added/removed</li>
<li>onSiblingAdded/onSiblingRemoved: Fires on all other TempModifiers applied to a trait when a new modifier is added/removed</li>
</ul>
</li>
<li>Added #forge:soul_campfires tag (#c:soul_campfires in NeoForge), which is now used by the block temperature of soul campfires</li>
<li>CreateRegistriesEvent has been broken up into two events:
<ul style="margin-left: 40px;">
<li>AddRegistriesEvent: Fires right before Cold Sweat registers its registries to Minecraft's datapack system.
<ul style="margin-left: 50px;">
<li>Use this event to make new registries. They will now be properly registered as Minecraft registries</li>
</ul>
</li>
<li>LoadRegistriesEvent: Drop-in replacement for CreateRegistriesEvent. Has Pre/Post sub-classes that fire at the same stages of registry loading</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added support for Ad Astra</span>
<ul style="margin-left: 40px;">
<li>This is an updated and fixed port of Mars Popsicle by igalaxy</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added UI element displaying food temperature effects</span>
<ul style="margin-left: 40px;">
<li>Shows a timer for the effect, and its strength</li>
<li>Has settings for repositioning and toggling like other UI elements</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">When the player has multiple food effects, now only the strongest one will apply</span>
<ul style="margin-left: 40px;">
<li>Example: if the player eats chicken (+5 heat), then steak (+10 heat), the steak will override the chicken until it expires</li>
<li>Hot and cold effects are handled independently,</li>
</ul>
</li>
<li>Added setting to hide non-essential information in tooltips, such as "Hold [Shift]" prompts</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor insulation not working</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Cold Sweat armor sets not having durability</span></li>
<li>(1.21) Fixed error during startup due to access transformer file name discrepancy</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed performance degradation due to hearths, boilers, and iceboxes not being properly unloaded</span></li>
<li>Fixed the insulation tooltip not showing for naturally-insulating armor items</li>
<li>Fixed waterskin tooltip erroneously saying "Hold [crouch] to drink" when secondary action is set to pour</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added new methods to TempModifier that fire when they are are added/removed on an entity:
<ul style="margin-left: 40px;">
<li>onAdded/onRemoved: Fires on the TempModifier immediately when it is added/removed</li><div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Added support for Ad Astra</span>
<ul style="margin-left: 40px;">
<li>This is an updated and fixed port of Mars Popsicle by igalaxy</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added UI element displaying food temperature effects</span>
<ul style="margin-left: 40px;">
<li>Shows a timer for the effect, and its strength</li>
<li>Has settings for repositioning and toggling like other UI elements</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">When the player has multiple food effects, now only the strongest one will apply</span>
<ul style="margin-left: 40px;">
<li>Example: if the player eats chicken (+5 heat), then steak (+10 heat), the steak will override the chicken until it expires</li>
<li>Hot and cold effects are handled independently,</li>
</ul>
</li>
<li>Added setting to hide non-essential information in tooltips, such as "Hold [Shift]" prompts</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor insulation not working</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Cold Sweat armor sets not having durability</span></li>
<li>(1.21) Fixed error during startup due to access transformer file name discrepancy</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed performance degradation due to hearths, boilers, and iceboxes not being properly unloaded</span></li>
<li>Fixed the insulation tooltip not showing for naturally-insulating armor items</li>
<li>Fixed waterskin tooltip erroneously saying "Hold [crouch] to drink" when secondary action is set to pour</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Added new methods to TempModifier that fire when they are are added/removed on an entity:
<ul style="margin-left: 40px;">
<li>onAdded/onRemoved: Fires on the TempModifier immediately when it is added/removed</li>
<li>onSiblingAdded/onSiblingRemoved: Fires on all other TempModifiers applied to a trait when a new modifier is added/removed</li>
</ul>
</li>
<li>Added #forge:soul_campfires tag (#c:soul_campfires in NeoForge), which is now used by the block temperature of soul campfires</li>
<li>CreateRegistriesEvent has been broken up into two events:
<ul style="margin-left: 40px;">
<li>AddRegistriesEvent: Fires right before Cold Sweat registers its registries to Minecraft's datapack system.
<ul style="margin-left: 50px;">
<li>Use this event to make new registries. They will now be properly registered as Minecraft registries</li>
</ul>
</li>
<li>LoadRegistriesEvent: Drop-in replacement for CreateRegistriesEvent. Has Pre/Post sub-classes that fire at the same stages of registry loading</li>
</ul>
</li>
</ul>
<br>
</div>
<li>onSiblingAdded/onSiblingRemoved: Fires on all other TempModifiers applied to a trait when a new modifier is added/removed</li>
</ul>
</li>
<li>Added #forge:soul_campfires tag (#c:soul_campfires in NeoForge), which is now used by the block temperature of soul campfires</li>
<li>CreateRegistriesEvent has been broken up into two events:
<ul style="margin-left: 40px;">
<li>AddRegistriesEvent: Fires right before Cold Sweat registers its registries to Minecraft's datapack system.
<ul style="margin-left: 50px;">
<li>Use this event to make new registries. They will now be properly registered as Minecraft registries</li>
</ul>
</li>
<li>LoadRegistriesEvent: Drop-in replacement for CreateRegistriesEvent. Has Pre/Post sub-classes that fire at the same stages of registry loading</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed gradually decreasing server performance due to registry leaks</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed long freeze when exiting a world or server</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading TOML configs in some cases</span></li>
<li>Fixed boolean block state values in JSON not being read properly</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.16) The file structure of JSON registries has changed to match that of other versions:</span>
<ul style="margin-left: 40px;">
<li>Registries are now located in data/<yourmod>/cold_sweat/* (instead of data/cold_sweat/config/*)</li>
<li>This means that JSON registries registered by other mods will have that mod's namespace in their IDs</li>
<li>Datapacks still do not work. This is only for mod developers</li>
</ul>
</li>
<li>Block temperature JSON configs can now be added to "effect groups"
<ul style="margin-left: 40px;">
<li>Block temperatures in an effect group will count towards each other's max effect limits</li>
<li>i.e. if redstone lamps and copper bulbs are part of the same group, redstone lamps will count towards the max number of copper bulbs and vice-versa</li>
<li>Implemented via the "effect_group" field in block temperature JSON configs
<ul style="margin-left: 50px;">
<li>This field takes in a tag ID containing block temps (i.e. "yourpack:yourtag" [no #hashtag])</li>
<li>Add your block temp tag to data/<yourpack>/tags/cold_sweat/block/block_temp/<yourtag>.json</li>
<li>Include the IDs of the block temps in the tag (i.e. "yourpack:your_block_temp")</li>
</ul>
</li>
</ul>
</li>
<li>registerByClassName() in TempModifierRegisterEvent now accepts constructor arguments as its last parameter (varargs)
<ul style="margin-left: 40px;">
<li>These arguments will be passed to the constructor of the modifier class upon creation</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed gradually decreasing server performance due to registry leaks</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed long freeze when exiting a world or server</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading TOML configs in some cases</span></li>
<li>Fixed boolean block state values in JSON not being read properly</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.16) The file structure of JSON registries has changed to match that of other versions:</span>
<ul style="margin-left: 40px;">
<li>Registries are now located in data/<yourmod>/cold_sweat/* (instead of data/cold_sweat/config/*)</li>
<li>This means that JSON registries registered by other mods will have that mod's namespace in their IDs</li>
<li>Datapacks still do not work. This is only for mod developers</li>
</ul>
</li>
<li>Block temperature JSON configs can now be added to "effect groups"
<ul style="margin-left: 40px;">
<li>Block temperatures in an effect group will count towards each other's max effect limits</li>
<li>i.e. if redstone lamps and copper bulbs are part of the same group, redstone lamps will count towards the max number of copper bulbs and vice-versa</li>
<li>Implemented via the "effect_group" field in block temperature JSON configs
<ul style="margin-left: 50px;">
<li>This field takes in a tag ID containing block temps (i.e. "yourpack:yourtag" [no #hashtag])</li>
<li>Add your block temp tag to data/<yourpack>/tags/cold_sweat/block/block_temp/<yourtag>.json</li>
<li>Include the IDs of the block temps in the tag (i.e. "yourpack:your_block_temp")</li>
</ul>
</li>
</ul>
</li>
<li>registerByClassName() in TempModifierRegisterEvent now accepts constructor arguments as its last parameter (varargs)
<ul style="margin-left: 40px;">
<li>These arguments will be passed to the constructor of the modifier class upon creation</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed gradually decreasing server performance due to registry leaks</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed long freeze when exiting a world or server</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading TOML configs in some cases</span></li>
<li>Fixed boolean block state values in JSON not being read properly</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.16) The file structure of JSON registries has changed to match that of other versions:</span>
<ul style="margin-left: 40px;">
<li>Registries are now located in data/<yourmod>/cold_sweat/* (instead of data/cold_sweat/config/*)</li>
<li>This means that JSON registries registered by other mods will have that mod's namespace in their IDs</li>
<li>Datapacks still do not work. This is only for mod developers</li>
</ul>
</li>
<li>Block temperature JSON configs can now be added to "effect groups"
<ul style="margin-left: 40px;">
<li>Block temperatures in an effect group will count towards each other's max effect limits</li>
<li>i.e. if redstone lamps and copper bulbs are part of the same group, redstone lamps will count towards the max number of copper bulbs and vice-versa</li>
<li>Implemented via the "effect_group" field in block temperature JSON configs
<ul style="margin-left: 50px;">
<li>This field takes in a tag ID containing block temps (i.e. "yourpack:yourtag" [no #hashtag])</li>
<li>Add your block temp tag to data/<yourpack>/tags/cold_sweat/block/block_temp/<yourtag>.json</li>
<li>Include the IDs of the block temps in the tag (i.e. "yourpack:your_block_temp")</li>
</ul>
</li>
</ul>
</li>
<li>registerByClassName() in TempModifierRegisterEvent now accepts constructor arguments as its last parameter (varargs)
<ul style="margin-left: 40px;">
<li>These arguments will be passed to the constructor of the modifier class upon creation</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed gradually decreasing server performance due to registry leaks</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed long freeze when exiting a world or server</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading TOML configs in some cases</span></li>
<li>Fixed boolean block state values in JSON not being read properly</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.16) The file structure of JSON registries has changed to match that of other versions:</span>
<ul style="margin-left: 40px;">
<li>Registries are now located in data/<yourmod>/cold_sweat/* (instead of data/cold_sweat/config/*)</li>
<li>This means that JSON registries registered by other mods will have that mod's namespace in their IDs</li>
<li>Datapacks still do not work. This is only for mod developers</li>
</ul>
</li>
<li>Block temperature JSON configs can now be added to "effect groups"
<ul style="margin-left: 40px;">
<li>Block temperatures in an effect group will count towards each other's max effect limits</li>
<li>i.e. if redstone lamps and copper bulbs are part of the same group, redstone lamps will count towards the max number of copper bulbs and vice-versa</li>
<li>Implemented via the "effect_group" field in block temperature JSON configs
<ul style="margin-left: 50px;">
<li>This field takes in a tag ID containing block temps (i.e. "yourpack:yourtag" [no #hashtag])</li>
<li>Add your block temp tag to data/<yourpack>/tags/cold_sweat/block/block_temp/<yourtag>.json</li>
<li>Include the IDs of the block temps in the tag (i.e. "yourpack:your_block_temp")</li>
</ul>
</li>
</ul>
</li>
<li>registerByClassName() in TempModifierRegisterEvent now accepts constructor arguments as its last parameter (varargs)
<ul style="margin-left: 40px;">
<li>These arguments will be passed to the constructor of the modifier class upon creation</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b04a</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed gradually decreasing server performance due to registry leaks</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed long freeze when exiting a world or server</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when loading TOML configs in some cases</span></li>
<li>Fixed boolean block state values in JSON not being read properly</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">(1.16) The file structure of JSON registries has changed to match that of other versions:</span>
<ul style="margin-left: 40px;">
<li>Registries are now located in data/<yourmod>/cold_sweat/* (instead of data/cold_sweat/config/*)</li>
<li>This means that JSON registries registered by other mods will have that mod's namespace in their IDs</li>
<li>Datapacks still do not work. This is only for mod developers</li>
</ul>
</li>
<li>Block temperature JSON configs can now be added to "effect groups"
<ul style="margin-left: 40px;">
<li>Block temperatures in an effect group will count towards each other's max effect limits</li>
<li>i.e. if redstone lamps and copper bulbs are part of the same group, redstone lamps will count towards the max number of copper bulbs and vice-versa</li>
<li>Implemented via the "effect_group" field in block temperature JSON configs
<ul style="margin-left: 50px;">
<li>This field takes in a tag ID containing block temps (i.e. "yourpack:yourtag" [no #hashtag])</li>
<li>Add your block temp tag to data/<yourpack>/tags/cold_sweat/block/block_temp/<yourtag>.json</li>
<li>Include the IDs of the block temps in the tag (i.e. "yourpack:your_block_temp")</li>
</ul>
</li>
</ul>
</li>
<li>registerByClassName() in TempModifierRegisterEvent now accepts constructor arguments as its last parameter (varargs)
<ul style="margin-left: 40px;">
<li>These arguments will be passed to the constructor of the modifier class upon creation</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Big improvements to config files:</span>
<ul style="margin-left: 40px;">
<li>Improved the formatting and wording of comments, making them more readable and clear</li>
<li>Improved the spacing between config settings and comments, making it easier to locate specific settings</li>
<li>List-based configs are now formatted vertically with one element per line, rather than all elements on one line
<ul style="margin-left: 50px;">
<li>This behavior is indicated by the "//v" tag at the top of the config's comment. Removing the tag reverts this behavior</li>
<li>Formatting changes take effect upon restarting the game</li>
</ul>
</li>
<li style="color: orange;">! Existing configs should be updated automatically, but backing up is recommended</li>
<li>TOML configs that take in IDs, like blocks, items, entities, biomes, etc. now support negation (i.e. "!minecraft:stone")
<ul style="margin-left: 50px;">
<li>Most useful when used in lists. Excludes the given ID from having the setting applied to it</li>
<li>Also supports negating tags ("!#minecraft:leaves")</li>
<li>i.e. "#forge:dyes,!minecraft:black_dye" applies to all dyes EXCEPT black dye</li>
</ul>
</li>
<li style="color: orange;">! Some config settings have been moved:
<ul style="margin-left: 50px;">
<li>"Require Thermometer": main.toml -> item.toml</li>
<li>"Fire/Ice Resistance Immunity" main.toml -> item.toml</li>
</ul>
</li>
</ul>
</li>
<li>Armor items that provide built-in insulation can now accept insulation themselves
<ul style="margin-left: 40px;">
<li>Built-in armor insulation can also be configured to either take up the item's available insulation slots, or not</li>
</ul>
</li>
<li>Insulation tooltips can now be configured to show under specific circumstances:
<ul style="margin-left: 40px;">
<li>"always": Always show the tooltip (even for armor items with no insulation)</li>
<li>"if_present": The default behavior. Shows the tooltip only if the item gives or has insulation</li>
<li>"on_shift": Show the insulation tooltip if SHIFT is held (even for armor items with no insulation)</li>
<li>"shift_and_present": Show the tooltip if SHIFT is held AND the item gives or has insulation</li>
<li>"never": Never show the insulation tooltip for any items</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Leather, hoglin hide, goat fur, and chameleon scale armor can no longer be sewn into other armor by default</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased the amount of insulation provided by leather, hoglin hide, goat fur, and chameleon scale armor when worn</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased ice resistance potion durations:</span>
<ul style="margin-left: 40px;">
<li>Normal length: 90 seconds -> 3 minutes</li>
<li>Extended length: 3 minutes -> 6 minutes</li>
</ul>
</li>
<li>(1.16) Added Valkyrien Skies support</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crashing and/or disconnection when loading Cold Sweat datapacks that include dimensions, structures, or biomes</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth, boiler, or icebox in a Valkyrien Skies ship</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed strange temperature behavior when an entity with temperature is killed or leaves the world</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects being removed when the player's body temperature is above 100 or below -100</span></li>
<li>Fixed the player's spawn point not being set at a bed if it is sweltering or freezing</li>
<li>Fixed water droplets sometimes spawning in lopsided patterns on the screen</li>
<li>Fixed shears consuming double durability when used to shear goats</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Chameleons will now target and eat any entities in the #cold_sweat:chameleon_eats tag</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Big improvements to config files:</span>
<ul style="margin-left: 40px;">
<li>Improved the formatting and wording of comments, making them more readable and clear</li>
<li>Improved the spacing between config settings and comments, making it easier to locate specific settings</li>
<li>List-based configs are now formatted vertically with one element per line, rather than all elements on one line
<ul style="margin-left: 50px;">
<li>This behavior is indicated by the "//v" tag at the top of the config's comment. Removing the tag reverts this behavior</li>
<li>Formatting changes take effect upon restarting the game</li>
</ul>
</li>
<li style="color: orange;">! Existing configs should be updated automatically, but backing up is recommended</li>
<li>TOML configs that take in IDs, like blocks, items, entities, biomes, etc. now support negation (i.e. "!minecraft:stone")
<ul style="margin-left: 50px;">
<li>Most useful when used in lists. Excludes the given ID from having the setting applied to it</li>
<li>Also supports negating tags ("!#minecraft:leaves")</li>
<li>i.e. "#forge:dyes,!minecraft:black_dye" applies to all dyes EXCEPT black dye</li>
</ul>
</li>
<li style="color: orange;">! Some config settings have been moved:
<ul style="margin-left: 50px;">
<li>"Require Thermometer": main.toml -> item.toml</li>
<li>"Fire/Ice Resistance Immunity" main.toml -> item.toml</li>
</ul>
</li>
</ul>
</li>
<li>Armor items that provide built-in insulation can now accept insulation themselves
<ul style="margin-left: 40px;">
<li>Built-in armor insulation can also be configured to either take up the item's available insulation slots, or not</li>
</ul>
</li>
<li>Insulation tooltips can now be configured to show under specific circumstances:
<ul style="margin-left: 40px;">
<li>"always": Always show the tooltip (even for armor items with no insulation)</li>
<li>"if_present": The default behavior. Shows the tooltip only if the item gives or has insulation</li>
<li>"on_shift": Show the insulation tooltip if SHIFT is held (even for armor items with no insulation)</li>
<li>"shift_and_present": Show the tooltip if SHIFT is held AND the item gives or has insulation</li>
<li>"never": Never show the insulation tooltip for any items</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Leather, hoglin hide, goat fur, and chameleon scale armor can no longer be sewn into other armor by default</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased the amount of insulation provided by leather, hoglin hide, goat fur, and chameleon scale armor when worn</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased ice resistance potion durations:</span>
<ul style="margin-left: 40px;">
<li>Normal length: 90 seconds -> 3 minutes</li>
<li>Extended length: 3 minutes -> 6 minutes</li>
</ul>
</li>
<li>(1.16) Added Valkyrien Skies support</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crashing and/or disconnection when loading Cold Sweat datapacks that include dimensions, structures, or biomes</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth, boiler, or icebox in a Valkyrien Skies ship</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed strange temperature behavior when an entity with temperature is killed or leaves the world</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects being removed when the player's body temperature is above 100 or below -100</span></li>
<li>Fixed the player's spawn point not being set at a bed if it is sweltering or freezing</li>
<li>Fixed water droplets sometimes spawning in lopsided patterns on the screen</li>
<li>Fixed shears consuming double durability when used to shear goats</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Chameleons will now target and eat any entities in the #cold_sweat:chameleon_eats tag</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Big improvements to config files:</span>
<ul style="margin-left: 40px;">
<li>Improved the formatting and wording of comments, making them more readable and clear</li>
<li>Improved the spacing between config settings and comments, making it easier to locate specific settings</li>
<li>List-based configs are now formatted vertically with one element per line, rather than all elements on one line
<ul style="margin-left: 50px;">
<li>This behavior is indicated by the "//v" tag at the top of the config's comment. Removing the tag reverts this behavior</li>
<li>Formatting changes take effect upon restarting the game</li>
</ul>
</li>
<li style="color: orange;">! Existing configs should be updated automatically, but backing up is recommended</li>
<li>TOML configs that take in IDs, like blocks, items, entities, biomes, etc. now support negation (i.e. "!minecraft:stone")
<ul style="margin-left: 50px;">
<li>Most useful when used in lists. Excludes the given ID from having the setting applied to it</li>
<li>Also supports negating tags ("!#minecraft:leaves")</li>
<li>i.e. "#forge:dyes,!minecraft:black_dye" applies to all dyes EXCEPT black dye</li>
</ul>
</li>
<li style="color: orange;">! Some config settings have been moved:
<ul style="margin-left: 50px;">
<li>"Require Thermometer": main.toml -> item.toml</li>
<li>"Fire/Ice Resistance Immunity" main.toml -> item.toml</li>
</ul>
</li>
</ul>
</li>
<li>Armor items that provide built-in insulation can now accept insulation themselves
<ul style="margin-left: 40px;">
<li>Built-in armor insulation can also be configured to either take up the item's available insulation slots, or not</li>
</ul>
</li>
<li>Insulation tooltips can now be configured to show under specific circumstances:
<ul style="margin-left: 40px;">
<li>"always": Always show the tooltip (even for armor items with no insulation)</li>
<li>"if_present": The default behavior. Shows the tooltip only if the item gives or has insulation</li>
<li>"on_shift": Show the insulation tooltip if SHIFT is held (even for armor items with no insulation)</li>
<li>"shift_and_present": Show the tooltip if SHIFT is held AND the item gives or has insulation</li>
<li>"never": Never show the insulation tooltip for any items</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Leather, hoglin hide, goat fur, and chameleon scale armor can no longer be sewn into other armor by default</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased the amount of insulation provided by leather, hoglin hide, goat fur, and chameleon scale armor when worn</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased ice resistance potion durations:</span>
<ul style="margin-left: 40px;">
<li>Normal length: 90 seconds -> 3 minutes</li>
<li>Extended length: 3 minutes -> 6 minutes</li>
</ul>
</li>
<li>(1.16) Added Valkyrien Skies support</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crashing and/or disconnection when loading Cold Sweat datapacks that include dimensions, structures, or biomes</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth, boiler, or icebox in a Valkyrien Skies ship</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed strange temperature behavior when an entity with temperature is killed or leaves the world</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects being removed when the player's body temperature is above 100 or below -100</span></li>
<li>Fixed the player's spawn point not being set at a bed if it is sweltering or freezing</li>
<li>Fixed water droplets sometimes spawning in lopsided patterns on the screen</li>
<li>Fixed shears consuming double durability when used to shear goats</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Chameleons will now target and eat any entities in the #cold_sweat:chameleon_eats tag</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Big improvements to config files:</span>
<ul style="margin-left: 40px;">
<li>Improved the formatting and wording of comments, making them more readable and clear</li>
<li>Improved the spacing between config settings and comments, making it easier to locate specific settings</li>
<li>List-based configs are now formatted vertically with one element per line, rather than all elements on one line
<ul style="margin-left: 50px;">
<li>This behavior is indicated by the "//v" tag at the top of the config's comment. Removing the tag reverts this behavior</li>
<li>Formatting changes take effect upon restarting the game</li>
</ul>
</li>
<li style="color: orange;">! Existing configs should be updated automatically, but backing up is recommended</li>
<li>TOML configs that take in IDs, like blocks, items, entities, biomes, etc. now support negation (i.e. "!minecraft:stone")
<ul style="margin-left: 50px;">
<li>Most useful when used in lists. Excludes the given ID from having the setting applied to it</li>
<li>Also supports negating tags ("!#minecraft:leaves")</li>
<li>i.e. "#forge:dyes,!minecraft:black_dye" applies to all dyes EXCEPT black dye</li>
</ul>
</li>
<li style="color: orange;">! Some config settings have been moved:
<ul style="margin-left: 50px;">
<li>"Require Thermometer": main.toml -> item.toml</li>
<li>"Fire/Ice Resistance Immunity" main.toml -> item.toml</li>
</ul>
</li>
</ul>
</li>
<li>Armor items that provide built-in insulation can now accept insulation themselves
<ul style="margin-left: 40px;">
<li>Built-in armor insulation can also be configured to either take up the item's available insulation slots, or not</li>
</ul>
</li>
<li>Insulation tooltips can now be configured to show under specific circumstances:
<ul style="margin-left: 40px;">
<li>"always": Always show the tooltip (even for armor items with no insulation)</li>
<li>"if_present": The default behavior. Shows the tooltip only if the item gives or has insulation</li>
<li>"on_shift": Show the insulation tooltip if SHIFT is held (even for armor items with no insulation)</li>
<li>"shift_and_present": Show the tooltip if SHIFT is held AND the item gives or has insulation</li>
<li>"never": Never show the insulation tooltip for any items</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Leather, hoglin hide, goat fur, and chameleon scale armor can no longer be sewn into other armor by default</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased the amount of insulation provided by leather, hoglin hide, goat fur, and chameleon scale armor when worn</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased ice resistance potion durations:</span>
<ul style="margin-left: 40px;">
<li>Normal length: 90 seconds -> 3 minutes</li>
<li>Extended length: 3 minutes -> 6 minutes</li>
</ul>
</li>
<li>(1.16) Added Valkyrien Skies support</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crashing and/or disconnection when loading Cold Sweat datapacks that include dimensions, structures, or biomes</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth, boiler, or icebox in a Valkyrien Skies ship</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed strange temperature behavior when an entity with temperature is killed or leaves the world</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects being removed when the player's body temperature is above 100 or below -100</span></li>
<li>Fixed the player's spawn point not being set at a bed if it is sweltering or freezing</li>
<li>Fixed water droplets sometimes spawning in lopsided patterns on the screen</li>
<li>Fixed shears consuming double durability when used to shear goats</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Chameleons will now target and eat any entities in the #cold_sweat:chameleon_eats tag</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03d</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Big improvements to config files:</span>
<ul style="margin-left: 40px;">
<li>Improved the formatting and wording of comments, making them more readable and clear</li>
<li>Improved the spacing between config settings and comments, making it easier to locate specific settings</li>
<li>List-based configs are now formatted vertically with one element per line, rather than all elements on one line
<ul style="margin-left: 50px;">
<li>This behavior is indicated by the "//v" tag at the top of the config's comment. Removing the tag reverts this behavior</li>
<li>Formatting changes take effect upon restarting the game</li>
</ul>
</li>
<li style="color: orange;">! Existing configs should be updated automatically, but backing up is recommended</li>
<li>TOML configs that take in IDs, like blocks, items, entities, biomes, etc. now support negation (i.e. "!minecraft:stone")
<ul style="margin-left: 50px;">
<li>Most useful when used in lists. Excludes the given ID from having the setting applied to it</li>
<li>Also supports negating tags ("!#minecraft:leaves")</li>
<li>i.e. "#forge:dyes,!minecraft:black_dye" applies to all dyes EXCEPT black dye</li>
</ul>
</li>
<li style="color: orange;">! Some config settings have been moved:
<ul style="margin-left: 50px;">
<li>"Require Thermometer": main.toml -> item.toml</li>
<li>"Fire/Ice Resistance Immunity" main.toml -> item.toml</li>
</ul>
</li>
</ul>
</li>
<li>Armor items that provide built-in insulation can now accept insulation themselves
<ul style="margin-left: 40px;">
<li>Built-in armor insulation can also be configured to either take up the item's available insulation slots, or not</li>
</ul>
</li>
<li>Insulation tooltips can now be configured to show under specific circumstances:
<ul style="margin-left: 40px;">
<li>"always": Always show the tooltip (even for armor items with no insulation)</li>
<li>"if_present": The default behavior. Shows the tooltip only if the item gives or has insulation</li>
<li>"on_shift": Show the insulation tooltip if SHIFT is held (even for armor items with no insulation)</li>
<li>"shift_and_present": Show the tooltip if SHIFT is held AND the item gives or has insulation</li>
<li>"never": Never show the insulation tooltip for any items</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Leather, hoglin hide, goat fur, and chameleon scale armor can no longer be sewn into other armor by default</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased the amount of insulation provided by leather, hoglin hide, goat fur, and chameleon scale armor when worn</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Increased ice resistance potion durations:</span>
<ul style="margin-left: 40px;">
<li>Normal length: 90 seconds -> 3 minutes</li>
<li>Extended length: 3 minutes -> 6 minutes</li>
</ul>
</li>
<li>(1.16) Added Valkyrien Skies support</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crashing and/or disconnection when loading Cold Sweat datapacks that include dimensions, structures, or biomes</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth, boiler, or icebox in a Valkyrien Skies ship</span></li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed strange temperature behavior when an entity with temperature is killed or leaves the world</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed temperature effects being removed when the player's body temperature is above 100 or below -100</span></li>
<li>Fixed the player's spawn point not being set at a bed if it is sweltering or freezing</li>
<li>Fixed water droplets sometimes spawning in lopsided patterns on the screen</li>
<li>Fixed shears consuming double durability when used to shear goats</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li>Chameleons will now target and eat any entities in the #cold_sweat:chameleon_eats tag</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Soul sprouts can now be planted with dispensers</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks that became glitched after updating to b03a will now correct themselves upon receiving a block update</span></li>
<li>Slightly decreased the effectiveness of growing items on soul stalk (now takes 2-3 items instead of always 2)</li>
<li><span style="color: #ffffff; font-weight: bold;">Removed sticks from the loot table for soul stalk</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Mod compat for specific mods can now be disabled by using the "disabled_mods" file in the CS config folder</span>
<ul style="margin-left: 40px;">
<li>These mods will still work, but special integration features will not be applied</li>
</ul>
</li>
<li>The "Require Thermometer" and "Fire/Ice Resistance Immunity" settings have been moved to item.toml</li>
<li>Improved Primal Winter support:
<ul style="margin-left: 40px;">
<li>Now respects disabled biomes/dimensions in Primal Winter's config</li>
<li>Only decreases the temperature for configured biomes, since Primal Winter already changes default biome temperatures</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed crash during server startup</li>
<li>Fixed crash when rendering frozen health</li>
<li>Fixed crash due to Cold Sweat registries not being synced to the client</li>
<li>Fixed un-enchantable armor items inheriting enchantments from insulators</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Soul sprouts can now be planted with dispensers</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks that became glitched after updating to b03a will now correct themselves upon receiving a block update</span></li>
<li>Slightly decreased the effectiveness of growing items on soul stalk (now takes 2-3 items instead of always 2)</li>
<li><span style="color: #ffffff; font-weight: bold;">Removed sticks from the loot table for soul stalk</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Mod compat for specific mods can now be disabled by using the "disabled_mods" file in the CS config folder</span>
<ul style="margin-left: 40px;">
<li>These mods will still work, but special integration features will not be applied</li>
</ul>
</li>
<li>The "Require Thermometer" and "Fire/Ice Resistance Immunity" settings have been moved to item.toml</li>
<li>Improved Primal Winter support:
<ul style="margin-left: 40px;">
<li>Now respects disabled biomes/dimensions in Primal Winter's config</li>
<li>Only decreases the temperature for configured biomes, since Primal Winter already changes default biome temperatures</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed crash during server startup</li>
<li>Fixed crash due to Cold Sweat registries not being synced to the client</li>
<li>Fixed un-enchantable armor items inheriting enchantments from insulators</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Soul sprouts can now be planted with dispensers</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks that became glitched after updating to b03a will now correct themselves upon receiving a block update</span></li>
<li>Slightly decreased the effectiveness of growing items on soul stalk (now takes 2-3 items instead of always 2)</li>
<li><span style="color: #ffffff; font-weight: bold;">Removed sticks from the loot table for soul stalk</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Mod compat for specific mods can now be disabled by using the "disabled_mods" file in the CS config folder</span>
<ul style="margin-left: 40px;">
<li>These mods will still work, but special integration features will not be applied</li>
</ul>
</li>
<li>The "Require Thermometer" and "Fire/Ice Resistance Immunity" settings have been moved to item.toml</li>
<li>Improved Primal Winter support:
<ul style="margin-left: 40px;">
<li>Now respects disabled biomes/dimensions in Primal Winter's config</li>
<li>Only decreases the temperature for configured biomes, since Primal Winter already changes default biome temperatures</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed crash during server startup</li>
<li>Fixed crash due to Cold Sweat registries not being synced to the client</li>
<li>Fixed un-enchantable armor items inheriting enchantments from insulators</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Soul sprouts can now be planted with dispensers</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks that became glitched after updating to b03a will now correct themselves upon receiving a block update</span></li>
<li>Slightly decreased the effectiveness of growing items on soul stalk (now takes 2-3 items instead of always 2)</li>
<li><span style="color: #ffffff; font-weight: bold;">Removed sticks from the loot table for soul stalk</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Mod compat for specific mods can now be disabled by using the "disabled_mods" file in the CS config folder</span>
<ul style="margin-left: 40px;">
<li>These mods will still work, but special integration features will not be applied</li>
</ul>
</li>
<li>The "Require Thermometer" and "Fire/Ice Resistance Immunity" settings have been moved to item.toml</li>
<li>Improved Primal Winter support:
<ul style="margin-left: 40px;">
<li>Now respects disabled biomes/dimensions in Primal Winter's config</li>
<li>Only decreases the temperature for configured biomes, since Primal Winter already changes default biome temperatures</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed crash during server startup</li>
<li>Fixed crash due to Cold Sweat registries not being synced to the client</li>
<li>Fixed un-enchantable armor items inheriting enchantments from insulators</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03c</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Soul sprouts can now be planted with dispensers</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks that became glitched after updating to b03a will now correct themselves upon receiving a block update</span></li>
<li>Slightly decreased the effectiveness of growing items on soul stalk (now takes 2-3 items instead of always 2)</li>
<li><span style="color: #ffffff; font-weight: bold;">Removed sticks from the loot table for soul stalk</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Mod compat for specific mods can now be disabled by using the "disabled_mods" file in the CS config folder</span>
<ul style="margin-left: 40px;">
<li>These mods will still work, but special integration features will not be applied</li>
</ul>
</li> *
<li>The "Require Thermometer" and "Fire/Ice Resistance Immunity" settings have been moved to item.toml</li>
<li>Improved Primal Winter support:
<ul style="margin-left: 40px;">
<li>Now respects disabled biomes/dimensions in Primal Winter's config</li>
<li>Only decreases the temperature for configured biomes, since Primal Winter already changes default biome temperatures</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed crash during server startup</li>
<li>Fixed crash due to Cold Sweat registries not being synced to the client</li>
<li>Fixed un-enchantable armor items inheriting enchantments from insulators</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>The icon of the input slot in the sewing table now switches between leather and shears to indicate that shears can be used</li>
<li>Added custom temperatures to biomes from Regions Unexplored
<ul style="margin-left: 40px;">
<li style="color: orange;">! This only applies to freshly-generated configs, so world.toml might need to be deleted</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Insulating armor items that don't grant any insulation will now accept insulation</span>
<ul style="margin-left: 40px;">
<li>i.e. the Create netherite diving set, which only gives attribute modifiers</li>
</ul>
</li>
<li>Soul stalk now generates more commonly in the soul sand valley biome</li>
<li>The attribute modifiers for the Create netherite diving set have been removed from the helmet, leggings, and boots
<ul style="margin-left: 40px;">
<li>The backtank now gives the full effect (+100% heat dampening, +50% cold dampening)</li>
</ul>
</li>
<li>The primary (right-click) and secondary (sneak-right-click) actions for the waterskin are now configurable:
<ul style="margin-left: 40px;">
<li>Both can now be set to either drink or pour, so they can be swapped around or disabled</li>
<li>These settings are in client.toml and are player-specific</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed the effect ID for frigidness still being "cold_sweat:chill"</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when calculating player/entity temperature attributes in some cases</span></li>
<li>Fixed potential crash when managing entity temperature caches internally</li>
<li>Fixed log spam when loading new entities into the world</li>
<li>Fixed soul stalks generating with an incorrect bottom block</li>
<li>Fixed all soul block segments turning into buds when upgrading an older world</li>
<li>Fixed water drip effects appearing when emerging from water in spectator mode</li>
<li>Fixed HUD elements rendering above other UI elements that they shouldn't</li>
<li>Fixed "matches" field in registry removals not accepting a list of values</li>
<li>Fixed "fuel" argument in KubeJS fuel configs being mistakenly named "temperature"</li>
<li>Fixed the thermometer showing Fahrenheit units when right-clicked, even if units are set to Celsius</li>
<li>Fixed TemperatureChangedEvent firing at incorrect times</li>
<li>Fixed mixin conflict with mods that modify smithing recipes (like Sortilege)</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Temperature effects are now a modular system</span>
<ul style="margin-left: 40px;">
<li>Added a new TempEffect Forge (Java-based) registry</li>
<li>Each individual temperature effect (freezing health, screen blur, etc.) is now registered as a TempEffect</li>
<li>TempEffects are assigned to entities via JSON, and apply to certain temperature ranges
<ul style="margin-left: 50px;">
<li>i.e. health freezes over if the player's temperature is between -50 and -100</li>
</ul>
</li>
<li>This system will be expanded upon and more thoroughly documented in the future</li>
</ul>
</li>
<li>Registry removals now support removing JSON registries by ID (i.e. "cold_sweat:entity/entity_temp/on_fire") via the "entries" field
<ul style="margin-left: 40px;">
<li>This does not work for TOML or KubeJS configs, as they do not have registry IDs</li>
</ul>
</li>
<li>KubeJS configs are now passed through the normal config pipeline
<ul style="margin-left: 40px;">
<li>They are now present in CreateRegistriesEvent</li>
<li>They can now be targeted by registry removals</li>
</ul>
</li>
<li>The "matches" field in registry removals now uses NBT requirements instead of normal NBT
<ul style="margin-left: 40px;">
<li>This means that Cold Sweat's special NBT functions (cs:any_of, etc.) can now be used</li>
</ul>
</li>
<li>Registry removals can now choose which config types to target via the "config_type" field
<ul style="margin-left: 40px;">
<li>Accepts a list of strings ("toml", "json", or "kubejs")</li>
</ul>
</li>
<li>Added dedicated addRegistry() and addRegistries() methods to CreateRegistriesEvent</li>
<li>Create backtank pressure now drains if the player has any insulator equipped that is part of the #drains_backtank tag and passes its requirements</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>The icon of the input slot in the sewing table now switches between leather and shears to indicate that shears can be used</li>
<li>Added custom temperatures to biomes from Regions Unexplored
<ul style="margin-left: 40px;">
<li style="color: orange;">! This only applies to freshly-generated configs, so world.toml might need to be deleted</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Insulating armor items that don't grant any insulation will now accept insulation</span>
<ul style="margin-left: 40px;">
<li>i.e. the Create netherite diving set, which only gives attribute modifiers</li>
</ul>
</li>
<li>Soul stalk now generates more commonly in the soul sand valley biome</li>
<li>The attribute modifiers for the Create netherite diving set have been removed from the helmet, leggings, and boots
<ul style="margin-left: 40px;">
<li>The backtank now gives the full effect (+100% heat dampening, +50% cold dampening)</li>
</ul>
</li>
<li>The primary (right-click) and secondary (sneak-right-click) actions for the waterskin are now configurable:
<ul style="margin-left: 40px;">
<li>Both can now be set to either drink or pour, so they can be swapped around or disabled</li>
<li>These settings are in client.toml and are player-specific</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed the effect ID for frigidness still being "cold_sweat:chill"</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when calculating player/entity temperature attributes in some cases</span></li>
<li>Fixed potential crash when managing entity temperature caches internally</li>
<li>Fixed log spam when loading new entities into the world</li>
<li>Fixed soul stalks generating with an incorrect bottom block</li>
<li>Fixed all soul block segments turning into buds when upgrading an older world</li>
<li>Fixed water drip effects appearing when emerging from water in spectator mode</li>
<li>Fixed HUD elements rendering above other UI elements that they shouldn't</li>
<li>Fixed "matches" field in registry removals not accepting a list of values</li>
<li>Fixed "fuel" argument in KubeJS fuel configs being mistakenly named "temperature"</li>
<li>Fixed the thermometer showing Fahrenheit units when right-clicked, even if units are set to Celsius</li>
<li>Fixed TemperatureChangedEvent firing at incorrect times</li>
<li>Fixed mixin conflict with mods that modify smithing recipes (like Sortilege)</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Temperature effects are now a modular system</span>
<ul style="margin-left: 40px;">
<li>Added a new TempEffect Forge (Java-based) registry</li>
<li>Each individual temperature effect (freezing health, screen blur, etc.) is now registered as a TempEffect</li>
<li>TempEffects are assigned to entities via JSON, and apply to certain temperature ranges
<ul style="margin-left: 50px;">
<li>i.e. health freezes over if the player's temperature is between -50 and -100</li>
</ul>
</li>
<li>This system will be expanded upon and more thoroughly documented in the future</li>
</ul>
</li>
<li>Registry removals now support removing JSON registries by ID (i.e. "cold_sweat:entity/entity_temp/on_fire") via the "entries" field
<ul style="margin-left: 40px;">
<li>This does not work for TOML or KubeJS configs, as they do not have registry IDs</li>
</ul>
</li>
<li>KubeJS configs are now passed through the normal config pipeline
<ul style="margin-left: 40px;">
<li>They are now present in CreateRegistriesEvent</li>
<li>They can now be targeted by registry removals</li>
</ul>
</li>
<li>The "matches" field in registry removals now uses NBT requirements instead of normal NBT
<ul style="margin-left: 40px;">
<li>This means that Cold Sweat's special NBT functions (cs:any_of, etc.) can now be used</li>
</ul>
</li>
<li>Registry removals can now choose which config types to target via the "config_type" field
<ul style="margin-left: 40px;">
<li>Accepts a list of strings ("toml", "json", or "kubejs")</li>
</ul>
</li>
<li>Added dedicated addRegistry() and addRegistries() methods to CreateRegistriesEvent</li>
<li>Create backtank pressure now drains if the player has any insulator equipped that is part of the #drains_backtank tag and passes its requirements</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>The icon of the input slot in the sewing table now switches between leather and shears to indicate that shears can be used</li>
<li>Added custom temperatures to biomes from Regions Unexplored
<ul style="margin-left: 40px;">
<li style="color: orange;">! This only applies to freshly-generated configs, so world.toml might need to be deleted</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Insulating armor items that don't grant any insulation will now accept insulation</span>
<ul style="margin-left: 40px;">
<li>i.e. the Create netherite diving set, which only gives attribute modifiers</li>
</ul>
</li>
<li>Soul stalk now generates more commonly in the soul sand valley biome</li>
<li>The attribute modifiers for the Create netherite diving set have been removed from the helmet, leggings, and boots
<ul style="margin-left: 40px;">
<li>The backtank now gives the full effect (+100% heat dampening, +50% cold dampening)</li>
</ul>
</li>
<li>The primary (right-click) and secondary (sneak-right-click) actions for the waterskin are now configurable:
<ul style="margin-left: 40px;">
<li>Both can now be set to either drink or pour, so they can be swapped around or disabled</li>
<li>These settings are in client.toml and are player-specific</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed the effect ID for frigidness still being "cold_sweat:chill"</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when calculating player/entity temperature attributes in some cases</span></li>
<li>Fixed potential crash when managing entity temperature caches internally</li>
<li>Fixed log spam when loading new entities into the world</li>
<li>Fixed soul stalks generating with an incorrect bottom block</li>
<li>Fixed all soul block segments turning into buds when upgrading an older world</li>
<li>Fixed water drip effects appearing when emerging from water in spectator mode</li>
<li>Fixed HUD elements rendering above other UI elements that they shouldn't</li>
<li>Fixed "matches" field in registry removals not accepting a list of values</li>
<li>Fixed "fuel" argument in KubeJS fuel configs being mistakenly named "temperature"</li>
<li>Fixed the thermometer showing Fahrenheit units when right-clicked, even if units are set to Celsius</li>
<li>Fixed TemperatureChangedEvent firing at incorrect times</li>
<li>Fixed mixin conflict with mods that modify smithing recipes (like Sortilege)</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Temperature effects are now a modular system</span>
<ul style="margin-left: 40px;">
<li>Added a new TempEffect Forge (Java-based) registry</li>
<li>Each individual temperature effect (freezing health, screen blur, etc.) is now registered as a TempEffect</li>
<li>TempEffects are assigned to entities via JSON, and apply to certain temperature ranges
<ul style="margin-left: 50px;">
<li>i.e. health freezes over if the player's temperature is between -50 and -100</li>
</ul>
</li>
<li>This system will be expanded upon and more thoroughly documented in the future</li>
</ul>
</li>
<li>Registry removals now support removing JSON registries by ID (i.e. "cold_sweat:entity/entity_temp/on_fire") via the "entries" field
<ul style="margin-left: 40px;">
<li>This does not work for TOML or KubeJS configs, as they do not have registry IDs</li>
</ul>
</li>
<li>KubeJS configs are now passed through the normal config pipeline
<ul style="margin-left: 40px;">
<li>They are now present in CreateRegistriesEvent</li>
<li>They can now be targeted by registry removals</li>
</ul>
</li>
<li>The "matches" field in registry removals now uses NBT requirements instead of normal NBT
<ul style="margin-left: 40px;">
<li>This means that Cold Sweat's special NBT functions (cs:any_of, etc.) can now be used</li>
</ul>
</li>
<li>Registry removals can now choose which config types to target via the "config_type" field
<ul style="margin-left: 40px;">
<li>Accepts a list of strings ("toml", "json", or "kubejs")</li>
</ul>
</li>
<li>Added dedicated addRegistry() and addRegistries() methods to CreateRegistriesEvent</li>
<li>Create backtank pressure now drains if the player has any insulator equipped that is part of the #drains_backtank tag and passes its requirements</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>The icon of the input slot in the sewing table now switches between leather and shears to indicate that shears can be used</li>
<li>Added custom temperatures to biomes from Regions Unexplored
<ul style="margin-left: 40px;">
<li style="color: orange;">! This only applies to freshly-generated configs, so world.toml might need to be deleted</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Insulating armor items that don't grant any insulation will now accept insulation</span>
<ul style="margin-left: 40px;">
<li>i.e. the Create netherite diving set, which only gives attribute modifiers</li>
</ul>
</li>
<li>Soul stalk now generates more commonly in the soul sand valley biome</li>
<li>The attribute modifiers for the Create netherite diving set have been removed from the helmet, leggings, and boots
<ul style="margin-left: 40px;">
<li>The backtank now gives the full effect (+100% heat dampening, +50% cold dampening)</li>
</ul>
</li>
<li>The primary (right-click) and secondary (sneak-right-click) actions for the waterskin are now configurable:
<ul style="margin-left: 40px;">
<li>Both can now be set to either drink or pour, so they can be swapped around or disabled</li>
<li>These settings are in client.toml and are player-specific</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed the effect ID for frigidness still being "cold_sweat:chill"</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when calculating player/entity temperature attributes in some cases</span></li>
<li>Fixed potential crash when managing entity temperature caches internally</li>
<li>Fixed log spam when loading new entities into the world</li>
<li>Fixed soul stalks generating with an incorrect bottom block</li>
<li>Fixed all soul block segments turning into buds when upgrading an older world</li>
<li>Fixed water drip effects appearing when emerging from water in spectator mode</li>
<li>Fixed HUD elements rendering above other UI elements that they shouldn't</li>
<li>Fixed "matches" field in registry removals not accepting a list of values</li>
<li>Fixed "fuel" argument in KubeJS fuel configs being mistakenly named "temperature"</li>
<li>Fixed the thermometer showing Fahrenheit units when right-clicked, even if units are set to Celsius</li>
<li>Fixed TemperatureChangedEvent firing at incorrect times</li>
<li>Fixed mixin conflict with mods that modify smithing recipes (like Sortilege)</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Temperature effects are now a modular system</span>
<ul style="margin-left: 40px;">
<li>Added a new TempEffect Forge (Java-based) registry</li>
<li>Each individual temperature effect (freezing health, screen blur, etc.) is now registered as a TempEffect</li>
<li>TempEffects are assigned to entities via JSON, and apply to certain temperature ranges
<ul style="margin-left: 50px;">
<li>i.e. health freezes over if the player's temperature is between -50 and -100</li>
</ul>
</li>
<li>This system will be expanded upon and more thoroughly documented in the future</li>
</ul>
</li>
<li>Registry removals now support removing JSON registries by ID (i.e. "cold_sweat:entity/entity_temp/on_fire") via the "entries" field
<ul style="margin-left: 40px;">
<li>This does not work for TOML or KubeJS configs, as they do not have registry IDs</li>
</ul>
</li>
<li>KubeJS configs are now passed through the normal config pipeline
<ul style="margin-left: 40px;">
<li>They are now present in CreateRegistriesEvent</li>
<li>They can now be targeted by registry removals</li>
</ul>
</li>
<li>The "matches" field in registry removals now uses NBT requirements instead of normal NBT
<ul style="margin-left: 40px;">
<li>This means that Cold Sweat's special NBT functions (cs:any_of, etc.) can now be used</li>
</ul>
</li>
<li>Registry removals can now choose which config types to target via the "config_type" field
<ul style="margin-left: 40px;">
<li>Accepts a list of strings ("toml", "json", or "kubejs")</li>
</ul>
</li>
<li>Added dedicated addRegistry() and addRegistries() methods to CreateRegistriesEvent</li>
<li>Create backtank pressure now drains if the player has any insulator equipped that is part of the #drains_backtank tag and passes its requirements</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 20;
font-weight: bold;">2.4-b03b</span><br><br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;"></span>
<ul style="font-size: 13;">
<li>The icon of the input slot in the sewing table now switches between leather and shears to indicate that shears can be used</li>
<li>Added custom temperatures to biomes from Regions Unexplored
<ul style="margin-left: 40px;">
<li style="color: orange;">! This only applies to freshly-generated configs, so world.toml might need to be deleted</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Insulating armor items that don't grant any insulation will now accept insulation</span>
<ul style="margin-left: 40px;">
<li>i.e. the Create netherite diving set, which only gives attribute modifiers</li>
</ul>
</li>
<li>Soul stalk now generates more commonly in the soul sand valley biome</li>
<li>The attribute modifiers for the Create netherite diving set have been removed from the helmet, leggings, and boots
<ul style="margin-left: 40px;">
<li>The backtank now gives the full effect (+100% heat dampening, +50% cold dampening)</li>
</ul>
</li>
<li>The primary (right-click) and secondary (sneak-right-click) actions for the waterskin are now configurable:
<ul style="margin-left: 40px;">
<li>Both can now be set to either drink or pour, so they can be swapped around or disabled</li>
<li>These settings are in client.toml and are player-specific</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 13;">
<li>(1.21) Fixed the effect ID for frigidness still being "cold_sweat:chill"</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when calculating player/entity temperature attributes in some cases</span></li>
<li>Fixed potential crash when managing entity temperature caches internally</li>
<li>Fixed log spam when loading new entities into the world</li>
<li>Fixed soul stalks generating with an incorrect bottom block</li>
<li>Fixed all soul block segments turning into buds when upgrading an older world</li>
<li>Fixed water drip effects appearing when emerging from water in spectator mode</li>
<li>Fixed HUD elements rendering above other UI elements that they shouldn't</li>
<li>Fixed "matches" field in registry removals not accepting a list of values</li>
<li>Fixed "fuel" argument in KubeJS fuel configs being mistakenly named "temperature"</li>
<li>Fixed the thermometer showing Fahrenheit units when right-clicked, even if units are set to Celsius</li>
<li>Fixed TemperatureChangedEvent firing at incorrect times</li>
<li>Fixed mixin conflict with mods that modify smithing recipes (like Sortilege)</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 16;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 13;">
<li><span style="color: #ffffff; font-weight: bold;">Temperature effects are now a modular system</span>
<ul style="margin-left: 40px;">
<li>Added a new TempEffect Forge (Java-based) registry</li>
<li>Each individual temperature effect (freezing health, screen blur, etc.) is now registered as a TempEffect</li>
<li>TempEffects are assigned to entities via JSON, and apply to certain temperature ranges
<ul style="margin-left: 50px;">
<li>i.e. health freezes over if the player's temperature is between -50 and -100</li>
</ul>
</li>
<li>This system will be expanded upon and more thoroughly documented in the future</li>
</ul>
</li>
<li>Registry removals now support removing JSON registries by ID (i.e. "cold_sweat:entity/entity_temp/on_fire") via the "entries" field
<ul style="margin-left: 40px;">
<li>This does not work for TOML or KubeJS configs, as they do not have registry IDs</li>
</ul>
</li>
<li>KubeJS configs are now passed through the normal config pipeline
<ul style="margin-left: 40px;">
<li>They are now present in CreateRegistriesEvent</li>
<li>They can now be targeted by registry removals</li>
</ul>
</li>
<li>The "matches" field in registry removals now uses NBT requirements instead of normal NBT
<ul style="margin-left: 40px;">
<li>This means that Cold Sweat's special NBT functions (cs:any_of, etc.) can now be used</li>
</ul>
</li>
<li>Registry removals can now choose which config types to target via the "config_type" field
<ul style="margin-left: 40px;">
<li>Accepts a list of strings ("toml", "json", or "kubejs")</li>
</ul>
</li>
<li>Added dedicated addRegistry() and addRegistries() methods to CreateRegistriesEvent</li>
<li>Create backtank pressure now drains if the player has any insulator equipped that is part of the #drains_backtank tag and passes its requirements</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b03a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Entities can now be configured to be affected by temperature</span>
</li>
<li style="color: orange;">! This mechanic is experimental and disabled by default. It can be enabled in entity.toml
<ul style="margin-left: 40px;">
<li>Configured animals will heat up and cool down, and can die from overheating/freezing</li>
<li>Default entities are pigs, cows, sheep, chickens, goats, horses, donkeys, mules, and llamas</li>
<li>Each of these entities are also best suited for different climates</li>
<li>Entities in an uninhabitable climate will emit hot or cold "angry" particles</li>
<li>Entity temperature uses a heavily simplified version of the player temperature system</li>
<li>This should be fine in most scenarios, but the option is present to enable more robust measurements</li>
<li>This is disabled by default, as it is less performant</li>
<li>Configurable via TOML, JSON, and KubeJS</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks now have an initial "bud" stage when placed</span>
<ul style="margin-left: 40px;">
<li>This is a small, 1-block-tall stage that will grow into a full stalk</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Glowstone can now be used to "bonemeal" soul stalks (#cold_sweat:grows_soul_stalk)</span>
<ul style="margin-left: 40px;">
<li>It can also be applied by a dispenser</li>
</ul>
</li>
<li>The boiler now only lights up when it is performing a fuel-draining task:
<ul style="margin-left: 40px;">
<li>Heating waterskins</li>
<li>Purifying drinkable items (with Thirst Was Taken)</li>
<li>Warming a room with a smokestack</li>
</ul>
</li>
<li>Soul stalks now grow twice as fast, and bear soul sprouts 60% more often
</li>
<li>Added setting to toggle the new animated model for the soulspring lamp
</li>
<li>Added support for Soul Fire'd:
<ul style="margin-left: 40px;">
<li>When an entity is burning from soul fire, it will now emit cold</li>
<li>This is an entity_temp defined via JSON</li>
</ul>
</li>
<li>Soul fire now deals contact damage (like normal fire)
</li>
<li>Naturally-generated igloos are no longer warmer inside
</li>
<li>Updated the effect icon for ice resistance
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.18, 1.19) Fixed Thirst Was Taken support not being enabled when the mod is installed
</li>
<li>Fixed the boiler not draining fuel when warming waterskins or purifying drinkable items
</li>
<li>Fixed chunkloading deadlock when scanning for temperature-affecting structures in some cases
</li>
<li>Fixed Just Enough Effect Descriptions recipes not showing the icebox and boiler as sources of frigidness and warmth
</li>
<li>Fixed some of the settings in the Temperature Effects tab not being marked as clientside when they should be
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>The list of "required_mods" in JSON configs is now a negatable list
</li>
<li><span style="color: #ffffff; font-weight: bold;">Changed how the GatherDefaultTempModifiers event works:</span>
<ul style="margin-left: 40px;">
<li>Name changed to DefaultTempModifiersEvent</li>
<li>Now fired for all temperature traits simultaneously instead of a separate event for each trait</li>
<li>Now uses a Map<Trait, List<TempModifier>> for collecting modifiers</li>
<li>Methods for adding/removing modifiers must now specify the trait to apply to</li>
<li>The old version of the event still functions, but is deprecated and will be deleted in a future release</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">A single modifier instance can now be added to multiple traits on an entity</span>
<ul style="margin-left: 40px;">
<li>This single instance will be preserved when saving & loading the entity</li>
<li>getLastInput() and getLastOutput() are now stored per-trait, and now take in a Trait argument</li>
<li>Added getFunction() method to TempModifier, which also takes in a Trait argument</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added tick() method to TempModifier</span>
<ul style="margin-left: 40px;">
<li>Naturally, this method is called every tick</li>
<li>This can be used to handle central calculations that aren't tied to any specific trait</li>
</ul>
</li>
<li>The player's body temperature equalization rate is no longer halved when temperature modifiers are applied to it
<ul style="margin-left: 40px;">
<li>For some custom temperature modifiers applied to the CORE trait, this means their rate might need to be increased</li>
</ul>
</li>
<li>Removed Temperature#getTemperatureAt(), since it was moved to WorldHelper in 2.3.10
</li>
<li>WorldHelper#getRoughTemperatureAt() now uses a less accurate but more performant method of getting the temperature
<ul style="margin-left: 40px;">
<li>Now accepts flags as a 3rd argument. 1 = use more accurate temperature, 2 = force update (forces a new calculation)</li>
<li>The "more accurate" system is the old system, which is generally still less precise and more performant than getTemperatureAt()</li>
</ul>
</li>
<li>Block requirements now accept a list of enum properties when checking block state (i.e. "type": ["top", "bottom"])
</li>
<li>Added convert() method to KubeJS (mirror of the method from the Temperature class)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b03a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Entities can now be configured to be affected by temperature</span>
</li>
<li style="color: orange;">! This mechanic is experimental and disabled by default. It can be enabled in entity.toml
<ul style="margin-left: 40px;">
<li>Configured animals will heat up and cool down, and can die from overheating/freezing</li>
<li>Default entities are pigs, cows, sheep, chickens, goats, horses, donkeys, mules, and llamas</li>
<li>Each of these entities are also best suited for different climates</li>
<li>Entities in an uninhabitable climate will emit hot or cold "angry" particles</li>
<li>Entity temperature uses a heavily simplified version of the player temperature system</li>
<li>This should be fine in most scenarios, but the option is present to enable more robust measurements</li>
<li>This is disabled by default, as it is less performant</li>
<li>Configurable via TOML, JSON, and KubeJS</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks now have an initial "bud" stage when placed</span>
<ul style="margin-left: 40px;">
<li>This is a small, 1-block-tall stage that will grow into a full stalk</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Glowstone can now be used to "bonemeal" soul stalks (#cold_sweat:grows_soul_stalk)</span>
<ul style="margin-left: 40px;">
<li>It can also be applied by a dispenser</li>
</ul>
</li>
<li>The boiler now only lights up when it is performing a fuel-draining task:
<ul style="margin-left: 40px;">
<li>Heating waterskins</li>
<li>Purifying drinkable items (with Thirst Was Taken)</li>
<li>Warming a room with a smokestack</li>
</ul>
</li>
<li>Soul stalks now grow twice as fast, and bear soul sprouts 60% more often
</li>
<li>Added setting to toggle the new animated model for the soulspring lamp
</li>
<li>Added support for Soul Fire'd:
<ul style="margin-left: 40px;">
<li>When an entity is burning from soul fire, it will now emit cold</li>
<li>This is an entity_temp defined via JSON</li>
</ul>
</li>
<li>Soul fire now deals contact damage (like normal fire)
</li>
<li>Naturally-generated igloos are no longer warmer inside
</li>
<li>Updated the effect icon for ice resistance
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.18, 1.19) Fixed Thirst Was Taken support not being enabled when the mod is installed
</li>
<li>Fixed the boiler not draining fuel when warming waterskins or purifying drinkable items
</li>
<li>Fixed chunkloading deadlock when scanning for temperature-affecting structures in some cases
</li>
<li>Fixed Just Enough Effect Descriptions recipes not showing the icebox and boiler as sources of frigidness and warmth
</li>
<li>Fixed some of the settings in the Temperature Effects tab not being marked as clientside when they should be
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>The list of "required_mods" in JSON configs is now a negatable list
</li>
<li><span style="color: #ffffff; font-weight: bold;">Changed how the GatherDefaultTempModifiers event works:</span>
<ul style="margin-left: 40px;">
<li>Name changed to DefaultTempModifiersEvent</li>
<li>Now fired for all temperature traits simultaneously instead of a separate event for each trait</li>
<li>Now uses a Map<Trait, List<TempModifier>> for collecting modifiers</li>
<li>Methods for adding/removing modifiers must now specify the trait to apply to</li>
<li>The old version of the event still functions, but is deprecated and will be deleted in a future release</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">A single modifier instance can now be added to multiple traits on an entity</span>
<ul style="margin-left: 40px;">
<li>This single instance will be preserved when saving & loading the entity</li>
<li>getLastInput() and getLastOutput() are now stored per-trait, and now take in a Trait argument</li>
<li>Added getFunction() method to TempModifier, which also takes in a Trait argument</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added tick() method to TempModifier</span>
<ul style="margin-left: 40px;">
<li>Naturally, this method is called every tick</li>
<li>This can be used to handle central calculations that aren't tied to any specific trait</li>
</ul>
</li>
<li>The player's body temperature equalization rate is no longer halved when temperature modifiers are applied to it
<ul style="margin-left: 40px;">
<li>For some custom temperature modifiers applied to the CORE trait, this means their rate might need to be increased</li>
</ul>
</li>
<li>Removed Temperature#getTemperatureAt(), since it was moved to WorldHelper in 2.3.10
</li>
<li>WorldHelper#getRoughTemperatureAt() now uses a less accurate but more performant method of getting the temperature
<ul style="margin-left: 40px;">
<li>Now accepts flags as a 3rd argument. 1 = use more accurate temperature, 2 = force update (forces a new calculation)</li>
<li>The "more accurate" system is the old system, which is generally still less precise and more performant than getTemperatureAt()</li>
</ul>
</li>
<li>Block requirements now accept a list of enum properties when checking block state (i.e. "type": ["top", "bottom"])
</li>
<li>Added convert() method to KubeJS (mirror of the method from the Temperature class)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b03a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Entities can now be configured to be affected by temperature</span>
</li>
<li style="color: orange;">! This mechanic is experimental and disabled by default. It can be enabled in entity.toml
<ul style="margin-left: 40px;">
<li>Configured animals will heat up and cool down, and can die from overheating/freezing</li>
<li>Default entities are pigs, cows, sheep, chickens, goats, horses, donkeys, mules, and llamas</li>
<li>Each of these entities are also best suited for different climates</li>
<li>Entities in an uninhabitable climate will emit hot or cold "angry" particles</li>
<li>Entity temperature uses a heavily simplified version of the player temperature system</li>
<li>This should be fine in most scenarios, but the option is present to enable more robust measurements</li>
<li>This is disabled by default, as it is less performant</li>
<li>Configurable via TOML, JSON, and KubeJS</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks now have an initial "bud" stage when placed</span>
<ul style="margin-left: 40px;">
<li>This is a small, 1-block-tall stage that will grow into a full stalk</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Glowstone can now be used to "bonemeal" soul stalks (#cold_sweat:grows_soul_stalk)</span>
<ul style="margin-left: 40px;">
<li>It can also be applied by a dispenser</li>
</ul>
</li>
<li>The boiler now only lights up when it is performing a fuel-draining task:
<ul style="margin-left: 40px;">
<li>Heating waterskins</li>
<li>Purifying drinkable items (with Thirst Was Taken)</li>
<li>Warming a room with a smokestack</li>
</ul>
</li>
<li>Soul stalks now grow twice as fast, and bear soul sprouts 60% more often
</li>
<li>Added setting to toggle the new animated model for the soulspring lamp
</li>
<li>Added support for Soul Fire'd:
<ul style="margin-left: 40px;">
<li>When an entity is burning from soul fire, it will now emit cold</li>
<li>This is an entity_temp defined via JSON</li>
</ul>
</li>
<li>Soul fire now deals contact damage (like normal fire)
</li>
<li>Naturally-generated igloos are no longer warmer inside
</li>
<li>Updated the effect icon for ice resistance
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.18, 1.19) Fixed Thirst Was Taken support not being enabled when the mod is installed
</li>
<li>Fixed the boiler not draining fuel when warming waterskins or purifying drinkable items
</li>
<li>Fixed chunkloading deadlock when scanning for temperature-affecting structures in some cases
</li>
<li>Fixed Just Enough Effect Descriptions recipes not showing the icebox and boiler as sources of frigidness and warmth
</li>
<li>Fixed some of the settings in the Temperature Effects tab not being marked as clientside when they should be
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>The list of "required_mods" in JSON configs is now a negatable list
</li>
<li><span style="color: #ffffff; font-weight: bold;">Changed how the GatherDefaultTempModifiers event works:</span>
<ul style="margin-left: 40px;">
<li>Name changed to DefaultTempModifiersEvent</li>
<li>Now fired for all temperature traits simultaneously instead of a separate event for each trait</li>
<li>Now uses a Map<Trait, List<TempModifier>> for collecting modifiers</li>
<li>Methods for adding/removing modifiers must now specify the trait to apply to</li>
<li>The old version of the event still functions, but is deprecated and will be deleted in a future release</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">A single modifier instance can now be added to multiple traits on an entity</span>
<ul style="margin-left: 40px;">
<li>This single instance will be preserved when saving & loading the entity</li>
<li>getLastInput() and getLastOutput() are now stored per-trait, and now take in a Trait argument</li>
<li>Added getFunction() method to TempModifier, which also takes in a Trait argument</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added tick() method to TempModifier</span>
<ul style="margin-left: 40px;">
<li>Naturally, this method is called every tick</li>
<li>This can be used to handle central calculations that aren't tied to any specific trait</li>
</ul>
</li>
<li>The player's body temperature equalization rate is no longer halved when temperature modifiers are applied to it
<ul style="margin-left: 40px;">
<li>For some custom temperature modifiers applied to the CORE trait, this means their rate might need to be increased</li>
</ul>
</li>
<li>Removed Temperature#getTemperatureAt(), since it was moved to WorldHelper in 2.3.10
</li>
<li>WorldHelper#getRoughTemperatureAt() now uses a less accurate but more performant method of getting the temperature
<ul style="margin-left: 40px;">
<li>Now accepts flags as a 3rd argument. 1 = use more accurate temperature, 2 = force update (forces a new calculation)</li>
<li>The "more accurate" system is the old system, which is generally still less precise and more performant than getTemperatureAt()</li>
</ul>
</li>
<li>Block requirements now accept a list of enum properties when checking block state (i.e. "type": ["top", "bottom"])
</li>
<li>Added convert() method to KubeJS (mirror of the method from the Temperature class)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b03a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Entities can now be configured to be affected by temperature</span>
</li>
<li style="color: orange;">! This mechanic is experimental and disabled by default. It can be enabled in entity.toml
<ul style="margin-left: 40px;">
<li>Configured animals will heat up and cool down, and can die from overheating/freezing</li>
<li>Default entities are pigs, cows, sheep, chickens, goats, horses, donkeys, mules, and llamas</li>
<li>Each of these entities are also best suited for different climates</li>
<li>Entities in an uninhabitable climate will emit hot or cold "angry" particles</li>
<li>Entity temperature uses a heavily simplified version of the player temperature system</li>
<li>This should be fine in most scenarios, but the option is present to enable more robust measurements</li>
<li>This is disabled by default, as it is less performant</li>
<li>Configurable via TOML, JSON, and KubeJS</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks now have an initial "bud" stage when placed</span>
<ul style="margin-left: 40px;">
<li>This is a small, 1-block-tall stage that will grow into a full stalk</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Glowstone can now be used to "bonemeal" soul stalks (#cold_sweat:grows_soul_stalk)</span>
<ul style="margin-left: 40px;">
<li>It can also be applied by a dispenser</li>
</ul>
</li>
<li>The boiler now only lights up when it is performing a fuel-draining task:
<ul style="margin-left: 40px;">
<li>Heating waterskins</li>
<li>Purifying drinkable items (with Thirst Was Taken)</li>
<li>Warming a room with a smokestack</li>
</ul>
</li>
<li>Soul stalks now grow twice as fast, and bear soul sprouts 60% more often
</li>
<li>Added setting to toggle the new animated model for the soulspring lamp
</li>
<li>Added support for Soul Fire'd:
<ul style="margin-left: 40px;">
<li>When an entity is burning from soul fire, it will now emit cold</li>
<li>This is an entity_temp defined via JSON</li>
</ul>
</li>
<li>Soul fire now deals contact damage (like normal fire)
</li>
<li>Naturally-generated igloos are no longer warmer inside
</li>
<li>Updated the effect icon for ice resistance
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.18, 1.19) Fixed Thirst Was Taken support not being enabled when the mod is installed
</li>
<li>Fixed the boiler not draining fuel when warming waterskins or purifying drinkable items
</li>
<li>Fixed chunkloading deadlock when scanning for temperature-affecting structures in some cases
</li>
<li>Fixed Just Enough Effect Descriptions recipes not showing the icebox and boiler as sources of frigidness and warmth
</li>
<li>Fixed some of the settings in the Temperature Effects tab not being marked as clientside when they should be
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>The list of "required_mods" in JSON configs is now a negatable list
</li>
<li><span style="color: #ffffff; font-weight: bold;">Changed how the GatherDefaultTempModifiers event works:</span>
<ul style="margin-left: 40px;">
<li>Name changed to DefaultTempModifiersEvent</li>
<li>Now fired for all temperature traits simultaneously instead of a separate event for each trait</li>
<li>Now uses a Map<Trait, List<TempModifier>> for collecting modifiers</li>
<li>Methods for adding/removing modifiers must now specify the trait to apply to</li>
<li>The old version of the event still functions, but is deprecated and will be deleted in a future release</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">A single modifier instance can now be added to multiple traits on an entity</span>
<ul style="margin-left: 40px;">
<li>This single instance will be preserved when saving & loading the entity</li>
<li>getLastInput() and getLastOutput() are now stored per-trait, and now take in a Trait argument</li>
<li>Added getFunction() method to TempModifier, which also takes in a Trait argument</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added tick() method to TempModifier</span>
<ul style="margin-left: 40px;">
<li>Naturally, this method is called every tick</li>
<li>This can be used to handle central calculations that aren't tied to any specific trait</li>
</ul>
</li>
<li>The player's body temperature equalization rate is no longer halved when temperature modifiers are applied to it
<ul style="margin-left: 40px;">
<li>For some custom temperature modifiers applied to the CORE trait, this means their rate might need to be increased</li>
</ul>
</li>
<li>Removed Temperature#getTemperatureAt(), since it was moved to WorldHelper in 2.3.10
</li>
<li>WorldHelper#getRoughTemperatureAt() now uses a less accurate but more performant method of getting the temperature
<ul style="margin-left: 40px;">
<li>Now accepts flags as a 3rd argument. 1 = use more accurate temperature, 2 = force update (forces a new calculation)</li>
<li>The "more accurate" system is the old system, which is generally still less precise and more performant than getTemperatureAt()</li>
</ul>
</li>
<li>Block requirements now accept a list of enum properties when checking block state (i.e. "type": ["top", "bottom"])
</li>
<li>Added convert() method to KubeJS (mirror of the method from the Temperature class)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b03a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Entities can now be configured to be affected by temperature</span>
</li>
<li style="color: orange;">! This mechanic is experimental and disabled by default. It can be enabled in entity.toml
<ul style="margin-left: 40px;">
<li>Configured animals will heat up and cool down, and can die from overheating/freezing</li>
<li>Default entities are pigs, cows, sheep, chickens, goats, horses, donkeys, mules, and llamas</li>
<li>Each of these entities are also best suited for different climates</li>
<li>Entities in an uninhabitable climate will emit hot or cold "angry" particles</li>
<li>Entity temperature uses a heavily simplified version of the player temperature system</li>
<li>This should be fine in most scenarios, but the option is present to enable more robust measurements</li>
<li>This is disabled by default, as it is less performant</li>
<li>Configurable via TOML, JSON, and KubeJS</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Soul stalks now have an initial "bud" stage when placed</span>
<ul style="margin-left: 40px;">
<li>This is a small, 1-block-tall stage that will grow into a full stalk</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Glowstone can now be used to "bonemeal" soul stalks (#cold_sweat:grows_soul_stalk)</span>
<ul style="margin-left: 40px;">
<li>It can also be applied by a dispenser</li>
</ul>
</li>
<li>The boiler now only lights up when it is performing a fuel-draining task:
<ul style="margin-left: 40px;">
<li>Heating waterskins</li>
<li>Purifying drinkable items (with Thirst Was Taken)</li>
<li>Warming a room with a smokestack</li>
</ul>
</li>
<li>Soul stalks now grow twice as fast, and bear soul sprouts 60% more often
</li>
<li>Added setting to toggle the new animated model for the soulspring lamp
</li>
<li>Added support for Soul Fire'd:
<ul style="margin-left: 40px;">
<li>When an entity is burning from soul fire, it will now emit cold</li>
<li>This is an entity_temp defined via JSON</li>
</ul>
</li>
<li>Soul fire now deals contact damage (like normal fire)
</li>
<li>Naturally-generated igloos are no longer warmer inside
</li>
<li>Updated the effect icon for ice resistance
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.18, 1.19) Fixed Thirst Was Taken support not being enabled when the mod is installed
</li>
<li>Fixed the boiler not draining fuel when warming waterskins or purifying drinkable items
</li>
<li>Fixed chunkloading deadlock when scanning for temperature-affecting structures in some cases
</li>
<li>Fixed Just Enough Effect Descriptions recipes not showing the icebox and boiler as sources of frigidness and warmth
</li>
<li>Fixed some of the settings in the Temperature Effects tab not being marked as clientside when they should be
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>The list of "required_mods" in JSON configs is now a negatable list
</li>
<li><span style="color: #ffffff; font-weight: bold;">Changed how the GatherDefaultTempModifiers event works:</span>
<ul style="margin-left: 40px;">
<li>Name changed to DefaultTempModifiersEvent</li>
<li>Now fired for all temperature traits simultaneously instead of a separate event for each trait</li>
<li>Now uses a Map<Trait, List<TempModifier>> for collecting modifiers</li>
<li>Methods for adding/removing modifiers must now specify the trait to apply to</li>
<li>The old version of the event still functions, but is deprecated and will be deleted in a future release</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">A single modifier instance can now be added to multiple traits on an entity</span>
<ul style="margin-left: 40px;">
<li>This single instance will be preserved when saving & loading the entity</li>
<li>getLastInput() and getLastOutput() are now stored per-trait, and now take in a Trait argument</li>
<li>Added getFunction() method to TempModifier, which also takes in a Trait argument</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added tick() method to TempModifier</span>
<ul style="margin-left: 40px;">
<li>Naturally, this method is called every tick</li>
<li>This can be used to handle central calculations that aren't tied to any specific trait</li>
</ul>
</li>
<li>The player's body temperature equalization rate is no longer halved when temperature modifiers are applied to it
<ul style="margin-left: 40px;">
<li>For some custom temperature modifiers applied to the CORE trait, this means their rate might need to be increased</li>
</ul>
</li>
<li>Removed Temperature#getTemperatureAt(), since it was moved to WorldHelper in 2.3.10
</li>
<li>WorldHelper#getRoughTemperatureAt() now uses a less accurate but more performant method of getting the temperature
<ul style="margin-left: 40px;">
<li>Now accepts flags as a 3rd argument. 1 = use more accurate temperature, 2 = force update (forces a new calculation)</li>
<li>The "more accurate" system is the old system, which is generally still less precise and more performant than getTemperatureAt()</li>
</ul>
</li>
<li>Block requirements now accept a list of enum properties when checking block state (i.e. "type": ["top", "bottom"])
</li>
<li>Added convert() method to KubeJS (mirror of the method from the Temperature class)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02d</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The heart of the sea inside the soulspring lamp is now animated</span>
</li>
<li>Added new advancement "Getting Cozy" for successfully creating a setup with the icebox/boiler and a smokestack
</li>
<li>The "Desperate Measures" advancement now requires the player to be standing in fire or lava to prevent accidental triggering
</li>
<li>Renamed the "Dressed to Go" advancement to "Dressed for a Quest"
</li>
<li>Using 4 or more insulation items that are part of the #minecraft:freeze_immune_wearables will now prevent the player from freezing in powder snow
<ul style="margin-left: 40px;">
<li>Added leather and goat fur to the tag by default</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when in a dimension with no floor (like the End or Aether)</span>
</li>
<li>Fixed the "Home Sweet Home" advancement not being obtainable
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02d</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The heart of the sea inside the soulspring lamp is now animated</span>
</li>
<li>Added new advancement "Getting Cozy" for successfully creating a setup with the icebox/boiler and a smokestack
</li>
<li>The "Desperate Measures" advancement now requires the player to be standing in fire or lava to prevent accidental triggering
</li>
<li>Renamed the "Dressed to Go" advancement to "Dressed for a Quest"
</li>
<li>Using 4 or more insulation items that are part of the #minecraft:freeze_immune_wearables will now prevent the player from freezing in powder snow
<ul style="margin-left: 40px;">
<li>Added leather and goat fur to the tag by default</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when in a dimension with no floor (like the End or Aether)</span>
</li>
<li>Fixed the "Home Sweet Home" advancement not being obtainable
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02d</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The heart of the sea inside the soulspring lamp is now animated</span>
</li>
<li>Added new advancement "Getting Cozy" for successfully creating a setup with the icebox/boiler and a smokestack
</li>
<li>The "Desperate Measures" advancement now requires the player to be standing in fire or lava to prevent accidental triggering
</li>
<li>Renamed the "Dressed to Go" advancement to "Dressed for a Quest"
</li>
<li>Using 4 or more insulation items that are part of the #minecraft:freeze_immune_wearables will now prevent the player from freezing in powder snow
<ul style="margin-left: 40px;">
<li>Added leather and goat fur to the tag by default</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when in a dimension with no floor (like the End or Aether)</span>
</li>
<li>Fixed the "Home Sweet Home" advancement not being obtainable
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02d</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The heart of the sea inside the soulspring lamp is now animated</span>
</li>
<li>Added new advancement "Getting Cozy" for successfully creating a setup with the icebox/boiler and a smokestack
</li>
<li>The "Desperate Measures" advancement now requires the player to be standing in fire or lava to prevent accidental triggering
</li>
<li>Renamed the "Dressed to Go" advancement to "Dressed for a Quest"
</li>
<li>Using 4 or more insulation items that are part of the #minecraft:freeze_immune_wearables will now prevent the player from freezing in powder snow
<ul style="margin-left: 40px;">
<li>Added leather and goat fur to the tag by default</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when in a dimension with no floor (like the End or Aether)</span>
</li>
<li>Fixed the "Home Sweet Home" advancement not being obtainable
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02d</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The heart of the sea inside the soulspring lamp is now animated</span>
</li>
<li>Added new advancement "Getting Cozy" for successfully creating a setup with the icebox/boiler and a smokestack
</li>
<li>The "Desperate Measures" advancement now requires the player to be standing in fire or lava to prevent accidental triggering
</li>
<li>Renamed the "Dressed to Go" advancement to "Dressed for a Quest"
</li>
<li>Using 4 or more insulation items that are part of the #minecraft:freeze_immune_wearables will now prevent the player from freezing in powder snow
<ul style="margin-left: 40px;">
<li>Added leather and goat fur to the tag by default</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when in a dimension with no floor (like the End or Aether)</span>
</li>
<li>Fixed the "Home Sweet Home" advancement not being obtainable
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02c</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Added a new "acclimation" mechanic:</span>
<ul style="margin-left: 40px;">
<li>By spending time in hotter or colder climates, player can now adapt to more comfortably live in them</li>
<li>This causes their livable temperature range to be shifted upward or downward</li>
<li>The player can acclimate to live in climates up to 20°F/10°C hotter or colder than normal (configurable)</li>
<li>Complete acclimation takes about 15 minutes (also configurable)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The rate at which the player is damaged by freezing/overheating is now dependent on how fast they are freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>For example, if the player is in a 100°F/37°C area, they will take damage at the normal rate</li>
<li>If the player is in a 400°F/200°C area, they will take damage much faster</li>
<li>Wearing insulation slows down the rate of damage</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Lava now increases the player's temperature logarithmically (A.K.A. diminishing returns), as the amount of lava increases</span>
<ul style="margin-left: 40px;">
<li>This means one block of lava is more effective than before, but a whole pool of lava is slightly less effective</li>
<li>This should make it more fair as both a tool for warming up and a hazard to avoid</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "Temperature Effects" sub-page to the config menu, which allows for individually tweaking the negative effects of freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>This includes new settings for changing the blur and camera sway effects from overheating</li>
</ul>
</li>
<li>Water droplets caused by being wet now only show on the sides of the screen to reduce obstruction
</li>
<li>The body temperature readout (with a thermometer) now shows a gradient rising from the bottom as the player's temperature exceeds 100/-100
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when saving configs and Tough as Nails isn't loaded</span>
</li>
<li>Fixed crash when saving the player's NBT data in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ConcurrentModificationException crash when managing cached capability data</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor items stacking to 64</span>
</li>
<li>Fixed mount configs only working for living entities
</li>
<li>Fixed the thermal source spread blacklist not being used for determining if the hearth is under a roof
</li>
<li>Fixed how smokestacks and Create fluid pipes connect to thermal sources and each other
</li>
<li>Fixed the chameleon's head and tail disappearing after a long time of being loaded
</li>
<li>Fixed bug that caused attributes to sometimes throw errors when queried
</li>
<li>Fixed the player's wetness not being removed after using a trident
</li>
<li>Fixed rounding error on the body temperature readout
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>Added "logarithmic" (boolean) field to block temp JSON and KubeJS configs
<ul style="margin-left: 40px;">
<li>Makes a block deliver "diminishing returns" as more of them are present around the player</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02c</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Added a new "acclimation" mechanic:</span>
<ul style="margin-left: 40px;">
<li>By spending time in hotter or colder climates, player can now adapt to more comfortably live in them</li>
<li>This causes their livable temperature range to be shifted upward or downward</li>
<li>The player can acclimate to live in climates up to 20°F/10°C hotter or colder than normal (configurable)</li>
<li>Complete acclimation takes about 15 minutes (also configurable)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The rate at which the player is damaged by freezing/overheating is now dependent on how fast they are freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>For example, if the player is in a 100°F/37°C area, they will take damage at the normal rate</li>
<li>If the player is in a 400°F/200°C area, they will take damage much faster</li>
<li>Wearing insulation slows down the rate of damage</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Lava now increases the player's temperature logarithmically (A.K.A. diminishing returns), as the amount of lava increases</span>
<ul style="margin-left: 40px;">
<li>This means one block of lava is more effective than before, but a whole pool of lava is slightly less effective</li>
<li>This should make it more fair as both a tool for warming up and a hazard to avoid</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "Temperature Effects" sub-page to the config menu, which allows for individually tweaking the negative effects of freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>This includes new settings for changing the blur and camera sway effects from overheating</li>
</ul>
</li>
<li>Water droplets caused by being wet now only show on the sides of the screen to reduce obstruction
</li>
<li>The body temperature readout (with a thermometer) now shows a gradient rising from the bottom as the player's temperature exceeds 100/-100
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when saving configs and Tough as Nails isn't loaded</span>
</li>
<li>Fixed crash when saving the player's NBT data in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ConcurrentModificationException crash when managing cached capability data</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor items stacking to 64</span>
</li>
<li>Fixed mount configs only working for living entities
</li>
<li>Fixed the thermal source spread blacklist not being used for determining if the hearth is under a roof
</li>
<li>Fixed how smokestacks and Create fluid pipes connect to thermal sources and each other
</li>
<li>Fixed the chameleon's head and tail disappearing after a long time of being loaded
</li>
<li>Fixed bug that caused attributes to sometimes throw errors when queried
</li>
<li>Fixed the player's wetness not being removed after using a trident
</li>
<li>Fixed rounding error on the body temperature readout
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>Added "logarithmic" (boolean) field to block temp JSON and KubeJS configs
<ul style="margin-left: 40px;">
<li>Makes a block deliver "diminishing returns" as more of them are present around the player</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02c</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Added a new "acclimation" mechanic:</span>
<ul style="margin-left: 40px;">
<li>By spending time in hotter or colder climates, player can now adapt to more comfortably live in them</li>
<li>This causes their livable temperature range to be shifted upward or downward</li>
<li>The player can acclimate to live in climates up to 20°F/10°C hotter or colder than normal (configurable)</li>
<li>Complete acclimation takes about 15 minutes (also configurable)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The rate at which the player is damaged by freezing/overheating is now dependent on how fast they are freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>For example, if the player is in a 100°F/37°C area, they will take damage at the normal rate</li>
<li>If the player is in a 400°F/200°C area, they will take damage much faster</li>
<li>Wearing insulation slows down the rate of damage</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Lava now increases the player's temperature logarithmically (A.K.A. diminishing returns), as the amount of lava increases</span>
<ul style="margin-left: 40px;">
<li>This means one block of lava is more effective than before, but a whole pool of lava is slightly less effective</li>
<li>This should make it more fair as both a tool for warming up and a hazard to avoid</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "Temperature Effects" sub-page to the config menu, which allows for individually tweaking the negative effects of freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>This includes new settings for changing the blur and camera sway effects from overheating</li>
</ul>
</li>
<li>Water droplets caused by being wet now only show on the sides of the screen to reduce obstruction
</li>
<li>The body temperature readout (with a thermometer) now shows a gradient rising from the bottom as the player's temperature exceeds 100/-100
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when saving configs and Tough as Nails isn't loaded</span>
</li>
<li>Fixed crash when saving the player's NBT data in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ConcurrentModificationException crash when managing cached capability data</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor items stacking to 64</span>
</li>
<li>Fixed mount configs only working for living entities
</li>
<li>Fixed the thermal source spread blacklist not being used for determining if the hearth is under a roof
</li>
<li>Fixed how smokestacks and Create fluid pipes connect to thermal sources and each other
</li>
<li>Fixed the chameleon's head and tail disappearing after a long time of being loaded
</li>
<li>Fixed bug that caused attributes to sometimes throw errors when queried
</li>
<li>Fixed the player's wetness not being removed after using a trident
</li>
<li>Fixed rounding error on the body temperature readout
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>Added "logarithmic" (boolean) field to block temp JSON and KubeJS configs
<ul style="margin-left: 40px;">
<li>Makes a block deliver "diminishing returns" as more of them are present around the player</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02c</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Added a new "acclimation" mechanic:</span>
<ul style="margin-left: 40px;">
<li>By spending time in hotter or colder climates, player can now adapt to more comfortably live in them</li>
<li>This causes their livable temperature range to be shifted upward or downward</li>
<li>The player can acclimate to live in climates up to 20°F/10°C hotter or colder than normal (configurable)</li>
<li>Complete acclimation takes about 15 minutes (also configurable)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The rate at which the player is damaged by freezing/overheating is now dependent on how fast they are freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>For example, if the player is in a 100°F/37°C area, they will take damage at the normal rate</li>
<li>If the player is in a 400°F/200°C area, they will take damage much faster</li>
<li>Wearing insulation slows down the rate of damage</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Lava now increases the player's temperature logarithmically (A.K.A. diminishing returns), as the amount of lava increases</span>
<ul style="margin-left: 40px;">
<li>This means one block of lava is more effective than before, but a whole pool of lava is slightly less effective</li>
<li>This should make it more fair as both a tool for warming up and a hazard to avoid</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "Temperature Effects" sub-page to the config menu, which allows for individually tweaking the negative effects of freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>This includes new settings for changing the blur and camera sway effects from overheating</li>
</ul>
</li>
<li>Water droplets caused by being wet now only show on the sides of the screen to reduce obstruction
</li>
<li>The body temperature readout (with a thermometer) now shows a gradient rising from the bottom as the player's temperature exceeds 100/-100
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when saving configs and Tough as Nails isn't loaded</span>
</li>
<li>Fixed crash when saving the player's NBT data in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ConcurrentModificationException crash when managing cached capability data</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor items stacking to 64</span>
</li>
<li>Fixed mount configs only working for living entities
</li>
<li>Fixed the thermal source spread blacklist not being used for determining if the hearth is under a roof
</li>
<li>Fixed how smokestacks and Create fluid pipes connect to thermal sources and each other
</li>
<li>Fixed the chameleon's head and tail disappearing after a long time of being loaded
</li>
<li>Fixed bug that caused attributes to sometimes throw errors when queried
</li>
<li>Fixed the player's wetness not being removed after using a trident
</li>
<li>Fixed rounding error on the body temperature readout
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>Added "logarithmic" (boolean) field to block temp JSON and KubeJS configs
<ul style="margin-left: 40px;">
<li>Makes a block deliver "diminishing returns" as more of them are present around the player</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02c</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Added a new "acclimation" mechanic:</span>
<ul style="margin-left: 40px;">
<li>By spending time in hotter or colder climates, player can now adapt to more comfortably live in them</li>
<li>This causes their livable temperature range to be shifted upward or downward</li>
<li>The player can acclimate to live in climates up to 20°F/10°C hotter or colder than normal (configurable)</li>
<li>Complete acclimation takes about 15 minutes (also configurable)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The rate at which the player is damaged by freezing/overheating is now dependent on how fast they are freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>For example, if the player is in a 100°F/37°C area, they will take damage at the normal rate</li>
<li>If the player is in a 400°F/200°C area, they will take damage much faster</li>
<li>Wearing insulation slows down the rate of damage</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Lava now increases the player's temperature logarithmically (A.K.A. diminishing returns), as the amount of lava increases</span>
<ul style="margin-left: 40px;">
<li>This means one block of lava is more effective than before, but a whole pool of lava is slightly less effective</li>
<li>This should make it more fair as both a tool for warming up and a hazard to avoid</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "Temperature Effects" sub-page to the config menu, which allows for individually tweaking the negative effects of freezing/overheating</span>
<ul style="margin-left: 40px;">
<li>This includes new settings for changing the blur and camera sway effects from overheating</li>
</ul>
</li>
<li>Water droplets caused by being wet now only show on the sides of the screen to reduce obstruction
</li>
<li>The body temperature readout (with a thermometer) now shows a gradient rising from the bottom as the player's temperature exceeds 100/-100
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when saving configs and Tough as Nails isn't loaded</span>
</li>
<li>Fixed crash when saving the player's NBT data in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed ConcurrentModificationException crash when managing cached capability data</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed armor items stacking to 64</span>
</li>
<li>Fixed mount configs only working for living entities
</li>
<li>Fixed the thermal source spread blacklist not being used for determining if the hearth is under a roof
</li>
<li>Fixed how smokestacks and Create fluid pipes connect to thermal sources and each other
</li>
<li>Fixed the chameleon's head and tail disappearing after a long time of being loaded
</li>
<li>Fixed bug that caused attributes to sometimes throw errors when queried
</li>
<li>Fixed the player's wetness not being removed after using a trident
</li>
<li>Fixed rounding error on the body temperature readout
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>Added "logarithmic" (boolean) field to block temp JSON and KubeJS configs
<ul style="margin-left: 40px;">
<li>Makes a block deliver "diminishing returns" as more of them are present around the player</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02b</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li>Added new configs for the waterskin:
<ul style="margin-left: 40px;">
<li>"Waterskin Hotbar Strength": The strength of the gradual cooling/heating of waterskins in the hotbar</li>
<li>"Waterskin Neutralize Speed": The speed at which waterskins' temperature will drain when in the hotbar</li>
</ul>
</li>
<li>Tweaked sewing table block and GUI textures
</li>
<li>Changed the sewing table recipe to be consistent with other workstations (like the smithing table)
</li>
<li>Moved the hearth's fluid intakes to coincide with its fuel inputs
</li>
<li>If the player is on fire and wet, they will now be extinguished and dried off
</li>
<li>Lava temperature is now TOML-based so it can be more easily changed
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.21) Fixed the hearth & other thermal sources not accepting fluid input
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Thirst Was Taken compat module not loading if mod is present</span>
</li>
<li>(1.21) Fixed incorrect attribute modifiers for the Create netherite diving set bonus
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network lag when synchronizing insulated armor items</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network error when fetching the tooltip for insulator items in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when checking the formatting for insulating armor items</span>
</li>
<li>Fixed crash when using Iceberg 1.3.0+
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when cleaning up cached capabilities in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed insulation items not working properly when applied to armor</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed only being able to insulate half of the slots on armor</span>
</li>
<li>Fixed incorrect logic when applying insulators that only take up one slot
</li>
<li>Fixed KubeJS insulator configs not compiling properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed distortion effects triggering when the player has the Grace effect</span>
</li>
<li>Fixed adaptive insulation tooltips displaying incorrectly
</li>
<li>Fixed tooltip metadata being modified incorrectly for armor items
</li>
<li>Fixed the shoulders on the chameleon scale chestplate being slightly too low
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>All JSON configs that start with the word "default" will be loaded last, rather than just the ones named "default"
</li>
<li>Registry removal configs now accept a negatable list of NBT
</li>
<li>Insulating mount JSON now has an "immune_temp_modifiers" field, similar to insulator items
</li>
<li>The "cold_insulation" and "heat_insulation" fields in insulating mount JSON are now optional (defaulting to 0)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02b</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li>Added new configs for the waterskin:
<ul style="margin-left: 40px;">
<li>"Waterskin Hotbar Strength": The strength of the gradual cooling/heating of waterskins in the hotbar</li>
<li>"Waterskin Neutralize Speed": The speed at which waterskins' temperature will drain when in the hotbar</li>
</ul>
</li>
<li>Tweaked sewing table block and GUI textures
</li>
<li>Changed the sewing table recipe to be consistent with other workstations (like the smithing table)
</li>
<li>Moved the hearth's fluid intakes to coincide with its fuel inputs
</li>
<li>If the player is on fire and wet, they will now be extinguished and dried off
</li>
<li>Lava temperature is now TOML-based so it can be more easily changed
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.21) Fixed the hearth & other thermal sources not accepting fluid input
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Thirst Was Taken compat module not loading if mod is present</span>
</li>
<li>(1.21) Fixed incorrect attribute modifiers for the Create netherite diving set bonus
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network lag when synchronizing insulated armor items</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network error when fetching the tooltip for insulator items in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when checking the formatting for insulating armor items</span>
</li>
<li>Fixed crash when using Iceberg 1.3.0+
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when cleaning up cached capabilities in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed insulation items not working properly when applied to armor</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed only being able to insulate half of the slots on armor</span>
</li>
<li>Fixed incorrect logic when applying insulators that only take up one slot
</li>
<li>Fixed KubeJS insulator configs not compiling properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed distortion effects triggering when the player has the Grace effect</span>
</li>
<li>Fixed adaptive insulation tooltips displaying incorrectly
</li>
<li>Fixed tooltip metadata being modified incorrectly for armor items
</li>
<li>Fixed the shoulders on the chameleon scale chestplate being slightly too low
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>All JSON configs that start with the word "default" will be loaded last, rather than just the ones named "default"
</li>
<li>Registry removal configs now accept a negatable list of NBT
</li>
<li>Insulating mount JSON now has an "immune_temp_modifiers" field, similar to insulator items
</li>
<li>The "cold_insulation" and "heat_insulation" fields in insulating mount JSON are now optional (defaulting to 0)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02b</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li>Added new configs for the waterskin:
<ul style="margin-left: 40px;">
<li>"Waterskin Hotbar Strength": The strength of the gradual cooling/heating of waterskins in the hotbar</li>
<li>"Waterskin Neutralize Speed": The speed at which waterskins' temperature will drain when in the hotbar</li>
</ul>
</li>
<li>Tweaked sewing table block and GUI textures
</li>
<li>Changed the sewing table recipe to be consistent with other workstations (like the smithing table)
</li>
<li>Moved the hearth's fluid intakes to coincide with its fuel inputs
</li>
<li>If the player is on fire and wet, they will now be extinguished and dried off
</li>
<li>Lava temperature is now TOML-based so it can be more easily changed
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.21) Fixed the hearth & other thermal sources not accepting fluid input
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Thirst Was Taken compat module not loading if mod is present</span>
</li>
<li>(1.21) Fixed incorrect attribute modifiers for the Create netherite diving set bonus
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network lag when synchronizing insulated armor items</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network error when fetching the tooltip for insulator items in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when checking the formatting for insulating armor items</span>
</li>
<li>Fixed crash when using Iceberg 1.3.0+
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when cleaning up cached capabilities in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed insulation items not working properly when applied to armor</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed only being able to insulate half of the slots on armor</span>
</li>
<li>Fixed incorrect logic when applying insulators that only take up one slot
</li>
<li>Fixed KubeJS insulator configs not compiling properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed distortion effects triggering when the player has the Grace effect</span>
</li>
<li>Fixed adaptive insulation tooltips displaying incorrectly
</li>
<li>Fixed tooltip metadata being modified incorrectly for armor items
</li>
<li>Fixed the shoulders on the chameleon scale chestplate being slightly too low
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>All JSON configs that start with the word "default" will be loaded last, rather than just the ones named "default"
</li>
<li>Registry removal configs now accept a negatable list of NBT
</li>
<li>Insulating mount JSON now has an "immune_temp_modifiers" field, similar to insulator items
</li>
<li>The "cold_insulation" and "heat_insulation" fields in insulating mount JSON are now optional (defaulting to 0)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02b</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li>Added new configs for the waterskin:
<ul style="margin-left: 40px;">
<li>"Waterskin Hotbar Strength": The strength of the gradual cooling/heating of waterskins in the hotbar</li>
<li>"Waterskin Neutralize Speed": The speed at which waterskins' temperature will drain when in the hotbar</li>
</ul>
</li>
<li>Tweaked sewing table block and GUI textures
</li>
<li>Changed the sewing table recipe to be consistent with other workstations (like the smithing table)
</li>
<li>Moved the hearth's fluid intakes to coincide with its fuel inputs
</li>
<li>If the player is on fire and wet, they will now be extinguished and dried off
</li>
<li>Lava temperature is now TOML-based so it can be more easily changed
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.21) Fixed the hearth & other thermal sources not accepting fluid input
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Thirst Was Taken compat module not loading if mod is present</span>
</li>
<li>(1.21) Fixed incorrect attribute modifiers for the Create netherite diving set bonus
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network lag when synchronizing insulated armor items</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network error when fetching the tooltip for insulator items in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when checking the formatting for insulating armor items</span>
</li>
<li>Fixed crash when using Iceberg 1.3.0+
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when cleaning up cached capabilities in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed insulation items not working properly when applied to armor</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed only being able to insulate half of the slots on armor</span>
</li>
<li>Fixed incorrect logic when applying insulators that only take up one slot
</li>
<li>Fixed KubeJS insulator configs not compiling properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed distortion effects triggering when the player has the Grace effect</span>
</li>
<li>Fixed adaptive insulation tooltips displaying incorrectly
</li>
<li>Fixed tooltip metadata being modified incorrectly for armor items
</li>
<li>Fixed the shoulders on the chameleon scale chestplate being slightly too low
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>All JSON configs that start with the word "default" will be loaded last, rather than just the ones named "default"
</li>
<li>Registry removal configs now accept a negatable list of NBT
</li>
<li>Insulating mount JSON now has an "immune_temp_modifiers" field, similar to insulator items
</li>
<li>The "cold_insulation" and "heat_insulation" fields in insulating mount JSON are now optional (defaulting to 0)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02b</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li>Added new configs for the waterskin:
<ul style="margin-left: 40px;">
<li>"Waterskin Hotbar Strength": The strength of the gradual cooling/heating of waterskins in the hotbar</li>
<li>"Waterskin Neutralize Speed": The speed at which waterskins' temperature will drain when in the hotbar</li>
</ul>
</li>
<li>Tweaked sewing table block and GUI textures
</li>
<li>Changed the sewing table recipe to be consistent with other workstations (like the smithing table)
</li>
<li>Moved the hearth's fluid intakes to coincide with its fuel inputs
</li>
<li>If the player is on fire and wet, they will now be extinguished and dried off
</li>
<li>Lava temperature is now TOML-based so it can be more easily changed
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.21) Fixed the hearth & other thermal sources not accepting fluid input
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed Thirst Was Taken compat module not loading if mod is present</span>
</li>
<li>(1.21) Fixed incorrect attribute modifiers for the Create netherite diving set bonus
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network lag when synchronizing insulated armor items</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed network error when fetching the tooltip for insulator items in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when checking the formatting for insulating armor items</span>
</li>
<li>Fixed crash when using Iceberg 1.3.0+
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when cleaning up cached capabilities in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed insulation items not working properly when applied to armor</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed only being able to insulate half of the slots on armor</span>
</li>
<li>Fixed incorrect logic when applying insulators that only take up one slot
</li>
<li>Fixed KubeJS insulator configs not compiling properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed distortion effects triggering when the player has the Grace effect</span>
</li>
<li>Fixed adaptive insulation tooltips displaying incorrectly
</li>
<li>Fixed tooltip metadata being modified incorrectly for armor items
</li>
<li>Fixed the shoulders on the chameleon scale chestplate being slightly too low
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>All JSON configs that start with the word "default" will be loaded last, rather than just the ones named "default"
</li>
<li>Registry removal configs now accept a negatable list of NBT
</li>
<li>Insulating mount JSON now has an "immune_temp_modifiers" field, similar to insulator items
</li>
<li>The "cold_insulation" and "heat_insulation" fields in insulating mount JSON are now optional (defaulting to 0)
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The hearth's redstone inputs have been changed:</span>
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Heat is now emitted if the left or back side is powered</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Cold is not emitted if the right or bottom side is powered</span></li>
<li>Tweaked the design of the redstone inputs to be more obvious</li>
<li>The redstone inputs are now hidden if "Automatic Hearth" is enabled in the configs</li>
</ul>
</li>
<li>Smokestacks can now be waterlogged
</li>
<li>Hearths can now be placed underwater
</li>
<li>Made thermal source air particle distribution more random instead of emanating from the center
</li>
<li>Added option to change the speed at which players naturally dry off
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added support for some Tough as Nails items:</span>
<ul style="margin-left: 40px;">
<li>Wool armor: provides the same insulation as wool</li>
<li>Leaf armor: provides the same insulation as leather, but with no cold protection</li>
<li>Thermoregulator: now gives warmth & frigidness as a hearth would</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Adjusted default world temperature for the Twilight Forest and Aether dimensions</span>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">(1.18) Fixed crash when loading KubeJS events</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when a hearth is running and Valkyrien Skies is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth in a Valkyrien Skies ship</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to capability caches not clearing expired entries</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to destroyed/unloaded hearths continuing to listen for nearby block updates</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to cached world temperature values not being cleared upon leaving the world</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed food temperature being applied every tick if its duration is unset</span>
</li>
<li>Fixed JSON configs with required_mods still attempting to parse when the mods are not present
</li>
<li>Fixed extraneous required field "factor" for adaptive insulation JSON
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed KubeJS configs for biomes, dimensions, and structures not working</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources giving insulating effects in invalid locations if the player is standing on the same block as an output smokestack</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources emitting fuel particles from all nearby pipes and smokestacks, even if they are not connected</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed input items being deleted when shift-clicking the output slot of the sewing table</span>
</li>
<li>Fixed the chameleon's eye height being too high
</li>
<li>Fixed the chameleon's tongue not extending all the way when eating
</li>
<li>Fixed chameleon scale leggings not covering the bottom of the player's body
</li>
<li>Fixed water drip effects appearing when respawning after dying in water
</li>
<li>Fixed temperature visually carrying over briefly after respawning
</li>
<li>Fixed block temperature not being at full strength when standing right next to the block-
</li>
<li>Fixed incorrect/outdated effect recipes for JEED
</li>
<li>Fixed the chameleon's walk animation not playing when moving very slowly (like through soul sand)
</li>
<li>Fixed chameleons not properly remembering their temperature when loading back into a world
</li>
<li>Fixed ice not being mineable by tools with pickaxe-like abilities (multi-tools, Tetra tools, etc.)
</li>
<li>Fixed particles emitted by encased smokestacks getting stuck inside the block
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Insulation item configs now accept a list of insulation</span>
<ul style="margin-left: 40px;">
<li>This allows for adding multiple types (or slots) of insulation to a single item</li>
<li>Example: "insulation": [{"cold": 1, "hot": 0}, {"cold": 1, "hot": 0} (occupies 2 slots with lesser cold insulation)</li>
<li>Defining a single insulation is still allowed as to not break existing JSON</li>
</ul>
</li>
<li>Updated documentation for insulation-related TOML config settings
</li>
<li>Armor and curio insulation settings no longer support the "fill_slots" field
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "world temp" requirement for JSON</span>
<ul style="margin-left: 40px;">
<li>Accepts decimal values</li>
<li>Also accepts some preset string values:</li>
<li>"freezing", "cold", "cool", "temperate", "warm", "hot", "burning"</li>
<li>Ordered from coldest to hottest. Based on the min/max temperature config settings</li>
<li><span style="color: #ffffff; font-weight: bold;">Now used in the min/max_temp fields in block temperature JSON</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Added as "world temp bounds" to location requirement JSON:</span></li>
<li>Has min/max values, each of which is a world temp requirement</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added "temperature" field to location requirement</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Some arguments for JSON configs now support a new type "Negatable List":</span>
<ul style="margin-left: 40px;">
<li>Defines a list of "requirements" and "exclusions" which must be met</li>
<li>Example: "entity":{"require":[{"entities":[#minecraft:skeletons]}],"exclude":[{"entities":[minecraft:wither_skeleton]}]}</li>
<li>Applies to all skeleton types except wither skeletons</li>
<li>Any block, entity, item, or location requirement can be negated in this way (except fields defined within other requirements)</li>
<li>The "old" format of these arguments will continue to be supported (i.e. "entity":{"entities":[#minecraft:skeletons]})</li>
</ul>
</li>
<li>The min/max temperature fields in block temperature JSON are now world temp requirements
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The hearth's redstone inputs have been changed:</span>
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Heat is now emitted if the left or back side is powered</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Cold is not emitted if the right or bottom side is powered</span></li>
<li>Tweaked the design of the redstone inputs to be more obvious</li>
<li>The redstone inputs are now hidden if "Automatic Hearth" is enabled in the configs</li>
</ul>
</li>
<li>Smokestacks can now be waterlogged
</li>
<li>Hearths can now be placed underwater
</li>
<li>Made thermal source air particle distribution more random instead of emanating from the center
</li>
<li>Added option to change the speed at which players naturally dry off
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added support for some Tough as Nails items:</span>
<ul style="margin-left: 40px;">
<li>Wool armor: provides the same insulation as wool</li>
<li>Leaf armor: provides the same insulation as leather, but with no cold protection</li>
<li>Thermoregulator: now gives warmth & frigidness as a hearth would</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Adjusted default world temperature for the Twilight Forest and Aether dimensions</span>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">(1.18) Fixed crash when loading KubeJS events</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when a hearth is running and Valkyrien Skies is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth in a Valkyrien Skies ship</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to capability caches not clearing expired entries</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to destroyed/unloaded hearths continuing to listen for nearby block updates</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to cached world temperature values not being cleared upon leaving the world</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed food temperature being applied every tick if its duration is unset</span>
</li>
<li>Fixed JSON configs with required_mods still attempting to parse when the mods are not present
</li>
<li>Fixed extraneous required field "factor" for adaptive insulation JSON
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed KubeJS configs for biomes, dimensions, and structures not working</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources giving insulating effects in invalid locations if the player is standing on the same block as an output smokestack</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources emitting fuel particles from all nearby pipes and smokestacks, even if they are not connected</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed input items being deleted when shift-clicking the output slot of the sewing table</span>
</li>
<li>Fixed the chameleon's eye height being too high
</li>
<li>Fixed the chameleon's tongue not extending all the way when eating
</li>
<li>Fixed chameleon scale leggings not covering the bottom of the player's body
</li>
<li>Fixed water drip effects appearing when respawning after dying in water
</li>
<li>Fixed temperature visually carrying over briefly after respawning
</li>
<li>Fixed block temperature not being at full strength when standing right next to the block-
</li>
<li>Fixed incorrect/outdated effect recipes for JEED
</li>
<li>Fixed the chameleon's walk animation not playing when moving very slowly (like through soul sand)
</li>
<li>Fixed chameleons not properly remembering their temperature when loading back into a world
</li>
<li>Fixed ice not being mineable by tools with pickaxe-like abilities (multi-tools, Tetra tools, etc.)
</li>
<li>Fixed particles emitted by encased smokestacks getting stuck inside the block
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Insulation item configs now accept a list of insulation</span>
<ul style="margin-left: 40px;">
<li>This allows for adding multiple types (or slots) of insulation to a single item</li>
<li>Example: "insulation": [{"cold": 1, "hot": 0}, {"cold": 1, "hot": 0} (occupies 2 slots with lesser cold insulation)</li>
<li>Defining a single insulation is still allowed as to not break existing JSON</li>
</ul>
</li>
<li>Updated documentation for insulation-related TOML config settings
</li>
<li>Armor and curio insulation settings no longer support the "fill_slots" field
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "world temp" requirement for JSON</span>
<ul style="margin-left: 40px;">
<li>Accepts decimal values</li>
<li>Also accepts some preset string values:</li>
<li>"freezing", "cold", "cool", "temperate", "warm", "hot", "burning"</li>
<li>Ordered from coldest to hottest. Based on the min/max temperature config settings</li>
<li><span style="color: #ffffff; font-weight: bold;">Now used in the min/max_temp fields in block temperature JSON</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Added as "world temp bounds" to location requirement JSON:</span></li>
<li>Has min/max values, each of which is a world temp requirement</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added "temperature" field to location requirement</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Some arguments for JSON configs now support a new type "Negatable List":</span>
<ul style="margin-left: 40px;">
<li>Defines a list of "requirements" and "exclusions" which must be met</li>
<li>Example: "entity":{"require":[{"entities":[#minecraft:skeletons]}],"exclude":[{"entities":[minecraft:wither_skeleton]}]}</li>
<li>Applies to all skeleton types except wither skeletons</li>
<li>Any block, entity, item, or location requirement can be negated in this way (except fields defined within other requirements)</li>
<li>The "old" format of these arguments will continue to be supported (i.e. "entity":{"entities":[#minecraft:skeletons]})</li>
</ul>
</li>
<li>The min/max temperature fields in block temperature JSON are now world temp requirements
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The hearth's redstone inputs have been changed:</span>
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Heat is now emitted if the left or back side is powered</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Cold is not emitted if the right or bottom side is powered</span></li>
<li>Tweaked the design of the redstone inputs to be more obvious</li>
<li>The redstone inputs are now hidden if "Automatic Hearth" is enabled in the configs</li>
</ul>
</li>
<li>Smokestacks can now be waterlogged
</li>
<li>Hearths can now be placed underwater
</li>
<li>Made thermal source air particle distribution more random instead of emanating from the center
</li>
<li>Added option to change the speed at which players naturally dry off
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added support for some Tough as Nails items:</span>
<ul style="margin-left: 40px;">
<li>Wool armor: provides the same insulation as wool</li>
<li>Leaf armor: provides the same insulation as leather, but with no cold protection</li>
<li>Thermoregulator: now gives warmth & frigidness as a hearth would</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Adjusted default world temperature for the Twilight Forest and Aether dimensions</span>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">(1.18) Fixed crash when loading KubeJS events</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when a hearth is running and Valkyrien Skies is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth in a Valkyrien Skies ship</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to capability caches not clearing expired entries</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to destroyed/unloaded hearths continuing to listen for nearby block updates</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to cached world temperature values not being cleared upon leaving the world</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed food temperature being applied every tick if its duration is unset</span>
</li>
<li>Fixed JSON configs with required_mods still attempting to parse when the mods are not present
</li>
<li>Fixed extraneous required field "factor" for adaptive insulation JSON
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed KubeJS configs for biomes, dimensions, and structures not working</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources giving insulating effects in invalid locations if the player is standing on the same block as an output smokestack</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources emitting fuel particles from all nearby pipes and smokestacks, even if they are not connected</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed input items being deleted when shift-clicking the output slot of the sewing table</span>
</li>
<li>Fixed the chameleon's eye height being too high
</li>
<li>Fixed the chameleon's tongue not extending all the way when eating
</li>
<li>Fixed chameleon scale leggings not covering the bottom of the player's body
</li>
<li>Fixed water drip effects appearing when respawning after dying in water
</li>
<li>Fixed temperature visually carrying over briefly after respawning
</li>
<li>Fixed block temperature not being at full strength when standing right next to the block-
</li>
<li>Fixed incorrect/outdated effect recipes for JEED
</li>
<li>Fixed the chameleon's walk animation not playing when moving very slowly (like through soul sand)
</li>
<li>Fixed chameleons not properly remembering their temperature when loading back into a world
</li>
<li>Fixed ice not being mineable by tools with pickaxe-like abilities (multi-tools, Tetra tools, etc.)
</li>
<li>Fixed particles emitted by encased smokestacks getting stuck inside the block
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Insulation item configs now accept a list of insulation</span>
<ul style="margin-left: 40px;">
<li>This allows for adding multiple types (or slots) of insulation to a single item</li>
<li>Example: "insulation": [{"cold": 1, "hot": 0}, {"cold": 1, "hot": 0} (occupies 2 slots with lesser cold insulation)</li>
<li>Defining a single insulation is still allowed as to not break existing JSON</li>
</ul>
</li>
<li>Updated documentation for insulation-related TOML config settings
</li>
<li>Armor and curio insulation settings no longer support the "fill_slots" field
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "world temp" requirement for JSON</span>
<ul style="margin-left: 40px;">
<li>Accepts decimal values</li>
<li>Also accepts some preset string values:</li>
<li>"freezing", "cold", "cool", "temperate", "warm", "hot", "burning"</li>
<li>Ordered from coldest to hottest. Based on the min/max temperature config settings</li>
<li><span style="color: #ffffff; font-weight: bold;">Now used in the min/max_temp fields in block temperature JSON</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Added as "world temp bounds" to location requirement JSON:</span></li>
<li>Has min/max values, each of which is a world temp requirement</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added "temperature" field to location requirement</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Some arguments for JSON configs now support a new type "Negatable List":</span>
<ul style="margin-left: 40px;">
<li>Defines a list of "requirements" and "exclusions" which must be met</li>
<li>Example: "entity":{"require":[{"entities":[#minecraft:skeletons]}],"exclude":[{"entities":[minecraft:wither_skeleton]}]}</li>
<li>Applies to all skeleton types except wither skeletons</li>
<li>Any block, entity, item, or location requirement can be negated in this way (except fields defined within other requirements)</li>
<li>The "old" format of these arguments will continue to be supported (i.e. "entity":{"entities":[#minecraft:skeletons]})</li>
</ul>
</li>
<li>The min/max temperature fields in block temperature JSON are now world temp requirements
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The hearth's redstone inputs have been changed:</span>
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Heat is now emitted if the left or back side is powered</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Cold is not emitted if the right or bottom side is powered</span></li>
<li>Tweaked the design of the redstone inputs to be more obvious</li>
<li>The redstone inputs are now hidden if "Automatic Hearth" is enabled in the configs</li>
</ul>
</li>
<li>Smokestacks can now be waterlogged
</li>
<li>Hearths can now be placed underwater
</li>
<li>Made thermal source air particle distribution more random instead of emanating from the center
</li>
<li>Added option to change the speed at which players naturally dry off
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added support for some Tough as Nails items:</span>
<ul style="margin-left: 40px;">
<li>Wool armor: provides the same insulation as wool</li>
<li>Leaf armor: provides the same insulation as leather, but with no cold protection</li>
<li>Thermoregulator: now gives warmth & frigidness as a hearth would</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Adjusted default world temperature for the Twilight Forest and Aether dimensions</span>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">(1.18) Fixed crash when loading KubeJS events</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when a hearth is running and Valkyrien Skies is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth in a Valkyrien Skies ship</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to capability caches not clearing expired entries</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to destroyed/unloaded hearths continuing to listen for nearby block updates</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to cached world temperature values not being cleared upon leaving the world</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed food temperature being applied every tick if its duration is unset</span>
</li>
<li>Fixed JSON configs with required_mods still attempting to parse when the mods are not present
</li>
<li>Fixed extraneous required field "factor" for adaptive insulation JSON
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed KubeJS configs for biomes, dimensions, and structures not working</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources giving insulating effects in invalid locations if the player is standing on the same block as an output smokestack</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources emitting fuel particles from all nearby pipes and smokestacks, even if they are not connected</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed input items being deleted when shift-clicking the output slot of the sewing table</span>
</li>
<li>Fixed the chameleon's eye height being too high
</li>
<li>Fixed the chameleon's tongue not extending all the way when eating
</li>
<li>Fixed chameleon scale leggings not covering the bottom of the player's body
</li>
<li>Fixed water drip effects appearing when respawning after dying in water
</li>
<li>Fixed temperature visually carrying over briefly after respawning
</li>
<li>Fixed block temperature not being at full strength when standing right next to the block-
</li>
<li>Fixed incorrect/outdated effect recipes for JEED
</li>
<li>Fixed the chameleon's walk animation not playing when moving very slowly (like through soul sand)
</li>
<li>Fixed chameleons not properly remembering their temperature when loading back into a world
</li>
<li>Fixed ice not being mineable by tools with pickaxe-like abilities (multi-tools, Tetra tools, etc.)
</li>
<li>Fixed particles emitted by encased smokestacks getting stuck inside the block
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Insulation item configs now accept a list of insulation</span>
<ul style="margin-left: 40px;">
<li>This allows for adding multiple types (or slots) of insulation to a single item</li>
<li>Example: "insulation": [{"cold": 1, "hot": 0}, {"cold": 1, "hot": 0} (occupies 2 slots with lesser cold insulation)</li>
<li>Defining a single insulation is still allowed as to not break existing JSON</li>
</ul>
</li>
<li>Updated documentation for insulation-related TOML config settings
</li>
<li>Armor and curio insulation settings no longer support the "fill_slots" field
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "world temp" requirement for JSON</span>
<ul style="margin-left: 40px;">
<li>Accepts decimal values</li>
<li>Also accepts some preset string values:</li>
<li>"freezing", "cold", "cool", "temperate", "warm", "hot", "burning"</li>
<li>Ordered from coldest to hottest. Based on the min/max temperature config settings</li>
<li><span style="color: #ffffff; font-weight: bold;">Now used in the min/max_temp fields in block temperature JSON</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Added as "world temp bounds" to location requirement JSON:</span></li>
<li>Has min/max values, each of which is a world temp requirement</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added "temperature" field to location requirement</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Some arguments for JSON configs now support a new type "Negatable List":</span>
<ul style="margin-left: 40px;">
<li>Defines a list of "requirements" and "exclusions" which must be met</li>
<li>Example: "entity":{"require":[{"entities":[#minecraft:skeletons]}],"exclude":[{"entities":[minecraft:wither_skeleton]}]}</li>
<li>Applies to all skeleton types except wither skeletons</li>
<li>Any block, entity, item, or location requirement can be negated in this way (except fields defined within other requirements)</li>
<li>The "old" format of these arguments will continue to be supported (i.e. "entity":{"entities":[#minecraft:skeletons]})</li>
</ul>
</li>
<li>The min/max temperature fields in block temperature JSON are now world temp requirements
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b02a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The hearth's redstone inputs have been changed:</span>
<ul style="margin-left: 40px;">
<li><span style="color: #ffffff; font-weight: bold;">Heat is now emitted if the left or back side is powered</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Cold is not emitted if the right or bottom side is powered</span></li>
<li>Tweaked the design of the redstone inputs to be more obvious</li>
<li>The redstone inputs are now hidden if "Automatic Hearth" is enabled in the configs</li>
</ul>
</li>
<li>Smokestacks can now be waterlogged
</li>
<li>Hearths can now be placed underwater
</li>
<li>Made thermal source air particle distribution more random instead of emanating from the center
</li>
<li>Added option to change the speed at which players naturally dry off
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added support for some Tough as Nails items:</span>
<ul style="margin-left: 40px;">
<li>Wool armor: provides the same insulation as wool</li>
<li>Leaf armor: provides the same insulation as leather, but with no cold protection</li>
<li>Thermoregulator: now gives warmth & frigidness as a hearth would</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Adjusted default world temperature for the Twilight Forest and Aether dimensions</span>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">(1.18) Fixed crash when loading KubeJS events</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when a hearth is running and Valkyrien Skies is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when using a hearth in a Valkyrien Skies ship</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to capability caches not clearing expired entries</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to destroyed/unloaded hearths continuing to listen for nearby block updates</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed memory leak due to cached world temperature values not being cleared upon leaving the world</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed food temperature being applied every tick if its duration is unset</span>
</li>
<li>Fixed JSON configs with required_mods still attempting to parse when the mods are not present
</li>
<li>Fixed extraneous required field "factor" for adaptive insulation JSON
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed KubeJS configs for biomes, dimensions, and structures not working</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources giving insulating effects in invalid locations if the player is standing on the same block as an output smokestack</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed thermal sources emitting fuel particles from all nearby pipes and smokestacks, even if they are not connected</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed input items being deleted when shift-clicking the output slot of the sewing table</span>
</li>
<li>Fixed the chameleon's eye height being too high
</li>
<li>Fixed the chameleon's tongue not extending all the way when eating
</li>
<li>Fixed chameleon scale leggings not covering the bottom of the player's body
</li>
<li>Fixed water drip effects appearing when respawning after dying in water
</li>
<li>Fixed temperature visually carrying over briefly after respawning
</li>
<li>Fixed block temperature not being at full strength when standing right next to the block-
</li>
<li>Fixed incorrect/outdated effect recipes for JEED
</li>
<li>Fixed the chameleon's walk animation not playing when moving very slowly (like through soul sand)
</li>
<li>Fixed chameleons not properly remembering their temperature when loading back into a world
</li>
<li>Fixed ice not being mineable by tools with pickaxe-like abilities (multi-tools, Tetra tools, etc.)
</li>
<li>Fixed particles emitted by encased smokestacks getting stuck inside the block
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Insulation item configs now accept a list of insulation</span>
<ul style="margin-left: 40px;">
<li>This allows for adding multiple types (or slots) of insulation to a single item</li>
<li>Example: "insulation": [{"cold": 1, "hot": 0}, {"cold": 1, "hot": 0} (occupies 2 slots with lesser cold insulation)</li>
<li>Defining a single insulation is still allowed as to not break existing JSON</li>
</ul>
</li>
<li>Updated documentation for insulation-related TOML config settings
</li>
<li>Armor and curio insulation settings no longer support the "fill_slots" field
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new "world temp" requirement for JSON</span>
<ul style="margin-left: 40px;">
<li>Accepts decimal values</li>
<li>Also accepts some preset string values:</li>
<li>"freezing", "cold", "cool", "temperate", "warm", "hot", "burning"</li>
<li>Ordered from coldest to hottest. Based on the min/max temperature config settings</li>
<li><span style="color: #ffffff; font-weight: bold;">Now used in the min/max_temp fields in block temperature JSON</span></li>
<li><span style="color: #ffffff; font-weight: bold;">Added as "world temp bounds" to location requirement JSON:</span></li>
<li>Has min/max values, each of which is a world temp requirement</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added "temperature" field to location requirement</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Some arguments for JSON configs now support a new type "Negatable List":</span>
<ul style="margin-left: 40px;">
<li>Defines a list of "requirements" and "exclusions" which must be met</li>
<li>Example: "entity":{"require":[{"entities":[#minecraft:skeletons]}],"exclude":[{"entities":[minecraft:wither_skeleton]}]}</li>
<li>Applies to all skeleton types except wither skeletons</li>
<li>Any block, entity, item, or location requirement can be negated in this way (except fields defined within other requirements)</li>
<li>The "old" format of these arguments will continue to be supported (i.e. "entity":{"entities":[#minecraft:skeletons]})</li>
</ul>
</li>
<li>The min/max temperature fields in block temperature JSON are now world temp requirements
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b01a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">New armor set: Chameleon Scale</span>
<ul style="margin-left: 40px;">
<li>Crafted with chameleon molt in typical armor patterns</li>
<li>Visually adapts to the ambient temperature</li>
<li>Each armor piece provides maximum adaptive insulation</li>
<li>Cannot be insulated in the sewing table</li>
<li>Can be used as insulation for other items (similar to leather armor)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The smokestack block can now be placed in all directions</span>
<ul style="margin-left: 40px;">
<li>This allows for creating "pipes" that transport air from the hearth/boiler/icebox</li>
<li>This is a built-in alternative to using Create's pipes, but those still work as well</li>
<li>A smokestack connected on more than one axis (like in corners) will become a "junction", which takes up a full block</li>
<li>Junctions do not allow air to pass around them- only through them via connected smokestacks</li>
<li>A smokestack can be right-clicked with cobblestone to create a junction, which is useful for venting air through walls</li>
<li>The smoke & steam emitted from the thermal sources will travel through the smokestack line and emit from the end(s)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Smokestacks no longer require redstone to craft</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Tweaked how the insulation system works:</span>
<ul style="margin-left: 40px;">
<li>Each insulation slot now represents an item, rather than 2 insulation points</li>
<li>This enables more powerful insulation items to take up only one slot</li>
<li>Added custom tooltip graphic for "compound" insulation items</li>
<li>Added new parameter to insulator configs: "fill_slots"</li>
<li>This will make the insulator take up multiple slots as normal</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Updated compat for Create to 6.0.0</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fully Reimplemented Create and Thirst Was Taken support</span>
</li>
<li>Entities caught on fire will now heat up the nearby area
<ul style="margin-left: 40px;">
<li>You can also warm yourself up this way!</li>
</ul>
</li>
<li>Eating temperature-affecting foods now properly replaces the pre-existing effect for that item
<ul style="margin-left: 40px;">
<li>i.e. eating a soul sprout will now reset the "coldness" timer if its effect is already active, rather than doing nothing</li>
</ul>
</li>
<li style="color: orange;">! Minecraft 1.21.1 is now the minimum supported version for 1.21. The "base" version is no longer compatible
<ul style="margin-left: 40px;">
<li>NeoForge minimum version is now 21.1.60</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.19) Fixed the inside of structures having no temperature
</li>
<li>Fixed crash while ticking the icebox when Immersive Portals is installed
</li>
<li>Fixed adaptive insulating armors not adapting to the ambient temperature
</li>
<li>Fixed attribute modifiers added by insulation not being removed when the armor item is taken off
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>TemperatureChangedEvent now fires every time an entity's temperature changes, instead of only when it is changed manually
</li>
<li><span style="color: #ffffff; font-weight: bold;">JSON and KubeJS configs with no defined targets (no listed items, entities, etc.) will now apply to everything</span>
<ul style="margin-left: 40px;">
<li>This is useful if your config should affect all entities that match given requirements/predicates</li>
</ul>
</li>
<li style="color: orange;">! The "data" field in item JSON configs has been renamed to "item" for consistency with other configs
</li>
<li>Added optional "affects_self" field to entity temperature JSON configs
<ul style="margin-left: 40px;">
<li>This will cause the entity to be affected by its own temperature (defaults to "false")</li>
</ul>
</li>
<li>Added optional fields "count", "location", and "block_below" fields to entity spawn biome configs:
<ul style="margin-left: 40px;">
<li>"count": The number of entities that can spawn in a group</li>
<li>"location": A location requirement that must be met for the entity to spawn</li>
<li>"block_below": Another location requirement, centered on the block below the entity</li>
</ul>
</li>
<li>Added optional "location" field to block temperature JSON
</li>
<li>Added new field to insulator configs: "fill_slots"
<ul style="margin-left: 40px;">
<li>This will make the insulator take up multiple slots as normal (reverts the new "one item per slot" system)</li>
<li>This is "false" by default</li>
</ul>
</li>
<li>Added entity temperature, spawn biome, and insulating mount configs support to KubeJS
</li>
<li>(1.20-) Added new type-specific entity requirements (ported from 1.21):
<ul style="margin-left: 40px;">
<li>(1.18+) "variant": Checks the entity's variant (cat color, axolotl color, etc.)</li>
<li>"fishing_hook": Checks if the fishing bobber entity is in open water (this is a Vanilla thing, IDK)</li>
<li>(1.18+) "lightning_bolt": Checks blocks set on fire and entities struck by the lightning</li>
<li>"piglin_neutral_armor": Checks if the entity is wearing armor that pacifies piglins</li>
<li>"player": Checks player-specific data (game mode, stats, advancements, etc.)</li>
<li>"raider": Checks pillager-specific data (part of an active raid, is the raid captain)</li>
<li>"slime": Checks the size of the slime</li>
<li>(1.18+) "snow_boots": Checks if the player is wearing boots that prevent falling through powder snow</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b01a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">New armor set: Chameleon Scale</span>
<ul style="margin-left: 40px;">
<li>Crafted with chameleon molt in typical armor patterns</li>
<li>Visually adapts to the ambient temperature</li>
<li>Each armor piece provides maximum adaptive insulation</li>
<li>Cannot be insulated in the sewing table</li>
<li>Can be used as insulation for other items (similar to leather armor)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The smokestack block can now be placed in all directions</span>
<ul style="margin-left: 40px;">
<li>This allows for creating "pipes" that transport air from the hearth/boiler/icebox</li>
<li>This is a built-in alternative to using Create's pipes, but those still work as well</li>
<li>A smokestack connected on more than one axis (like in corners) will become a "junction", which takes up a full block</li>
<li>Junctions do not allow air to pass around them- only through them via connected smokestacks</li>
<li>A smokestack can be right-clicked with cobblestone to create a junction, which is useful for venting air through walls</li>
<li>The smoke & steam emitted from the thermal sources will travel through the smokestack line and emit from the end(s)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Smokestacks no longer require redstone to craft</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Tweaked how the insulation system works:</span>
<ul style="margin-left: 40px;">
<li>Each insulation slot now represents an item, rather than 2 insulation points</li>
<li>This enables more powerful insulation items to take up only one slot</li>
<li>Added custom tooltip graphic for "compound" insulation items</li>
<li>Added new parameter to insulator configs: "fill_slots"</li>
<li>This will make the insulator take up multiple slots as normal</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Updated compat for Create to 6.0.0</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fully Reimplemented Create and Thirst Was Taken support</span>
</li>
<li>Entities caught on fire will now heat up the nearby area
<ul style="margin-left: 40px;">
<li>You can also warm yourself up this way!</li>
</ul>
</li>
<li>Eating temperature-affecting foods now properly replaces the pre-existing effect for that item
<ul style="margin-left: 40px;">
<li>i.e. eating a soul sprout will now reset the "coldness" timer if its effect is already active, rather than doing nothing</li>
</ul>
</li>
<li style="color: orange;">! Minecraft 1.21.1 is now the minimum supported version for 1.21. The "base" version is no longer compatible
<ul style="margin-left: 40px;">
<li>NeoForge minimum version is now 21.1.60</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.19) Fixed the inside of structures having no temperature
</li>
<li>Fixed crash while ticking the icebox when Immersive Portals is installed
</li>
<li>Fixed adaptive insulating armors not adapting to the ambient temperature
</li>
<li>Fixed attribute modifiers added by insulation not being removed when the armor item is taken off
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>TemperatureChangedEvent now fires every time an entity's temperature changes, instead of only when it is changed manually
</li>
<li><span style="color: #ffffff; font-weight: bold;">JSON and KubeJS configs with no defined targets (no listed items, entities, etc.) will now apply to everything</span>
<ul style="margin-left: 40px;">
<li>This is useful if your config should affect all entities that match given requirements/predicates</li>
</ul>
</li>
<li style="color: orange;">! The "data" field in item JSON configs has been renamed to "item" for consistency with other configs
</li>
<li>Added optional "affects_self" field to entity temperature JSON configs
<ul style="margin-left: 40px;">
<li>This will cause the entity to be affected by its own temperature (defaults to "false")</li>
</ul>
</li>
<li>Added optional fields "count", "location", and "block_below" fields to entity spawn biome configs:
<ul style="margin-left: 40px;">
<li>"count": The number of entities that can spawn in a group</li>
<li>"location": A location requirement that must be met for the entity to spawn</li>
<li>"block_below": Another location requirement, centered on the block below the entity</li>
</ul>
</li>
<li>Added optional "location" field to block temperature JSON
</li>
<li>Added new field to insulator configs: "fill_slots"
<ul style="margin-left: 40px;">
<li>This will make the insulator take up multiple slots as normal (reverts the new "one item per slot" system)</li>
<li>This is "false" by default</li>
</ul>
</li>
<li>Added entity temperature, spawn biome, and insulating mount configs support to KubeJS
</li>
<li>(1.20-) Added new type-specific entity requirements (ported from 1.21):
<ul style="margin-left: 40px;">
<li>(1.18+) "variant": Checks the entity's variant (cat color, axolotl color, etc.)</li>
<li>"fishing_hook": Checks if the fishing bobber entity is in open water (this is a Vanilla thing, IDK)</li>
<li>(1.18+) "lightning_bolt": Checks blocks set on fire and entities struck by the lightning</li>
<li>"piglin_neutral_armor": Checks if the entity is wearing armor that pacifies piglins</li>
<li>"player": Checks player-specific data (game mode, stats, advancements, etc.)</li>
<li>"raider": Checks pillager-specific data (part of an active raid, is the raid captain)</li>
<li>"slime": Checks the size of the slime</li>
<li>(1.18+) "snow_boots": Checks if the player is wearing boots that prevent falling through powder snow</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b01a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">New armor set: Chameleon Scale</span>
<ul style="margin-left: 40px;">
<li>Crafted with chameleon molt in typical armor patterns</li>
<li>Visually adapts to the ambient temperature</li>
<li>Each armor piece provides maximum adaptive insulation</li>
<li>Cannot be insulated in the sewing table</li>
<li>Can be used as insulation for other items (similar to leather armor)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The smokestack block can now be placed in all directions</span>
<ul style="margin-left: 40px;">
<li>This allows for creating "pipes" that transport air from the hearth/boiler/icebox</li>
<li>This is a built-in alternative to using Create's pipes, but those still work as well</li>
<li>A smokestack connected on more than one axis (like in corners) will become a "junction", which takes up a full block</li>
<li>Junctions do not allow air to pass around them- only through them via connected smokestacks</li>
<li>A smokestack can be right-clicked with cobblestone to create a junction, which is useful for venting air through walls</li>
<li>The smoke & steam emitted from the thermal sources will travel through the smokestack line and emit from the end(s)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Smokestacks no longer require redstone to craft</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Tweaked how the insulation system works:</span>
<ul style="margin-left: 40px;">
<li>Each insulation slot now represents an item, rather than 2 insulation points</li>
<li>This enables more powerful insulation items to take up only one slot</li>
<li>Added custom tooltip graphic for "compound" insulation items</li>
<li>Added new parameter to insulator configs: "fill_slots"</li>
<li>This will make the insulator take up multiple slots as normal</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Updated compat for Create to 6.0.0</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fully Reimplemented Create and Thirst Was Taken support</span>
</li>
<li>Entities caught on fire will now heat up the nearby area
<ul style="margin-left: 40px;">
<li>You can also warm yourself up this way!</li>
</ul>
</li>
<li>Eating temperature-affecting foods now properly replaces the pre-existing effect for that item
<ul style="margin-left: 40px;">
<li>i.e. eating a soul sprout will now reset the "coldness" timer if its effect is already active, rather than doing nothing</li>
</ul>
</li>
<li style="color: orange;">! Minecraft 1.21.1 is now the minimum supported version for 1.21. The "base" version is no longer compatible
<ul style="margin-left: 40px;">
<li>NeoForge minimum version is now 21.1.60</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.19) Fixed the inside of structures having no temperature
</li>
<li>Fixed crash while ticking the icebox when Immersive Portals is installed
</li>
<li>Fixed adaptive insulating armors not adapting to the ambient temperature
</li>
<li>Fixed attribute modifiers added by insulation not being removed when the armor item is taken off
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>TemperatureChangedEvent now fires every time an entity's temperature changes, instead of only when it is changed manually
</li>
<li><span style="color: #ffffff; font-weight: bold;">JSON and KubeJS configs with no defined targets (no listed items, entities, etc.) will now apply to everything</span>
<ul style="margin-left: 40px;">
<li>This is useful if your config should affect all entities that match given requirements/predicates</li>
</ul>
</li>
<li style="color: orange;">! The "data" field in item JSON configs has been renamed to "item" for consistency with other configs
</li>
<li>Added optional "affects_self" field to entity temperature JSON configs
<ul style="margin-left: 40px;">
<li>This will cause the entity to be affected by its own temperature (defaults to "false")</li>
</ul>
</li>
<li>Added optional fields "count", "location", and "block_below" fields to entity spawn biome configs:
<ul style="margin-left: 40px;">
<li>"count": The number of entities that can spawn in a group</li>
<li>"location": A location requirement that must be met for the entity to spawn</li>
<li>"block_below": Another location requirement, centered on the block below the entity</li>
</ul>
</li>
<li>Added optional "location" field to block temperature JSON
</li>
<li>Added new field to insulator configs: "fill_slots"
<ul style="margin-left: 40px;">
<li>This will make the insulator take up multiple slots as normal (reverts the new "one item per slot" system)</li>
<li>This is "false" by default</li>
</ul>
</li>
<li>Added entity temperature, spawn biome, and insulating mount configs support to KubeJS
</li>
<li>(1.20-) Added new type-specific entity requirements (ported from 1.21):
<ul style="margin-left: 40px;">
<li>(1.18+) "variant": Checks the entity's variant (cat color, axolotl color, etc.)</li>
<li>"fishing_hook": Checks if the fishing bobber entity is in open water (this is a Vanilla thing, IDK)</li>
<li>(1.18+) "lightning_bolt": Checks blocks set on fire and entities struck by the lightning</li>
<li>"piglin_neutral_armor": Checks if the entity is wearing armor that pacifies piglins</li>
<li>"player": Checks player-specific data (game mode, stats, advancements, etc.)</li>
<li>"raider": Checks pillager-specific data (part of an active raid, is the raid captain)</li>
<li>"slime": Checks the size of the slime</li>
<li>(1.18+) "snow_boots": Checks if the player is wearing boots that prevent falling through powder snow</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b01a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">New armor set: Chameleon Scale</span>
<ul style="margin-left: 40px;">
<li>Crafted with chameleon molt in typical armor patterns</li>
<li>Visually adapts to the ambient temperature</li>
<li>Each armor piece provides maximum adaptive insulation</li>
<li>Cannot be insulated in the sewing table</li>
<li>Can be used as insulation for other items (similar to leather armor)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The smokestack block can now be placed in all directions</span>
<ul style="margin-left: 40px;">
<li>This allows for creating "pipes" that transport air from the hearth/boiler/icebox</li>
<li>This is a built-in alternative to using Create's pipes, but those still work as well</li>
<li>A smokestack connected on more than one axis (like in corners) will become a "junction", which takes up a full block</li>
<li>Junctions do not allow air to pass around them- only through them via connected smokestacks</li>
<li>A smokestack can be right-clicked with cobblestone to create a junction, which is useful for venting air through walls</li>
<li>The smoke & steam emitted from the thermal sources will travel through the smokestack line and emit from the end(s)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Smokestacks no longer require redstone to craft</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Tweaked how the insulation system works:</span>
<ul style="margin-left: 40px;">
<li>Each insulation slot now represents an item, rather than 2 insulation points</li>
<li>This enables more powerful insulation items to take up only one slot</li>
<li>Added custom tooltip graphic for "compound" insulation items</li>
<li>Added new parameter to insulator configs: "fill_slots"</li>
<li>This will make the insulator take up multiple slots as normal</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Updated compat for Create to 6.0.0</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fully Reimplemented Create and Thirst Was Taken support</span>
</li>
<li>Entities caught on fire will now heat up the nearby area
<ul style="margin-left: 40px;">
<li>You can also warm yourself up this way!</li>
</ul>
</li>
<li>Eating temperature-affecting foods now properly replaces the pre-existing effect for that item
<ul style="margin-left: 40px;">
<li>i.e. eating a soul sprout will now reset the "coldness" timer if its effect is already active, rather than doing nothing</li>
</ul>
</li>
<li style="color: orange;">! Minecraft 1.21.1 is now the minimum supported version for 1.21. The "base" version is no longer compatible
<ul style="margin-left: 40px;">
<li>NeoForge minimum version is now 21.1.60</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.19) Fixed the inside of structures having no temperature
</li>
<li>Fixed crash while ticking the icebox when Immersive Portals is installed
</li>
<li>Fixed adaptive insulating armors not adapting to the ambient temperature
</li>
<li>Fixed attribute modifiers added by insulation not being removed when the armor item is taken off
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>TemperatureChangedEvent now fires every time an entity's temperature changes, instead of only when it is changed manually
</li>
<li><span style="color: #ffffff; font-weight: bold;">JSON and KubeJS configs with no defined targets (no listed items, entities, etc.) will now apply to everything</span>
<ul style="margin-left: 40px;">
<li>This is useful if your config should affect all entities that match given requirements/predicates</li>
</ul>
</li>
<li style="color: orange;">! The "data" field in item JSON configs has been renamed to "item" for consistency with other configs
</li>
<li>Added optional "affects_self" field to entity temperature JSON configs
<ul style="margin-left: 40px;">
<li>This will cause the entity to be affected by its own temperature (defaults to "false")</li>
</ul>
</li>
<li>Added optional fields "count", "location", and "block_below" fields to entity spawn biome configs:
<ul style="margin-left: 40px;">
<li>"count": The number of entities that can spawn in a group</li>
<li>"location": A location requirement that must be met for the entity to spawn</li>
<li>"block_below": Another location requirement, centered on the block below the entity</li>
</ul>
</li>
<li>Added optional "location" field to block temperature JSON
</li>
<li>Added new field to insulator configs: "fill_slots"
<ul style="margin-left: 40px;">
<li>This will make the insulator take up multiple slots as normal (reverts the new "one item per slot" system)</li>
<li>This is "false" by default</li>
</ul>
</li>
<li>Added entity temperature, spawn biome, and insulating mount configs support to KubeJS
</li>
<li>(1.20-) Added new type-specific entity requirements (ported from 1.21):
<ul style="margin-left: 40px;">
<li>(1.18+) "variant": Checks the entity's variant (cat color, axolotl color, etc.)</li>
<li>"fishing_hook": Checks if the fishing bobber entity is in open water (this is a Vanilla thing, IDK)</li>
<li>(1.18+) "lightning_bolt": Checks blocks set on fire and entities struck by the lightning</li>
<li>"piglin_neutral_armor": Checks if the entity is wearing armor that pacifies piglins</li>
<li>"player": Checks player-specific data (game mode, stats, advancements, etc.)</li>
<li>"raider": Checks pillager-specific data (part of an active raid, is the raid captain)</li>
<li>"slime": Checks the size of the slime</li>
<li>(1.18+) "snow_boots": Checks if the player is wearing boots that prevent falling through powder snow</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.4-b01a</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">New armor set: Chameleon Scale</span>
<ul style="margin-left: 40px;">
<li>Crafted with chameleon molt in typical armor patterns</li>
<li>Visually adapts to the ambient temperature</li>
<li>Each armor piece provides maximum adaptive insulation</li>
<li>Cannot be insulated in the sewing table</li>
<li>Can be used as insulation for other items (similar to leather armor)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The smokestack block can now be placed in all directions</span>
<ul style="margin-left: 40px;">
<li>This allows for creating "pipes" that transport air from the hearth/boiler/icebox</li>
<li>This is a built-in alternative to using Create's pipes, but those still work as well</li>
<li>A smokestack connected on more than one axis (like in corners) will become a "junction", which takes up a full block</li>
<li>Junctions do not allow air to pass around them- only through them via connected smokestacks</li>
<li>A smokestack can be right-clicked with cobblestone to create a junction, which is useful for venting air through walls</li>
<li>The smoke & steam emitted from the thermal sources will travel through the smokestack line and emit from the end(s)</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Smokestacks no longer require redstone to craft</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Tweaked how the insulation system works:</span>
<ul style="margin-left: 40px;">
<li>Each insulation slot now represents an item, rather than 2 insulation points</li>
<li>This enables more powerful insulation items to take up only one slot</li>
<li>Added custom tooltip graphic for "compound" insulation items</li>
<li>Added new parameter to insulator configs: "fill_slots"</li>
<li>This will make the insulator take up multiple slots as normal</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Updated compat for Create to 6.0.0</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fully Reimplemented Create and Thirst Was Taken support</span>
</li>
<li>Entities caught on fire will now heat up the nearby area
<ul style="margin-left: 40px;">
<li>You can also warm yourself up this way!</li>
</ul>
</li>
<li>Eating temperature-affecting foods now properly replaces the pre-existing effect for that item
<ul style="margin-left: 40px;">
<li>i.e. eating a soul sprout will now reset the "coldness" timer if its effect is already active, rather than doing nothing</li>
</ul>
</li>
<li style="color: orange;">! Minecraft 1.21.1 is now the minimum supported version for 1.21. The "base" version is no longer compatible
<ul style="margin-left: 40px;">
<li>NeoForge minimum version is now 21.1.60</li>
</ul>
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li>(1.19) Fixed the inside of structures having no temperature
</li>
<li>Fixed crash while ticking the icebox when Immersive Portals is installed
</li>
<li>Fixed adaptive insulating armors not adapting to the ambient temperature
</li>
<li>Fixed attribute modifiers added by insulation not being removed when the armor item is taken off
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>TemperatureChangedEvent now fires every time an entity's temperature changes, instead of only when it is changed manually
</li>
<li><span style="color: #ffffff; font-weight: bold;">JSON and KubeJS configs with no defined targets (no listed items, entities, etc.) will now apply to everything</span>
<ul style="margin-left: 40px;">
<li>This is useful if your config should affect all entities that match given requirements/predicates</li>
</ul>
</li>
<li style="color: orange;">! The "data" field in item JSON configs has been renamed to "item" for consistency with other configs
</li>
<li>Added optional "affects_self" field to entity temperature JSON configs
<ul style="margin-left: 40px;">
<li>This will cause the entity to be affected by its own temperature (defaults to "false")</li>
</ul>
</li>
<li>Added optional fields "count", "location", and "block_below" fields to entity spawn biome configs:
<ul style="margin-left: 40px;">
<li>"count": The number of entities that can spawn in a group</li>
<li>"location": A location requirement that must be met for the entity to spawn</li>
<li>"block_below": Another location requirement, centered on the block below the entity</li>
</ul>
</li>
<li>Added optional "location" field to block temperature JSON
</li>
<li>Added new field to insulator configs: "fill_slots"
<ul style="margin-left: 40px;">
<li>This will make the insulator take up multiple slots as normal (reverts the new "one item per slot" system)</li>
<li>This is "false" by default</li>
</ul>
</li>
<li>Added entity temperature, spawn biome, and insulating mount configs support to KubeJS
</li>
<li>(1.20-) Added new type-specific entity requirements (ported from 1.21):
<ul style="margin-left: 40px;">
<li>(1.18+) "variant": Checks the entity's variant (cat color, axolotl color, etc.)</li>
<li>"fishing_hook": Checks if the fishing bobber entity is in open water (this is a Vanilla thing, IDK)</li>
<li>(1.18+) "lightning_bolt": Checks blocks set on fire and entities struck by the lightning</li>
<li>"piglin_neutral_armor": Checks if the entity is wearing armor that pacifies piglins</li>
<li>"player": Checks player-specific data (game mode, stats, advancements, etc.)</li>
<li>"raider": Checks pillager-specific data (part of an active raid, is the raid captain)</li>
<li>"slime": Checks the size of the slime</li>
<li>(1.18+) "snow_boots": Checks if the player is wearing boots that prevent falling through powder snow</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.12</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li style="color: #e06c75; font-weight: bold;">!! WARNING: This version of Cold Sweat is not confirmed to be stable. Serious bugs might occur!
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added KubeJS support</span>
<ul style="margin-left: 40px;">
<li>Added events for adding insulators, block temps, biome temps, etc; as well as TempModifiers</li>
<li>Added several Cold-Sweat-related methods that can be accessed from the "coldsweat" binding</li>
<li>Added a few other events for specific Cold Sweat actions</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Ice freezing/thawing changes:</span>
<ul style="margin-left: 40px;">
<li>Ice now thaws according to Cold Sweat's temperature system</li>
<li>Ice now takes all temperature sources (nearby blocks, season, depth) into account when freezing/thawing</li>
<li>The rate at which water freezes is now affected by randomTickSpeed if "Custom Freezing Behavior" is enabled</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added "drying items" config to item.toml, which allows players to dry off using certain items</span>
<ul style="margin-left: 40px;">
<li>Drying items can also be defined in JSON under item/drying_item/* with the following parameters:</li>
<li>"data": An item requirement, like in other configs</li>
<li>"entity": An entity requirement that the player must pass, like in other configs</li>
<li>"result": The item stack that the item will be turned into when used. If undefined, the item will be consumed</li>
<li>"sound": The sound to be played when the item is used. Defaults to a squishy sponge sound</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The Water Effects config setting now has 4 states:</span>
<ul style="margin-left: 40px;">
<li>OFF: Disables all water effects</li>
<li>Particles: Only water drip particles are shown</li>
<li>Overlay: Only the on-screen water overlay is shown</li>
<li>All: Both particles and overlay are shown</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">item_settings/entity_settings/world_settings.toml have been renamed to item/entity/world.toml</span>
<ul style="margin-left: 40px;">
<li>Existing files will be automatically migrated</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added "remove" config type, which allows for the removal of registered config settings</span>
<ul style="margin-left: 40px;">
<li>This includes TOML and JSON configs</li>
<li>Removals are handled after all of the config settings are parsed, but before they are committed to memory</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new config settings:</span>
<ul style="margin-left: 40px;">
<li>Insulation Strength</li>
<li>Check Sleep Conditions</li>
<li>New settings for the hearth/boiler/icebox</li>
<li>Maximum range and volume settings for each thermal source individually</li>
<li>Fuel consumption rate when applying warmth/frigidness</li>
<li>Toggle for Create backtank pressure loss in hot/cold environments</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The hearth now properly functions when part of a Valkyrien Skies ship</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Renamed the "Chill" effect to "Frigidness"</span>
</li>
<li>Smokestack blocks now connect when stacked vertically
</li>
<li>Chameleons are now immune to projectiles when they are on a player's head
</li>
<li>Reorganized the "Cold Sweat: Insulators" tab & removed most of the wool colors except for white
<ul style="margin-left: 40px;">
<li>More specifically, if an insulator contains a tag that has more than 6 items, only the first item in the tag will be displayed</li>
</ul>
</li>
<li>World temperature now decreases slightly when the weather is overcast (even if it doesn't rain in the biome)
<ul style="margin-left: 40px;">
<li>This effect can be configured in world.toml</li>
</ul>
</li>
<li>Players now dry off exponentially faster in higher-temperature environments
</li>
<li>Insulation attributes with unmet requirements are now shown with red strikethrough, rather than being omitted
</li>
<li>Slightly improved the performance of the "blobs" shader that is applied when the player is overheating
</li>
<li>Waterskins can now take from any Forge fluid container that has 250mb of water, if the container supports it
</li>
<li>Piglins now accept the thermometer as a bartering item
</li>
<li>Goats can now be sheared by a dispenser
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Any JSON configs named "default" will now be loaded last</span>
<ul style="margin-left: 40px;">
<li>This allows for configs to have a default value that can be overridden by other mods/datapacks/configs</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Massive internal registry standardization and boilerplate reduction</span>
<ul style="margin-left: 40px;">
<li>Internal registries and configs are now much more standardized, with fewer points of failure</li>
<li>Codecs are used wherever possible for data serialization, rather than bespoke methods</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Cold Sweat configs that rely on dynamic registries now use Holders for their keys</span>
<ul style="margin-left: 40px;">
<li>This includes biomes, dimensions, structures, etc.</li>
<li>Any methods that previously accepted an "unwrapped" value now accept a Holder instead</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The temperature decrease due to altitude is now defined in JSON as part of the default temp_region file</span>
<ul style="margin-left: 40px;">
<li>This functionality was previously hard-coded, but can now be customized</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new functionality for inventory item temperatures ("carried items")</span>
<ul style="margin-left: 40px;">
<li>Now support giving attribute modifiers and temperature modifier resistances</li>
<li>Now support being in Curios slots</li>
</ul>
</li>
<li>Added "cold_sweat:extends_smokestack" block tag, which defines what blocks can be used to increase the height of a smokestack
</li>
<li>Temperature units are now supported for seasonal temperatures and block temperatures
<ul style="margin-left: 40px;">
<li>Existing configs will be automatically updated to match the new format</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added FetchSeasonsModsEvent, which allows mod developers to signal that Cold Sweat should load the appropriate seasonal configs</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added InsulatorTabBuildEvent, which allows for simple modifications to the items in the insulator tab</span>
</li>
<li>Added support for Just Enough Effect Descriptions
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.12</span><br>
<p>The following is the changelog for updates 2.3.9 - 2.3.12</p>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Ice freezing/thawing changes:</span>
<ul style="margin-left: 40px;">
<li>Ice now thaws according to Cold Sweat's temperature system</li>
<li>Ice now takes all temperature sources (nearby blocks, season, depth) into account when freezing/thawing</li>
<li>The rate at which water freezes is now affected by randomTickSpeed if "Custom Freezing Behavior" is enabled</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added "drying items" config to item.toml, which allows players to dry off using certain items</span>
<ul style="margin-left: 40px;">
<li>Drying items can also be defined in JSON under item/drying_item/* with the following parameters:</li>
<li>"data": An item requirement, like in other configs</li>
<li>"entity": An entity requirement that the player must pass, like in other configs</li>
<li>"result": The item stack that the item will be turned into when used. If undefined, the item will be consumed</li>
<li>"sound": The sound to be played when the item is used. Defaults to a squishy sponge sound</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The Water Effects config setting now has 4 states:</span>
<ul style="margin-left: 40px;">
<li>OFF: Disables all water effects</li>
<li>Particles: Only water drip particles are shown</li>
<li>Overlay: Only the on-screen water overlay is shown</li>
<li>All: Both particles and overlay are shown</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">item_settings/entity_settings/world_settings.toml have been renamed to item/entity/world.toml</span>
<ul style="margin-left: 40px;">
<li>Existing files will be automatically migrated</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added "remove" config type, which allows for the removal of registered config settings</span>
<ul style="margin-left: 40px;">
<li>This includes TOML and JSON configs</li>
<li>Removals are handled after all of the config settings are parsed, but before they are committed to memory</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new config settings:</span>
<ul style="margin-left: 40px;">
<li>Insulation Strength</li>
<li>Check Sleep Conditions</li>
<li>New settings for the hearth/boiler/icebox</li>
<li>Maximum range and volume settings for each thermal source individually</li>
<li>Fuel consumption rate when applying warmth/frigidness</li>
<li>Toggle for Create backtank pressure loss in hot/cold environments</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The hearth now properly functions when part of a Valkyrien Skies ship</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Renamed the "Chill" effect to "Frigidness"</span>
</li>
<li>Smokestack blocks now connect when stacked vertically
</li>
<li>Chameleons are now immune to projectiles when they are on a player's head
</li>
<li>Reorganized the "Cold Sweat: Insulators" tab & removed most of the wool colors except for white
<ul style="margin-left: 40px;">
<li>More specifically, if an insulator contains a tag that has more than 6 items, only the first item in the tag will be displayed</li>
</ul>
</li>
<li>World temperature now decreases slightly when the weather is overcast (even if it doesn't rain in the biome)
<ul style="margin-left: 40px;">
<li>This effect can be configured in world.toml</li>
</ul>
</li>
<li>Players now dry off exponentially faster in higher-temperature environments
</li>
<li>Insulation attributes with unmet requirements are now shown with red strikethrough, rather than being omitted
</li>
<li>Slightly improved the performance of the "blobs" shader that is applied when the player is overheating
</li>
<li>Waterskins can now take from any Forge fluid container that has 250mb of water, if the container supports it
</li>
<li>Piglins now accept the thermometer as a bartering item
</li>
<li>Goats can now be sheared by a dispenser
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Any JSON configs named "default" will now be loaded last</span>
<ul style="margin-left: 40px;">
<li>This allows for configs to have a default value that can be overridden by other mods/datapacks/configs</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Massive internal registry standardization and boilerplate reduction</span>
<ul style="margin-left: 40px;">
<li>Internal registries and configs are now much more standardized, with fewer points of failure</li>
<li>Codecs are used wherever possible for data serialization, rather than bespoke methods</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Cold Sweat configs that rely on dynamic registries now use Holders for their keys</span>
<ul style="margin-left: 40px;">
<li>This includes biomes, dimensions, structures, etc.</li>
<li>Any methods that previously accepted an "unwrapped" value now accept a Holder instead</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">The temperature decrease due to altitude is now defined in JSON as part of the default temp_region file</span>
<ul style="margin-left: 40px;">
<li>This functionality was previously hard-coded, but can now be customized</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new functionality for inventory item temperatures ("carried items")</span>
<ul style="margin-left: 40px;">
<li>Now support giving attribute modifiers and temperature modifier resistances</li>
<li>Now support being in Curios slots</li>
</ul>
</li>
<li>Added "cold_sweat:extends_smokestack" block tag, which defines what blocks can be used to increase the height of a smokestack
</li>
<li>Temperature units are now supported for seasonal temperatures and block temperatures
<ul style="margin-left: 40px;">
<li>Existing configs will be automatically updated to match the new format</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added FetchSeasonsModsEvent, which allows mod developers to signal that Cold Sweat should load the appropriate seasonal configs</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added InsulatorTabBuildEvent, which allows for simple modifications to the items in the insulator tab</span>
</li>
<li>Added support for Just Enough Effect Descriptions
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.12</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash loading KubeJS integration when Architectury is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash when initializing the creative menu in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed removing insulation in the sewing table duplicating the insulation item</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when the player is wet on a dedicated server</span>
</li>
<li>Fixed NBT arguments in JSON not parsing correctly in some cases, especially with nested compound tags
</li>
<li>Fixed TOML block temp configs being invalid if any string arguments contain only whitespace (" ")
</li>
<li>Fixed the "range" field in entity temperature JSON configs taking its value from the "temperature" field
</li>
<li>Fixed overlapping thermal sources still conflicting in some cases
</li>
<li>Fixed KubeJS registry events firing twice
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Added a "temperature" field to entity requirement JSON:</span>
<ul style="margin-left: 40px;">
<li>Allows for checking the temperature of the target entity</li>
<li>Represented as a map of string keys and double or double-range values</li>
<li>i.e. {"body": 50.0} or {"world": {"min": 1.0, "max": 2.5}}</li>
</ul>
</li>
<li>The "cs:contains" NBT operator has been split into "cs:contains_all" and "cs:contains_any"
<ul style="margin-left: 40px;">
<li>"cs:contains_all" checks if the NBT list contains all of the specified keys</li>
<li>"cs:contains_any" checks if the NBT list contains any one of the specified keys</li>
</ul>
</li>
<li>Added CreateRegistriesEvent.Pre
<ul style="margin-left: 40px;">
<li>Fires directly after registries are compiled, and before removals are handled</li>
<li>Subscribing to the base event is not recommended, as it will cause the subscriber to fire twice</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.12</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash loading KubeJS integration when Architectury is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash when initializing the creative menu in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed removing insulation in the sewing table duplicating the insulation item</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when the player is wet on a dedicated server</span>
</li>
<li>Fixed NBT arguments in JSON not parsing correctly in some cases, especially with nested compound tags
</li>
<li>Fixed TOML block temp configs being invalid if any string arguments contain only whitespace (" ")
</li>
<li>Fixed the "range" field in entity temperature JSON configs taking its value from the "temperature" field
</li>
<li>Fixed overlapping thermal sources still conflicting in some cases
</li>
<li>Fixed KubeJS registry events firing twice
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Added a "temperature" field to entity requirement JSON:</span>
<ul style="margin-left: 40px;">
<li>Allows for checking the temperature of the target entity</li>
<li>Represented as a map of string keys and double or double-range values</li>
<li>i.e. {"body": 50.0} or {"world": {"min": 1.0, "max": 2.5}}</li>
</ul>
</li>
<li>The "cs:contains" NBT operator has been split into "cs:contains_all" and "cs:contains_any"
<ul style="margin-left: 40px;">
<li>"cs:contains_all" checks if the NBT list contains all of the specified keys</li>
<li>"cs:contains_any" checks if the NBT list contains any one of the specified keys</li>
</ul>
</li>
<li>Added CreateRegistriesEvent.Pre
<ul style="margin-left: 40px;">
<li>Fires directly after registries are compiled, and before removals are handled</li>
<li>Subscribing to the base event is not recommended, as it will cause the subscriber to fire twice</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.12</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash loading KubeJS integration when Architectury is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed crash when initializing the creative menu in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed removing insulation in the sewing table duplicating the insulation item</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when the player is wet on a dedicated server</span>
</li>
<li>Fixed NBT arguments in JSON not parsing correctly in some cases, especially with nested compound tags
</li>
<li>Fixed TOML block temp configs being invalid if any string arguments contain only whitespace (" ")
</li>
<li>Fixed the "range" field in entity temperature JSON configs taking its value from the "temperature" field
</li>
<li>Fixed overlapping thermal sources still conflicting in some cases
</li>
<li>Fixed KubeJS registry events firing twice
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Added a "temperature" field to entity requirement JSON:</span>
<ul style="margin-left: 40px;">
<li>Allows for checking the temperature of the target entity</li>
<li>Represented as a map of string keys and double or double-range values</li>
<li>i.e. {"body": 50.0} or {"world": {"min": 1.0, "max": 2.5}}</li>
</ul>
</li>
<li>The "cs:contains" NBT operator has been split into "cs:contains_all" and "cs:contains_any"
<ul style="margin-left: 40px;">
<li>"cs:contains_all" checks if the NBT list contains all of the specified keys</li>
<li>"cs:contains_any" checks if the NBT list contains any one of the specified keys</li>
</ul>
</li>
<li>Added CreateRegistriesEvent.Pre
<ul style="margin-left: 40px;">
<li>Fires directly after registries are compiled, and before removals are handled</li>
<li>Subscribing to the base event is not recommended, as it will cause the subscriber to fire twice</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.11</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The Water Effects config setting now has 5 states:</span>
<ul style="margin-left: 40px;">
<li>OFF: Disables all water effects</li>
<li>Particles: Only water drip particles are shown</li>
<li>Overlay: Only the on-screen water overlay is shown</li>
<li>All: Both particles and overlay are shown</li>
<li>Clicking the button in the config menu will now cycle through these options</li>
</ul>
</li>
<li>Slightly improved the performance of the "blobs" shader that is applied when the player is overheating
</li>
<li>Waterskins can now take from any Forge fluid container that has 250mb of water, if the container supports it
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when shift-clicking an empty slot in the sewing menu</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.19) Fixed crash when Valkyrien Skies is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed insulation not being properly removed in the sewing table</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed shears not breaking at 0 durability in the sewing table</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed players not having temperature attributes</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the number of insulation slots for chestplates and leggings being swapped</span>
</li>
<li>Fixed attribute modifier tooltips always having an insulation icon, even if they aren't added by insulation
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>Added FetchSeasonsModsEvent, which allows mod developers to signal that Cold Sweat should load the appropriate seasonal configs
<ul style="margin-left: 40px;">
<li>Add your mod's ID to the list via FetchSeasonsModsEvent#addSeasonsMod()</li>
<li>This event is fired on the Forge event bus when configs are being constructed</li>
</ul>
</li>
<li>Multiple "drying item" configs can now be configured for a given item
<ul style="margin-left: 40px;">
<li>The first applicable config will be used in the event that there are more than one</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.11</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The Water Effects config setting now has 5 states:</span>
<ul style="margin-left: 40px;">
<li>OFF: Disables all water effects</li>
<li>Particles: Only water drip particles are shown</li>
<li>Overlay: Only the on-screen water overlay is shown</li>
<li>All: Both particles and overlay are shown</li>
<li>Clicking the button in the config menu will now cycle through these options</li>
</ul>
</li>
<li>Slightly improved the performance of the "blobs" shader that is applied when the player is overheating
</li>
<li>Waterskins can now take from any Forge fluid container that has 250mb of water, if the container supports it
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when shift-clicking an empty slot in the sewing menu</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.19) Fixed crash when Valkyrien Skies is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed insulation not being properly removed in the sewing table</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed shears not breaking at 0 durability in the sewing table</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed players not having temperature attributes</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the number of insulation slots for chestplates and leggings being swapped</span>
</li>
<li>Fixed attribute modifier tooltips always having an insulation icon, even if they aren't added by insulation
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>Added FetchSeasonsModsEvent, which allows mod developers to signal that Cold Sweat should load the appropriate seasonal configs
<ul style="margin-left: 40px;">
<li>Add your mod's ID to the list via FetchSeasonsModsEvent#addSeasonsMod()</li>
<li>This event is fired on the Forge event bus when configs are being constructed</li>
</ul>
</li>
<li>Multiple "drying item" configs can now be configured for a given item
<ul style="margin-left: 40px;">
<li>The first applicable config will be used in the event that there are more than one</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.11</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;"></span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The Water Effects config setting now has 5 states:</span>
<ul style="margin-left: 40px;">
<li>OFF: Disables all water effects</li>
<li>Particles: Only water drip particles are shown</li>
<li>Overlay: Only the on-screen water overlay is shown</li>
<li>All: Both particles and overlay are shown</li>
<li>Clicking the button in the config menu will now cycle through these options</li>
</ul>
</li>
<li>Slightly improved the performance of the "blobs" shader that is applied when the player is overheating
</li>
<li>Waterskins can now take from any Forge fluid container that has 250mb of water, if the container supports it
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when shift-clicking an empty slot in the sewing menu</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.19) Fixed crash when Valkyrien Skies is not installed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">(1.21) Fixed insulation not being properly removed in the sewing table</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed shears not breaking at 0 durability in the sewing table</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed players not having temperature attributes</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the number of insulation slots for chestplates and leggings being swapped</span>
</li>
<li>Fixed attribute modifier tooltips always having an insulation icon, even if they aren't added by insulation
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li>Added FetchSeasonsModsEvent, which allows mod developers to signal that Cold Sweat should load the appropriate seasonal configs
<ul style="margin-left: 40px;">
<li>Add your mod's ID to the list via FetchSeasonsModsEvent#addSeasonsMod()</li>
<li>This event is fired on the Forge event bus when configs are being constructed</li>
</ul>
</li>
<li>Multiple "drying item" configs can now be configured for a given item
<ul style="margin-left: 40px;">
<li>The first applicable config will be used in the event that there are more than one</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.10</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when the temperature of a biome is retrieved in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash due to infinite update loop when a thermal source block's fuel is changed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when opening the creative menu in some cases</span>
</li>
<li>Fixed crash while processing registry removals in some cases
</li>
<li>Fixed rare crash when calculating block temperature in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed log spam and/or crashes caused by missing temperature modifier IDs</span>
</li>
<li>Fixed mixin conflict with mods that change ice freezing behavior (like TFC)
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed "NegativeArraySizeException: -1" error when connecting to a server with OP permissions</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed config menu not opening on dedicated server</span>
</li>
<li>Fixed the config menu infinitely re-opening when playing in offline mode
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some config settings duplicating in the TOML files every time they are saved</span>
</li>
<li>Fixed automatic config updater creating outdated configs in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed blocks configured via TOML not emitting temperature</span>
</li>
<li>Fixed soul-fire-based blocks not emitting temperature properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed server disconnection due to very large packet size in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed chestplates not being insulatable & other abnormal sewing table behaviors</span>
</li>
<li>Fixed insulating armor tooltip not displaying
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed goats not regrowing their fur after being sheared</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the hearth not checking for fuel items</span>
</li>
<li>Fixed the Create netherite diving set not giving the right attribute modifiers
</li>
<li>Fixed powered blocks in front of the thermolith not updating when it is destroyed
</li>
<li>Fixed errors caused when KubeJS scripts use invalid/missing IDs
</li>
<li>Fixed KubeJS-based item configs not checking their conditions properly
</li>
<li>Fixed biome temperature having too small of a search radius
</li>
<li>Fixed no sound playing when a waterskin is dispensed from a dispenser
</li>
<li>Fixed elevation temperature being inaccurate in some cases
</li>
<li>Fixed chameleon molt never despawning when shed by a chameleon
</li>
<li>Fixed crash when a block is destroyed due to a non-player action in some cases
</li>
<li>Fixed temperature ceasing to work after death in some cases
</li>
<li>Fixed the freezing point of ice being higher than it should
</li>
<li>Fixed frozen hearts rendering incorrectly in hardcore mode
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The temperature decrease due to altitude is now defined in JSON as part of the default temp_region file</span>
<ul style="margin-left: 40px;">
<li>This functionality was previously hard-coded, but can now be customized</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new functionality for inventory item temperatures ("carried items")</span>
<ul style="margin-left: 40px;">
<li>Now support giving attribute modifiers and temperature modifier resistances</li>
<li>Now support being in Curios slots</li>
</ul>
</li>
<li>Removed the "trait" argument from the "/temperature set" sub-command, as it would be reset next tick anyway
</li>
<li>Temperature units are now supported for seasonal temperatures and block temperatures
<ul style="margin-left: 40px;">
<li>Existing configs will be automatically updated to match the new format</li>
</ul>
</li>
<li>Added "cold_sweat:extends_smokestack" block tag, which defines what blocks can be used to increase the height of a smokestack
</li>
<li style="color: orange;">! The "entity" parameter for getTemperature() in BlockTemp is now nullable
</li>
<li style="color: orange;">! EnableTemperatureEvent is now fired on the Forge event bus directly after configs are loaded
</li>
<li><span style="color: #ffffff; font-weight: bold;">Configs defined by JSON (and a few more) are now only synced server -> client and not the other way around</span>
<ul style="margin-left: 40px;">
<li>These configs will no longer attempt to be written to TOML files</li>
<li>This change also affects singleplayer worlds, as they have an integrated server</li>
<li><span style="color: #ffffff; font-weight: bold;">Structure temperatures are not synced at all anymore, because structures themselves are not synced anyway</span></li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects are now standard classes instead of records, and all extend the same "ConfigData" class</span>
<ul style="margin-left: 40px;">
<li>This class contains a config's UUID, type, and required mods</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects now store their source of creation (TOML, JSON, etc.)</span>
</li>
<li>Added "state()" method to KubeJS block temperature builder for easier checking of block state
</li>
<li>Added "InsulatorTabBuildEvent", which allows for simple modifications to the items in the insulator tab
</li>
<li>Added getInsulationFromNearbySources() to WorldHelper, which calculates the warmth/frigidness level at the given position from nearby hearth-like blocks
</li>
<li>Added getRoughTemperatureAt(), which provides a less accurate but much more efficient method of getting the temperature at a given location
<ul style="margin-left: 40px;">
<li>This can be used for block updates or other tasks that are performed often and don't require exact precision</li>
</ul>
</li>
<li>Improved the logic of addModifier() methods to behave more intuitively
</li>
<li>UndergroundTempModifier ("cold_sweat:underground") has been split into two separate modifiers:
<ul style="margin-left: 40px;">
<li>DepthBiomeTempModifier ("cold_sweat:depth_biomes"): Handles the temperature of underground biomes</li>
<li>ElevationTempModifier ("cold_sweat:elevation"): Handles temperature changes based on altitude & depth underground (provided by temperature regions)</li>
<li>These modifiers will be automatically added to existing players/entities</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.10</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when the temperature of a biome is retrieved in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash due to infinite update loop when a thermal source block's fuel is changed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when opening the creative menu in some cases</span>
</li>
<li>Fixed crash while processing registry removals in some cases
</li>
<li>Fixed rare crash when calculating block temperature in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed log spam and/or crashes caused by missing temperature modifier IDs</span>
</li>
<li>Fixed mixin conflict with mods that change ice freezing behavior (like TFC)
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed "NegativeArraySizeException: -1" error when connecting to a server with OP permissions</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed config menu not opening on dedicated server</span>
</li>
<li>Fixed the config menu infinitely re-opening when playing in offline mode
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some config settings duplicating in the TOML files every time they are saved</span>
</li>
<li>Fixed automatic config updater creating outdated configs in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed blocks configured via TOML not emitting temperature</span>
</li>
<li>Fixed soul-fire-based blocks not emitting temperature properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed server disconnection due to very large packet size in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed chestplates not being insulatable & other abnormal sewing table behaviors</span>
</li>
<li>Fixed insulating armor tooltip not displaying
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed goats not regrowing their fur after being sheared</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the hearth not checking for fuel items</span>
</li>
<li>Fixed the Create netherite diving set not giving the right attribute modifiers
</li>
<li>Fixed powered blocks in front of the thermolith not updating when it is destroyed
</li>
<li>Fixed errors caused when KubeJS scripts use invalid/missing IDs
</li>
<li>Fixed KubeJS-based item configs not checking their conditions properly
</li>
<li>Fixed biome temperature having too small of a search radius
</li>
<li>Fixed no sound playing when a waterskin is dispensed from a dispenser
</li>
<li>Fixed elevation temperature being inaccurate in some cases
</li>
<li>Fixed chameleon molt never despawning when shed by a chameleon
</li>
<li>Fixed crash when a block is destroyed due to a non-player action in some cases
</li>
<li>Fixed temperature ceasing to work after death in some cases
</li>
<li>Fixed the freezing point of ice being higher than it should
</li>
<li>Fixed frozen hearts rendering incorrectly in hardcore mode
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The temperature decrease due to altitude is now defined in JSON as part of the default temp_region file</span>
<ul style="margin-left: 40px;">
<li>This functionality was previously hard-coded, but can now be customized</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new functionality for inventory item temperatures ("carried items")</span>
<ul style="margin-left: 40px;">
<li>Now support giving attribute modifiers and temperature modifier resistances</li>
<li>Now support being in Curios slots</li>
</ul>
</li>
<li>Removed the "trait" argument from the "/temperature set" sub-command, as it would be reset next tick anyway
</li>
<li>Temperature units are now supported for seasonal temperatures and block temperatures
<ul style="margin-left: 40px;">
<li>Existing configs will be automatically updated to match the new format</li>
</ul>
</li>
<li>Added "cold_sweat:extends_smokestack" block tag, which defines what blocks can be used to increase the height of a smokestack
</li>
<li style="color: orange;">! The "entity" parameter for getTemperature() in BlockTemp is now nullable
</li>
<li style="color: orange;">! EnableTemperatureEvent is now fired on the Forge event bus directly after configs are loaded
</li>
<li><span style="color: #ffffff; font-weight: bold;">Configs defined by JSON (and a few more) are now only synced server -> client and not the other way around</span>
<ul style="margin-left: 40px;">
<li>These configs will no longer attempt to be written to TOML files</li>
<li>This change also affects singleplayer worlds, as they have an integrated server</li>
<li><span style="color: #ffffff; font-weight: bold;">Structure temperatures are not synced at all anymore, because structures themselves are not synced anyway</span></li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects are now standard classes instead of records, and all extend the same "ConfigData" class</span>
<ul style="margin-left: 40px;">
<li>This class contains a config's UUID, type, and required mods</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects now store their source of creation (TOML, JSON, etc.)</span>
</li>
<li>Added "state()" method to KubeJS block temperature builder for easier checking of block state
</li>
<li>Added "InsulatorTabBuildEvent", which allows for simple modifications to the items in the insulator tab
</li>
<li>Added getInsulationFromNearbySources() to WorldHelper, which calculates the warmth/frigidness level at the given position from nearby hearth-like blocks
</li>
<li>Added getRoughTemperatureAt(), which provides a less accurate but much more efficient method of getting the temperature at a given location
<ul style="margin-left: 40px;">
<li>This can be used for block updates or other tasks that are performed often and don't require exact precision</li>
</ul>
</li>
<li>Improved the logic of addModifier() methods to behave more intuitively
</li>
<li>UndergroundTempModifier ("cold_sweat:underground") has been split into two separate modifiers:
<ul style="margin-left: 40px;">
<li>DepthBiomeTempModifier ("cold_sweat:depth_biomes"): Handles the temperature of underground biomes</li>
<li>ElevationTempModifier ("cold_sweat:elevation"): Handles temperature changes based on altitude & depth underground (provided by temperature regions)</li>
<li>These modifiers will be automatically added to existing players/entities</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.10</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when the temperature of a biome is retrieved in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash due to infinite update loop when a thermal source block's fuel is changed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when opening the creative menu in some cases</span>
</li>
<li>Fixed crash while processing registry removals in some cases
</li>
<li>Fixed rare crash when calculating block temperature in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed log spam and/or crashes caused by missing temperature modifier IDs</span>
</li>
<li>Fixed mixin conflict with mods that change ice freezing behavior (like TFC)
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed "NegativeArraySizeException: -1" error when connecting to a server with OP permissions</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed config menu not opening on dedicated server</span>
</li>
<li>Fixed the config menu infinitely re-opening when playing in offline mode
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some config settings duplicating in the TOML files every time they are saved</span>
</li>
<li>Fixed automatic config updater creating outdated configs in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed blocks configured via TOML not emitting temperature</span>
</li>
<li>Fixed soul-fire-based blocks not emitting temperature properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed server disconnection due to very large packet size in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed chestplates not being insulatable & other abnormal sewing table behaviors</span>
</li>
<li>Fixed insulating armor tooltip not displaying
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed goats not regrowing their fur after being sheared</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the hearth not checking for fuel items</span>
</li>
<li>Fixed the Create netherite diving set not giving the right attribute modifiers
</li>
<li>Fixed powered blocks in front of the thermolith not updating when it is destroyed
</li>
<li>Fixed errors caused when KubeJS scripts use invalid/missing IDs
</li>
<li>Fixed KubeJS-based item configs not checking their conditions properly
</li>
<li>Fixed biome temperature having too small of a search radius
</li>
<li>Fixed no sound playing when a waterskin is dispensed from a dispenser
</li>
<li>Fixed elevation temperature being inaccurate in some cases
</li>
<li>Fixed chameleon molt never despawning when shed by a chameleon
</li>
<li>Fixed crash when a block is destroyed due to a non-player action in some cases
</li>
<li>Fixed temperature ceasing to work after death in some cases
</li>
<li>Fixed the freezing point of ice being higher than it should
</li>
<li>Fixed frozen hearts rendering incorrectly in hardcore mode
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The temperature decrease due to altitude is now defined in JSON as part of the default temp_region file</span>
<ul style="margin-left: 40px;">
<li>This functionality was previously hard-coded, but can now be customized</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new functionality for inventory item temperatures ("carried items")</span>
<ul style="margin-left: 40px;">
<li>Now support giving attribute modifiers and temperature modifier resistances</li>
<li>Now support being in Curios slots</li>
</ul>
</li>
<li>Removed the "trait" argument from the "/temperature set" sub-command, as it would be reset next tick anyway
</li>
<li>Temperature units are now supported for seasonal temperatures and block temperatures
<ul style="margin-left: 40px;">
<li>Existing configs will be automatically updated to match the new format</li>
</ul>
</li>
<li>Added "cold_sweat:extends_smokestack" block tag, which defines what blocks can be used to increase the height of a smokestack
</li>
<li style="color: orange;">! The "entity" parameter for getTemperature() in BlockTemp is now nullable
</li>
<li style="color: orange;">! EnableTemperatureEvent is now fired on the Forge event bus directly after configs are loaded
</li>
<li><span style="color: #ffffff; font-weight: bold;">Configs defined by JSON (and a few more) are now only synced server -> client and not the other way around</span>
<ul style="margin-left: 40px;">
<li>These configs will no longer attempt to be written to TOML files</li>
<li>This change also affects singleplayer worlds, as they have an integrated server</li>
<li><span style="color: #ffffff; font-weight: bold;">Structure temperatures are not synced at all anymore, because structures themselves are not synced anyway</span></li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects are now standard classes instead of records, and all extend the same "ConfigData" class</span>
<ul style="margin-left: 40px;">
<li>This class contains a config's UUID, type, and required mods</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects now store their source of creation (TOML, JSON, etc.)</span>
</li>
<li>Added "state()" method to KubeJS block temperature builder for easier checking of block state
</li>
<li>Added "InsulatorTabBuildEvent", which allows for simple modifications to the items in the insulator tab
</li>
<li>Added getInsulationFromNearbySources() to WorldHelper, which calculates the warmth/frigidness level at the given position from nearby hearth-like blocks
</li>
<li>Added getRoughTemperatureAt(), which provides a less accurate but much more efficient method of getting the temperature at a given location
<ul style="margin-left: 40px;">
<li>This can be used for block updates or other tasks that are performed often and don't require exact precision</li>
</ul>
</li>
<li>Improved the logic of addModifier() methods to behave more intuitively
</li>
<li>UndergroundTempModifier ("cold_sweat:underground") has been split into two separate modifiers:
<ul style="margin-left: 40px;">
<li>DepthBiomeTempModifier ("cold_sweat:depth_biomes"): Handles the temperature of underground biomes</li>
<li>ElevationTempModifier ("cold_sweat:elevation"): Handles temperature changes based on altitude & depth underground (provided by temperature regions)</li>
<li>These modifiers will be automatically added to existing players/entities</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.10</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when the temperature of a biome is retrieved in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash due to infinite update loop when a thermal source block's fuel is changed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when opening the creative menu in some cases</span>
</li>
<li>Fixed crash while processing registry removals in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed log spam and/or crashes caused by missing temperature modifier IDs</span>
</li>
<li>Fixed mixin conflict with mods that change ice freezing behavior (like TFC)
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed "NegativeArraySizeException: -1" error when connecting to a server with OP permissions</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed config menu not opening on dedicated server</span>
</li>
<li>Fixed the config menu infinitely re-opening when playing in offline mode
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some config settings duplicating in the TOML files every time they are saved</span>
</li>
<li>Fixed automatic config updater creating outdated configs in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed blocks configured via TOML not emitting temperature</span>
</li>
<li>Fixed soul-fire-based blocks not emitting temperature properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed server disconnection due to very large packet size in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed chestplates not being insulatable & other abnormal sewing table behaviors</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed goats not regrowing their fur after being sheared</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the hearth not checking for fuel items</span>
</li>
<li>Fixed the Create netherite diving set not giving the right attribute modifiers
</li>
<li>Fixed powered blocks in front of the thermolith not updating when it is destroyed
</li>
<li>Fixed errors caused when KubeJS scripts use invalid/missing IDs
</li>
<li>Fixed KubeJS-based item configs not checking their conditions properly
</li>
<li>Fixed biome temperature having too small of a search radius
</li>
<li>Fixed no sound playing when a waterskin is dispensed from a dispenser
</li>
<li>Fixed elevation temperature being inaccurate in some cases
</li>
<li>Fixed chameleon molt never despawning when shed by a chameleon
</li>
<li>Fixed crash when a block is destroyed due to a non-player action in some cases
</li>
<li>Fixed temperature ceasing to work after death in some cases
</li>
<li>Fixed the freezing point of ice being higher than it should
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The temperature decrease due to altitude is now defined in JSON as part of the default temp_region file</span>
<ul style="margin-left: 40px;">
<li>This functionality was previously hard-coded, but can now be customized</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new functionality for inventory item temperatures ("carried items")</span>
<ul style="margin-left: 40px;">
<li>Now support giving attribute modifiers and temperature modifier resistances</li>
<li>Now support being in Curios slots</li>
</ul>
</li>
<li>Removed the "trait" argument from the "/temperature set" sub-command, as it would be reset next tick anyway
</li>
<li>Temperature units are now supported for seasonal temperatures and block temperatures
<ul style="margin-left: 40px;">
<li>Existing configs will be automatically updated to match the new format</li>
</ul>
</li>
<li>Added "cold_sweat:extends_smokestack" block tag, which defines what blocks can be used to increase the height of a smokestack
</li>
<li style="color: orange;">! The "entity" parameter for getTemperature() in BlockTemp is now nullable
</li>
<li style="color: orange;">! EnableTemperatureEvent is now fired on the Forge event bus directly after configs are loaded
</li>
<li><span style="color: #ffffff; font-weight: bold;">Configs defined by JSON (and a few more) are now only synced server -> client and not the other way around</span>
<ul style="margin-left: 40px;">
<li>These configs will no longer attempt to be written to TOML files</li>
<li>This change also affects singleplayer worlds, as they have an integrated server</li>
<li><span style="color: #ffffff; font-weight: bold;">Structure temperatures are not synced at all anymore, because structures themselves are not synced anyway</span></li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects are now standard classes instead of records, and all extend the same "ConfigData" class</span>
<ul style="margin-left: 40px;">
<li>This class contains a config's UUID, type, and required mods</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects now store their source of creation (TOML, JSON, etc.)</span>
</li>
<li>Added "state()" method to KubeJS block temperature builder for easier checking of block state
</li>
<li>Added "InsulatorTabBuildEvent", which allows for simple modifications to the items in the insulator tab
</li>
<li>Added getInsulationFromNearbySources() to WorldHelper, which calculates the warmth/frigidness level at the given position from nearby hearth-like blocks
</li>
<li>Added getRoughTemperatureAt(), which provides a less accurate but much more efficient method of getting the temperature at a given location
<ul style="margin-left: 40px;">
<li>This can be used for block updates or other tasks that are performed often and don't require exact precision</li>
</ul>
</li>
<li>Improved the logic of addModifier() methods to behave more intuitively
</li>
<li>UndergroundTempModifier ("cold_sweat:underground") has been split into two separate modifiers:
<ul style="margin-left: 40px;">
<li>DepthBiomeTempModifier ("cold_sweat:depth_biomes"): Handles the temperature of underground biomes</li>
<li>ElevationTempModifier ("cold_sweat:elevation"): Handles temperature changes based on altitude & depth underground (provided by temperature regions)</li>
<li>These modifiers will be automatically added to existing players/entities</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.10</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when the temperature of a biome is retrieved in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash due to infinite update loop when a thermal source block's fuel is changed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when opening the creative menu in some cases</span>
</li>
<li>Fixed crash while processing registry removals in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed log spam and/or crashes caused by missing temperature modifier IDs</span>
</li>
<li>Fixed mixin conflict with mods that change ice freezing behavior (like TFC)
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed "NegativeArraySizeException: -1" error when connecting to a server with OP permissions</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed config menu not opening on dedicated server</span>
</li>
<li>Fixed the config menu infinitely re-opening when playing in offline mode
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some config settings duplicating in the TOML files every time they are saved</span>
</li>
<li>Fixed automatic config updater creating outdated configs in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed blocks configured via TOML not emitting temperature</span>
</li>
<li>Fixed soul-fire-based blocks not emitting temperature properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed server disconnection due to very large packet size in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed chestplates not being insulatable & other abnormal sewing table behaviors</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed goats not regrowing their fur after being sheared</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the hearth not checking for fuel items</span>
</li>
<li>Fixed the Create netherite diving set not giving the right attribute modifiers
</li>
<li>Fixed powered blocks in front of the thermolith not updating when it is destroyed
</li>
<li>Fixed errors caused when KubeJS scripts use invalid/missing IDs
</li>
<li>Fixed KubeJS-based item configs not checking their conditions properly
</li>
<li>Fixed biome temperature having too small of a search radius
</li>
<li>Fixed no sound playing when a waterskin is dispensed from a dispenser
</li>
<li>Fixed elevation temperature being inaccurate in some cases
</li>
<li>Fixed chameleon molt never despawning when shed by a chameleon
</li>
<li>Fixed crash when a block is destroyed due to a non-player action in some cases
</li>
<li>Fixed temperature ceasing to work after death in some cases
</li>
<li>Fixed the freezing point of ice being higher than it should
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The temperature decrease due to altitude is now defined in JSON as part of the default temp_region file</span>
<ul style="margin-left: 40px;">
<li>This functionality was previously hard-coded, but can now be customized</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new functionality for inventory item temperatures ("carried items")</span>
<ul style="margin-left: 40px;">
<li>Now support giving attribute modifiers and temperature modifier resistances</li>
<li>Now support being in Curios slots</li>
</ul>
</li>
<li>Removed the "trait" argument from the "/temperature set" sub-command, as it would be reset next tick anyway
</li>
<li>Temperature units are now supported for seasonal temperatures and block temperatures
<ul style="margin-left: 40px;">
<li>Existing configs will be automatically updated to match the new format</li>
</ul>
</li>
<li>Added "cold_sweat:extends_smokestack" block tag, which defines what blocks can be used to increase the height of a smokestack
</li>
<li style="color: orange;">! The "entity" parameter for getTemperature() in BlockTemp is now nullable
</li>
<li style="color: orange;">! EnableTemperatureEvent is now fired on the Forge event bus directly after configs are loaded
</li>
<li><span style="color: #ffffff; font-weight: bold;">Configs defined by JSON (and a few more) are now only synced server -> client and not the other way around</span>
<ul style="margin-left: 40px;">
<li>These configs will no longer attempt to be written to TOML files</li>
<li>This change also affects singleplayer worlds, as they have an integrated server</li>
<li><span style="color: #ffffff; font-weight: bold;">Structure temperatures are not synced at all anymore, because structures themselves are not synced anyway</span></li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects are now standard classes instead of records, and all extend the same "ConfigData" class</span>
<ul style="margin-left: 40px;">
<li>This class contains a config's UUID, type, and required mods</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects now store their source of creation (TOML, JSON, etc.)</span>
</li>
<li>Added "state()" method to KubeJS block temperature builder for easier checking of block state
</li>
<li>Added "InsulatorTabBuildEvent", which allows for simple modifications to the items in the insulator tab
</li>
<li>Added getInsulationFromNearbySources() to WorldHelper, which calculates the warmth/frigidness level at the given position from nearby hearth-like blocks
</li>
<li>Added getRoughTemperatureAt(), which provides a less accurate but much more efficient method of getting the temperature at a given location
<ul style="margin-left: 40px;">
<li>This can be used for block updates or other tasks that are performed often and don't require exact precision</li>
</ul>
</li>
<li>Improved the logic of addModifier() methods to behave more intuitively
</li>
<li>UndergroundTempModifier ("cold_sweat:underground") has been split into two separate modifiers:
<ul style="margin-left: 40px;">
<li>DepthBiomeTempModifier ("cold_sweat:depth_biomes"): Handles the temperature of underground biomes</li>
<li>ElevationTempModifier ("cold_sweat:elevation"): Handles temperature changes based on altitude & depth underground (provided by temperature regions)</li>
<li>These modifiers will be automatically added to existing players/entities</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="font-family: 'JetBrains Mono',monospace;
background-color: #212121;
color: #aaafb6;"><span style="color: #ffffff;
font-size: 1.5em;
font-weight: bold;">2.3.10</span><br><br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Fixes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when the temperature of a biome is retrieved in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash due to infinite update loop when a thermal source block's fuel is changed</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed crash when opening the creative menu in some cases</span>
</li>
<li>Fixed crash while processing registry removals in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed log spam and/or crashes caused by missing temperature modifier IDs</span>
</li>
<li>Fixed mixin conflict with mods that change ice freezing behavior (like TFC)
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed "NegativeArraySizeException: -1" error when connecting to a server with OP permissions</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed config menu not opening on dedicated server</span>
</li>
<li>Fixed the config menu infinitely re-opening when playing in offline mode
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed some config settings duplicating in the TOML files every time they are saved</span>
</li>
<li>Fixed automatic config updater creating outdated configs in some cases
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed blocks configured via TOML not emitting temperature</span>
</li>
<li>Fixed soul-fire-based blocks not emitting temperature properly
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed server disconnection due to very large packet size in some cases</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed chestplates not being insulatable & other abnormal sewing table behaviors</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed goats not regrowing their fur after being sheared</span>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Fixed the hearth not checking for fuel items</span>
</li>
<li>Fixed the Create netherite diving set not giving the right attribute modifiers
</li>
<li>Fixed powered blocks in front of the thermolith not updating when it is destroyed
</li>
<li>Fixed errors caused when KubeJS scripts use invalid/missing IDs
</li>
<li>Fixed KubeJS-based item configs not checking their conditions properly
</li>
<li>Fixed biome temperature having too small of a search radius
</li>
<li>Fixed no sound playing when a waterskin is dispensed from a dispenser
</li>
<li>Fixed elevation temperature being inaccurate in some cases
</li>
<li>Fixed chameleon molt never despawning when shed by a chameleon
</li>
<li>Fixed crash when a block is destroyed due to a non-player action in some cases
</li>
<li>Fixed temperature ceasing to work after death in some cases
</li>
<li>Fixed the freezing point of ice being higher than it should
</li>
</ul>
<br>
<span style="color: #ffffff;
font-size: 1.17em;
font-weight: bold;">Technical Changes:</span>
<ul style="font-size: 0.83em;">
<li><span style="color: #ffffff; font-weight: bold;">The temperature decrease due to altitude is now defined in JSON as part of the default temp_region file</span>
<ul style="margin-left: 40px;">
<li>This functionality was previously hard-coded, but can now be customized</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Added new functionality for inventory item temperatures ("carried items")</span>
<ul style="margin-left: 40px;">
<li>Now support giving attribute modifiers and temperature modifier resistances</li>
<li>Now support being in Curios slots</li>
</ul>
</li>
<li>Removed the "trait" argument from the "/temperature set" sub-command, as it would be reset next tick anyway
</li>
<li>Temperature units are now supported for seasonal temperatures and block temperatures
<ul style="margin-left: 40px;">
<li>Existing configs will be automatically updated to match the new format</li>
</ul>
</li>
<li>Added "cold_sweat:extends_smokestack" block tag, which defines what blocks can be used to increase the height of a smokestack
</li>
<li style="color: orange;">! The "entity" parameter for getTemperature() in BlockTemp is now nullable
</li>
<li style="color: orange;">! EnableTemperatureEvent is now fired on the Forge event bus directly after configs are loaded
</li>
<li><span style="color: #ffffff; font-weight: bold;">Configs defined by JSON (and a few more) are now only synced server -> client and not the other way around</span>
<ul style="margin-left: 40px;">
<li>These configs will no longer attempt to be written to TOML files</li>
<li>This change also affects singleplayer worlds, as they have an integrated server</li>
<li><span style="color: #ffffff; font-weight: bold;">Structure temperatures are not synced at all anymore, because structures themselves are not synced anyway</span></li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects are now standard classes instead of records, and all extend the same "ConfigData" class</span>
<ul style="margin-left: 40px;">
<li>This class contains a config's UUID, type, and required mods</li>
</ul>
</li>
<li><span style="color: #ffffff; font-weight: bold;">Config data objects now store their source of creation (TOML, JSON, etc.)</span>
</li>
<li>Added "state()" method to KubeJS block temperature builder for easier checking of block state
</li>
<li>Added "InsulatorTabBuildEvent", which allows for simple modifications to the items in the insulator tab
</li>
<li>Added getInsulationFromNearbySources() to WorldHelper, which calculates the warmth/frigidness level at the given position from nearby hearth-like blocks
</li>
<li>Added getRoughTemperatureAt(), which provides a less accurate but much more efficient method of getting the temperature at a given location
<ul style="margin-left: 40px;">
<li>This can be used for block updates or other tasks that are performed often and don't require exact precision</li>
</ul>
</li>
<li>Improved the logic of addModifier() methods to behave more intuitively
</li>
<li>UndergroundTempModifier ("cold_sweat:underground") has been split into two separate modifiers:
<ul style="margin-left: 40px;">
<li>DepthBiomeTempModifier ("cold_sweat:depth_biomes"): Handles the temperature of underground biomes</li>
<li>ElevationTempModifier ("cold_sweat:elevation"): Handles temperature changes based on altitude & depth underground (provided by temperature regions)</li>
<li>These modifiers will be automatically added to existing players/entities</li>
</ul>
</li>
</ul>
<br>
</div>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.9</span><br /><strong style="color: #ffffff;">* item_settings/entity_settings/world_settings.toml have been renamed to item/entity/world.toml</strong><br /> - Existing files will be automatically migrated<br /><strong style="color: #ffffff;">* Added new config settings to the in-game menu:</strong><br /> - Insulation Strength<br /> - Check Sleep Conditions<br /> - New settings for the hearth/boiler/icebox<br />- The rate at which water freezes is now affected by randomTickSpeed if "Custom Freezing Behavior" is enabled<br />- Insulation attributes with unmet requirements are now shown with a red strikethrough, rather than being omitted from the tooltip<br />- Added config options for the maximum range and volume of the hearth, boiler, and icebox individually to world.toml<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br />- Fixed the hotbar tooltip for filled waterskins not having a negative symbol for cold temperatures<br />- Fixed thermal source blocks (hearth/boiler/icebox) not consuming fuel items immediately upon being inserted<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added KubeJS support</strong><br /> - Added events for adding insulators, block temps, biome temps, etc; as well as TempModifiers<br /> - Added several Cold-Sweat-related methods that can be accessed from the "coldsweat" binding<br /> - Added a few other events for specific Cold Sweat actions. This list will grow over time<br /> - See the mod's documentation page for more details<br /><strong style="color: #ffffff;">* Added "remove" config type, which allows for the removal of registered config settings that match a given data structure</strong><br /> - This includes TOML and JSON configs<br /> - Removals are handled after all of the config settings are parsed, but before they are committed to memory<br /> - Removals will not directly change the config files; only whether they are loaded<br /><strong style="color: #ffffff;">* Any JSON configs named "default" will now be loaded last</strong><br /> - This allows for configs to have a default value that can be overridden by other mods/datapacks/configs<br /><strong style="color: #ffffff;">* Massive internal registry standardization and boilerplate reduction</strong><br /> - Internal registries and configs are now much more standardized, with fewer points of failure<br /> - Codecs are used wherever possible for data serialization, rather than bespoke methods<br /> - Many of the config holders have been updated to hold custom data types, rather than unorganized tuples (like Pairs and Triplets)<br /><strong style="color: #ffffff;">* Cold Sweat configs that rely on dynamic registries now use Holders for their keys</strong><br /> - This includes biomes, dimensions, structures, etc.<br /> - For example, ConfigSettings.BIOME_TEMPS is now a DynamicHolder<Map<Holder<Biome>, BiomeTempData>><br /> - Any methods that previously accepted an "unwrapped" value now accept a Holder instead<br /> - These changes will only affect direct interactions via Java; not JSON or KubeJS<br />- ItemRequirements and EntityRequirements can now take in a Predicate<ItemStack> and Predicate<Entity> respectively<br /> - These allow for absolute control over the conditions for insulators, entity temperatures, etc.<br /> - These requirements are now calculated on the server, and the results are sent to the client<br />- Defining biome temperatures with only one temperature value is no longer supported in TOML configs<br />- All configs that accept items, blocks, biomes, etc. will now accept comma-separated lists and #tags if they previously didn't<br /></pre></div>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.9</span><br /><strong style="color: #ffffff;">* item_settings/entity_settings/world_settings.toml have been renamed to item/entity/world.toml</strong><br /> - Existing files will be automatically migrated<br /><strong style="color: #ffffff;">* Added new config settings to the in-game menu:</strong><br /> - Insulation Strength<br /> - Check Sleep Conditions<br /> - New settings for the hearth/boiler/icebox<br />- The rate at which water freezes is now affected by randomTickSpeed if "Custom Freezing Behavior" is enabled<br />- Insulation attributes with unmet requirements are now shown with a red strikethrough, rather than being omitted from the tooltip<br />- Added config options for the maximum range and volume of the hearth, boiler, and icebox individually to world.toml<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br />- Fixed the hotbar tooltip for filled waterskins not having a negative symbol for cold temperatures<br />- Fixed thermal source blocks (hearth/boiler/icebox) not consuming fuel items immediately upon being inserted<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added KubeJS support</strong><br /> - Added events for adding insulators, block temps, biome temps, etc; as well as TempModifiers<br /> - Added several Cold-Sweat-related methods that can be accessed from the "coldsweat" binding<br /> - Added a few other events for specific Cold Sweat actions. This list will grow over time<br /> - See the mod's documentation page for more details<br /><strong style="color: #ffffff;">* Added "remove" config type, which allows for the removal of registered config settings that match a given data structure</strong><br /> - This includes TOML and JSON configs<br /> - Removals are handled after all of the config settings are parsed, but before they are committed to memory<br /> - Removals will not directly change the config files; only whether they are loaded<br /><strong style="color: #ffffff;">* Any JSON configs named "default" will now be loaded last</strong><br /> - This allows for configs to have a default value that can be overridden by other mods/datapacks/configs<br /><strong style="color: #ffffff;">* Massive internal registry standardization and boilerplate reduction</strong><br /> - Internal registries and configs are now much more standardized, with fewer points of failure<br /> - Codecs are used wherever possible for data serialization, rather than bespoke methods<br /> - Many of the config holders have been updated to hold custom data types, rather than unorganized tuples (like Pairs and Triplets)<br /><strong style="color: #ffffff;">* Cold Sweat configs that rely on dynamic registries now use Holders for their keys</strong><br /> - This includes biomes, dimensions, structures, etc.<br /> - For example, ConfigSettings.BIOME_TEMPS is now a DynamicHolder<Map<Holder<Biome>, BiomeTempData>><br /> - Any methods that previously accepted an "unwrapped" value now accept a Holder instead<br /> - These changes will only affect direct interactions via Java; not JSON or KubeJS<br />- ItemRequirements and EntityRequirements can now take in a Predicate<ItemStack> and Predicate<Entity> respectively<br /> - These allow for absolute control over the conditions for insulators, entity temperatures, etc.<br /> - These requirements are now calculated on the server, and the results are sent to the client<br />- Defining biome temperatures with only one temperature value is no longer supported in TOML configs<br />- All configs that accept items, blocks, biomes, etc. will now accept comma-separated lists and #tags if they previously didn't<br /></pre></div>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.9</span><br /><strong style="color: #ffffff;">* item_settings/entity_settings/world_settings.toml have been renamed to item/entity/world.toml</strong><br /> - Existing files will be automatically migrated<br /><strong style="color: #ffffff;">* Added new config settings to the in-game menu:</strong><br /> - Insulation Strength<br /> - Check Sleep Conditions<br /> - New settings for the hearth/boiler/icebox<br />- The rate at which water freezes is now affected by randomTickSpeed if "Custom Freezing Behavior" is enabled<br />- Insulation attributes with unmet requirements are now shown with a red strikethrough, rather than being omitted from the tooltip<br />- Added config options for the maximum range and volume of the hearth, boiler, and icebox individually to world.toml<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br />- Fixed the hotbar tooltip for filled waterskins not having a negative symbol for cold temperatures<br />- Fixed thermal source blocks (hearth/boiler/icebox) not consuming fuel items immediately upon being inserted<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added KubeJS support</strong><br /> - Added events for adding insulators, block temps, biome temps, etc; as well as TempModifiers<br /> - Added several Cold-Sweat-related methods that can be accessed from the "coldsweat" binding<br /> - Added a few other events for specific Cold Sweat actions. This list will grow over time<br /> - See the mod's documentation page for more details<br /><strong style="color: #ffffff;">* Added "remove" config type, which allows for the removal of registered config settings that match a given data structure</strong><br /> - This includes TOML and JSON configs<br /> - Removals are handled after all of the config settings are parsed, but before they are committed to memory<br /> - Removals will not directly change the config files; only whether they are loaded<br /><strong style="color: #ffffff;">* Any JSON configs named "default" will now be loaded last</strong><br /> - This allows for configs to have a default value that can be overridden by other mods/datapacks/configs<br /><strong style="color: #ffffff;">* Massive internal registry standardization and boilerplate reduction</strong><br /> - Internal registries and configs are now much more standardized, with fewer points of failure<br /> - Codecs are used wherever possible for data serialization, rather than bespoke methods<br /> - Many of the config holders have been updated to hold custom data types, rather than unorganized tuples (like Pairs and Triplets)<br /><strong style="color: #ffffff;">* Cold Sweat configs that rely on dynamic registries now use Holders for their keys</strong><br /> - This includes biomes, dimensions, structures, etc.<br /> - For example, ConfigSettings.BIOME_TEMPS is now a DynamicHolder<Map<Holder<Biome>, BiomeTempData>><br /> - Any methods that previously accepted an "unwrapped" value now accept a Holder instead<br /> - These changes will only affect direct interactions via Java; not JSON or KubeJS<br />- ItemRequirements and EntityRequirements can now take in a Predicate<ItemStack> and Predicate<Entity> respectively<br /> - These allow for absolute control over the conditions for insulators, entity temperatures, etc.<br /> - These requirements are now calculated on the server, and the results are sent to the client<br />- Defining biome temperatures with only one temperature value is no longer supported in TOML configs<br />- All configs that accept items, blocks, biomes, etc. will now accept comma-separated lists and #tags if they previously didn't<br /></pre></div>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.8</span><br /><strong style="color: #ffffff;">* Added new textures for when a filled waterskin is hot or cold</strong><br />- Removed the Far Lands and Modulo custom music tracks<br />- Added option to expand all collapsible tooltips by default<br />- Added a "trait" argument to the /temperature set & get sub-commands<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.18 - 1.19) Fixed crash when rendering the heatstroke blur effect</strong><br />- (1.21) Fixed command parameters for temperature trait arguments not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br />- Updated Russian translation (Heimdallr-1 on GitHub)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Several major changes have been made to how block requirements and block_temps work in JSON</strong><br /> - Much better support for blockstates and a slight change to NBT<br /> - See the online documentation for the new syntax<br /><strong style="color: #ffffff;">* Added new methods to TempModifiers: markDirty(), markClean(), isDirty()</strong><br /> - A TempModifier being "dirty" indicates that it should be synchronized to the client<br /> - Dirty TempModifiers will be automatically synchronized via Temperature.updateModifiers(), then marked clean<br />- All methods for adding TempModifiers in the Temperature class now return a boolean indicating if the operation was successful<br />- Added addModifierById() method to GatherDefaultTempModifiersEvent<br /> - Adds a modifier based on its registered ResourceLocation ID (useful for mod compat!)<br /><strong style="color: #ffffff;">* Added removeModifiers() method to GatherDefaultTempModifiersEvent</strong><br />- The hearth, icebox, and boiler now use fluid tags for fueling:<br /> - cold_sweat:hot<br /> - cold_sweat:cold<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.8</span><br /><strong style="color: #ffffff;">* Added new textures for when a filled waterskin is hot or cold</strong><br />- Removed the Far Lands and Modulo custom music tracks<br />- Added option to expand all collapsible tooltips by default<br />- Added a "trait" argument to the /temperature set & get sub-commands<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.18 - 1.19) Fixed crash when rendering the heatstroke blur effect</strong><br />- (1.21) Fixed command parameters for temperature trait arguments not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br />- Updated Russian translation (Heimdallr-1 on GitHub)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Several major changes have been made to how block requirements and block_temps work in JSON</strong><br /> - Much better support for blockstates and a slight change to NBT<br /> - See the online documentation for the new syntax<br /><strong style="color: #ffffff;">* Added new methods to TempModifiers: markDirty(), markClean(), isDirty()</strong><br /> - A TempModifier being "dirty" indicates that it should be synchronized to the client<br /> - Dirty TempModifiers will be automatically synchronized via Temperature.updateModifiers(), then marked clean<br />- All methods for adding TempModifiers in the Temperature class now return a boolean indicating if the operation was successful<br />- Added addModifierById() method to GatherDefaultTempModifiersEvent<br /> - Adds a modifier based on its registered ResourceLocation ID (useful for mod compat!)<br /><strong style="color: #ffffff;">* Added removeModifiers() method to GatherDefaultTempModifiersEvent</strong><br />- The hearth, icebox, and boiler now use fluid tags for fueling:<br /> - cold_sweat:hot<br /> - cold_sweat:cold<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.8</span><br /><strong style="color: #ffffff;">* Added new textures for when a filled waterskin is hot or cold</strong><br />- Removed the Far Lands and Modulo custom music tracks<br />- Added option to expand all collapsible tooltips by default<br />- Added a "trait" argument to the /temperature set & get sub-commands<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.18 - 1.19) Fixed crash when rendering the heatstroke blur effect</strong><br />- (1.21) Fixed command parameters for temperature trait arguments not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br />- Updated Russian translation (Heimdallr-1 on GitHub)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Several major changes have been made to how block requirements and block_temps work in JSON</strong><br /> - Much better support for blockstates and a slight change to NBT<br /> - See the online documentation for the new syntax<br /><strong style="color: #ffffff;">* Added new methods to TempModifiers: markDirty(), markClean(), isDirty()</strong><br /> - A TempModifier being "dirty" indicates that it should be synchronized to the client<br /> - Dirty TempModifiers will be automatically synchronized via Temperature.updateModifiers(), then marked clean<br />- All methods for adding TempModifiers in the Temperature class now return a boolean indicating if the operation was successful<br />- Added addModifierById() method to GatherDefaultTempModifiersEvent<br /> - Adds a modifier based on its registered ResourceLocation ID (useful for mod compat!)<br /><strong style="color: #ffffff;">* Added removeModifiers() method to GatherDefaultTempModifiersEvent</strong><br />- The hearth, icebox, and boiler now use fluid tags for fueling:<br /> - cold_sweat:hot<br /> - cold_sweat:cold<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.8</span><br /><strong style="color: #ffffff;">* Added new textures for when a filled waterskin is hot or cold</strong><br />- Removed the Far Lands and Modulo custom music tracks<br />- Added option to expand all collapsible tooltips by default<br />- Added a "trait" argument to the /temperature set & get sub-commands<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.18 - 1.19) Fixed crash when rendering the heatstroke blur effect</strong><br />- (1.21) Fixed command parameters for temperature trait arguments not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br />- Updated Russian translation (Heimdallr-1 on GitHub)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Several major changes have been made to how block requirements and block_temps work in JSON</strong><br /> - Much better support for blockstates and a slight change to NBT<br /> - See the online documentation for the new syntax<br /><strong style="color: #ffffff;">* Added new methods to TempModifiers: markDirty(), markClean(), isDirty()</strong><br /> - A TempModifier being "dirty" indicates that it should be synchronized to the client<br /> - Dirty TempModifiers will be automatically synchronized via Temperature.updateModifiers(), then marked clean<br />- All methods for adding TempModifiers in the Temperature class now return a boolean indicating if the operation was successful<br />- Added addModifierById() method to GatherDefaultTempModifiersEvent<br /> - Adds a modifier based on its registered ResourceLocation ID (useful for mod compat!)<br /><strong style="color: #ffffff;">* Added removeModifiers() method to GatherDefaultTempModifiersEvent</strong><br />- The hearth, icebox, and boiler now use fluid tags for fueling:<br /> - cold_sweat:hot<br /> - cold_sweat:cold<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.8</span><br /><strong style="color: #ffffff;">* Added new textures for when a filled waterskin is hot or cold</strong><br />- Removed the Far Lands and Modulo custom music tracks<br />- Added option to expand all collapsible tooltips by default<br />- Added a "trait" argument to the /temperature set & get sub-commands<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.18 - 1.19) Fixed crash when rendering the heatstroke blur effect</strong><br />- (1.21) Fixed command parameters for temperature trait arguments not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br />- Updated Russian translation (Heimdallr-1 on GitHub)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Several major changes have been made to how block requirements and block_temps work in JSON</strong><br /> - Much better support for blockstates and a slight change to NBT<br /> - See the online documentation for the new syntax<br /><strong style="color: #ffffff;">* Added new methods to TempModifiers: markDirty(), markClean(), isDirty()</strong><br /> - A TempModifier being "dirty" indicates that it should be synchronized to the client<br /> - Dirty TempModifiers will be automatically synchronized via Temperature.updateModifiers(), then marked clean<br />- All methods for adding TempModifiers in the Temperature class now return a boolean indicating if the operation was successful<br />- Added addModifierById() method to GatherDefaultTempModifiersEvent<br /> - Adds a modifier based on its registered ResourceLocation ID (useful for mod compat!)<br /><strong style="color: #ffffff;">* Added removeModifiers() method to GatherDefaultTempModifiersEvent</strong><br />- The hearth, icebox, and boiler now use fluid tags for fueling:<br /> - cold_sweat:hot<br /> - cold_sweat:cold<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.7</span><br /><strong style="color: #ffffff;">* (1.20 - 1.21) Added compat for "Oh the Biomes We've Gone"</strong><br /> - Tweaked the temperatures for 39 biomes from the mod<br /> - Chameleons now spawn in appropriate biomes from the mod<br /><span style="color: #ff9900;"> ! world_settings.toml will need to be reset for these new temperature to apply</span><br /><strong style="color: #ffffff;">* Added (partial) compat for Vaklyrien Skies</strong><br /> - Temperature emitted from blocks placed on a ship will now properly affect the player<br /> - More compatibility will be added in future updates<br />- (1.16) Goats now drop 1-2 mutton when killed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash on servers when rendering particles in some cases</strong><br />- Fixed crash when updating configs from pre-2.3 versions if "Block Temperatures" is configured in a particular way<br />- Fixed the icebox's opening animation not synchronizing to all players on a server<br />- Fixed some particles not spawning for all players on a server when they should<br /><strong style="color: #ffffff;">* (1.16) Fixed custom mob spawning not working</strong><br />- (1.18) Fixed chameleons spawning on invalid blocks<br />- (1.21) Fixed damage from freezing/overheating dealing knockback<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Implemented a new rendering manager (PostProcessShaderManager) to handle Cold Sweat's shaders</strong><br /> - Circumvents Minecraft's normal post-processing shader system to improve compat and allow for stacking of shader effects<br /><strong style="color: #ffffff;">* Removed deprecated methods from the Temperature and GatherDefaultTempModifiersEvent classes</strong><br /><strong style="color: #ffffff;">* Java-based BlockTemps' min/max effect, min/max temp, range, and fade are now fields instead of just method return values</strong><br /> - These fields are now part of the constructor<br /> - The existing methods will return the values of these fields by default, but can still be overridden with no additional changes necessary<br /> - The old BlockTemp(Block... blocks) constructor is still present, and will initialize all other fields to a default value<br /><strong style="color: #ffffff;">* BlockTemp fading over distance is now handled outside the getTemperature() method, in BlockTempModifier</strong><br /> - This means you will no longer need to calculate the fade yourself and can simply return the temperature of the block<br /><span style="color: #ff9900;"> ! For BlockTemps that still calculate the fade in the old way, the new fade will still be applied on top of the old one</span><br /> - This isn't too bad, but it means the block will weaken exponentially<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /></pre></div>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.7</span><br /><strong style="color: #ffffff;">* (1.20 - 1.21) Added compat for "Oh the Biomes We've Gone"</strong><br /> - Tweaked the temperatures for 39 biomes from the mod<br /> - Chameleons now spawn in appropriate biomes from the mod<br /><span style="color: #ff9900;"> ! world_settings.toml will need to be reset for these new temperature to apply</span><br /><strong style="color: #ffffff;">* Added (partial) compat for Vaklyrien Skies</strong><br /> - Temperature emitted from blocks placed on a ship will now properly affect the player<br /> - More compatibility will be added in future updates<br />- (1.16) Goats now drop 1-2 mutton when killed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash on servers when rendering particles in some cases</strong><br />- Fixed crash when updating configs from pre-2.3 versions if "Block Temperatures" is configured in a particular way<br />- Fixed the icebox's opening animation not synchronizing to all players on a server<br />- Fixed some particles not spawning for all players on a server when they should<br /><strong style="color: #ffffff;">* (1.16) Fixed custom mob spawning not working</strong><br />- (1.18) Fixed chameleons spawning on invalid blocks<br />- (1.21) Fixed damage from freezing/overheating dealing knockback<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Implemented a new rendering manager (PostProcessShaderManager) to handle Cold Sweat's shaders</strong><br /> - Circumvents Minecraft's normal post-processing shader system to improve compat and allow for stacking of shader effects<br /><strong style="color: #ffffff;">* Removed deprecated methods from the Temperature and GatherDefaultTempModifiersEvent classes</strong><br /><strong style="color: #ffffff;">* Java-based BlockTemps' min/max effect, min/max temp, range, and fade are now fields instead of just method return values</strong><br /> - These fields are now part of the constructor<br /> - The existing methods will return the values of these fields by default, but can still be overridden with no additional changes necessary<br /> - The old BlockTemp(Block... blocks) constructor is still present, and will initialize all other fields to a default value<br /><strong style="color: #ffffff;">* BlockTemp fading over distance is now handled outside the getTemperature() method, in BlockTempModifier</strong><br /> - This means you will no longer need to calculate the fade yourself and can simply return the temperature of the block<br /><span style="color: #ff9900;"> ! For BlockTemps that still calculate the fade in the old way, the new fade will still be applied on top of the old one</span><br /> - This isn't too bad, but it means the block will weaken exponentially<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /></pre></div>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.7</span><br /><strong style="color: #ffffff;">* (1.20 - 1.21) Added compat for "Oh the Biomes We've Gone"</strong><br /> - Tweaked the temperatures for 39 biomes from the mod<br /> - Chameleons now spawn in appropriate biomes from the mod<br /><span style="color: #ff9900;"> ! world_settings.toml will need to be reset for these new temperature to apply</span><br /><strong style="color: #ffffff;">* Added (partial) compat for Vaklyrien Skies</strong><br /> - Temperature emitted from blocks placed on a ship will now properly affect the player<br /> - More compatibility will be added in future updates<br />- (1.16) Goats now drop 1-2 mutton when killed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash on servers when rendering particles in some cases</strong><br />- Fixed crash when updating configs from pre-2.3 versions if "Block Temperatures" is configured in a particular way<br />- Fixed the icebox's opening animation not synchronizing to all players on a server<br />- Fixed some particles not spawning for all players on a server when they should<br /><strong style="color: #ffffff;">* (1.16) Fixed custom mob spawning not working</strong><br />- (1.18) Fixed chameleons spawning on invalid blocks<br />- (1.21) Fixed damage from freezing/overheating dealing knockback<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Implemented a new rendering manager (PostProcessShaderManager) to handle Cold Sweat's shaders</strong><br /> - Circumvents Minecraft's normal post-processing shader system to improve compat and allow for stacking of shader effects<br /><strong style="color: #ffffff;">* Removed deprecated methods from the Temperature and GatherDefaultTempModifiersEvent classes</strong><br /><strong style="color: #ffffff;">* Java-based BlockTemps' min/max effect, min/max temp, range, and fade are now fields instead of just method return values</strong><br /> - These fields are now part of the constructor<br /> - The existing methods will return the values of these fields by default, but can still be overridden with no additional changes necessary<br /> - The old BlockTemp(Block... blocks) constructor is still present, and will initialize all other fields to a default value<br /><strong style="color: #ffffff;">* BlockTemp fading over distance is now handled outside the getTemperature() method, in BlockTempModifier</strong><br /> - This means you will no longer need to calculate the fade yourself and can simply return the temperature of the block<br /><span style="color: #ff9900;"> ! For BlockTemps that still calculate the fade in the old way, the new fade will still be applied on top of the old one</span><br /> - This isn't too bad, but it means the block will weaken exponentially<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /></pre></div>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.7</span><br /><strong style="color: #ffffff;">* (1.20 - 1.21) Added compat for "Oh the Biomes We've Gone"</strong><br /> - Tweaked the temperatures for 39 biomes from the mod<br /> - Chameleons now spawn in appropriate biomes from the mod<br /><span style="color: #ff9900;"> ! world_settings.toml will need to be reset for these new temperature to apply</span><br /><strong style="color: #ffffff;">* Added (partial) compat for Vaklyrien Skies</strong><br /> - Temperature emitted from blocks placed on a ship will now properly affect the player<br /> - More compatibility will be added in future updates<br />- (1.16) Goats now drop 1-2 mutton when killed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash on servers when rendering particles in some cases</strong><br />- Fixed crash when updating configs from pre-2.3 versions if "Block Temperatures" is configured in a particular way<br />- Fixed the icebox's opening animation not synchronizing to all players on a server<br />- Fixed some particles not spawning for all players on a server when they should<br /><strong style="color: #ffffff;">* (1.16) Fixed custom mob spawning not working</strong><br />- (1.18) Fixed chameleons spawning on invalid blocks<br />- (1.21) Fixed damage from freezing/overheating dealing knockback<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Implemented a new rendering manager (PostProcessShaderManager) to handle Cold Sweat's shaders</strong><br /> - Circumvents Minecraft's normal post-processing shader system to improve compat and allow for stacking of shader effects<br /><strong style="color: #ffffff;">* Removed deprecated methods from the Temperature and GatherDefaultTempModifiersEvent classes</strong><br /><strong style="color: #ffffff;">* Java-based BlockTemps' min/max effect, min/max temp, range, and fade are now fields instead of just method return values</strong><br /> - These fields are now part of the constructor<br /> - The existing methods will return the values of these fields by default, but can still be overridden with no additional changes necessary<br /> - The old BlockTemp(Block... blocks) constructor is still present, and will initialize all other fields to a default value<br /><strong style="color: #ffffff;">* BlockTemp fading over distance is now handled outside the getTemperature() method, in BlockTempModifier</strong><br /> - This means you will no longer need to calculate the fade yourself and can simply return the temperature of the block<br /><span style="color: #ff9900;"> ! For BlockTemps that still calculate the fade in the old way, the new fade will still be applied on top of the old one</span><br /> - This isn't too bad, but it means the block will weaken exponentially<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /></pre></div>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.7</span><br /><strong style="color: #ffffff;">* (1.20 - 1.21) Added compat for "Oh the Biomes We've Gone"</strong><br /> - Tweaked the temperatures for 39 biomes from the mod<br /> - Chameleons now spawn in appropriate biomes from the mod<br /><span style="color: #ff9900;"> ! world_settings.toml will need to be reset for these new temperature to apply</span><br /><strong style="color: #ffffff;">* Added (partial) compat for Vaklyrien Skies</strong><br /> - Temperature emitted from blocks placed on a ship will now properly affect the player<br /> - More compatibility will be added in future updates<br />- (1.16) Goats now drop 1-2 mutton when killed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash on servers when rendering particles in some cases</strong><br />- Fixed crash when updating configs from pre-2.3 versions if "Block Temperatures" is configured in a particular way<br />- Fixed the icebox's opening animation not synchronizing to all players on a server<br />- Fixed some particles not spawning for all players on a server when they should<br /><strong style="color: #ffffff;">* (1.16) Fixed custom mob spawning not working</strong><br />- (1.18) Fixed chameleons spawning on invalid blocks<br />- (1.21) Fixed damage from freezing/overheating dealing knockback<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Implemented a new rendering manager (PostProcessShaderManager) to handle Cold Sweat's shaders</strong><br /> - Circumvents Minecraft's normal post-processing shader system to improve compat and allow for stacking of shader effects<br /><strong style="color: #ffffff;">* Removed deprecated methods from the Temperature and GatherDefaultTempModifiersEvent classes</strong><br /><strong style="color: #ffffff;">* Java-based BlockTemps' min/max effect, min/max temp, range, and fade are now fields instead of just method return values</strong><br /> - These fields are now part of the constructor<br /> - The existing methods will return the values of these fields by default, but can still be overridden with no additional changes necessary<br /> - The old BlockTemp(Block... blocks) constructor is still present, and will initialize all other fields to a default value<br /><strong style="color: #ffffff;">* BlockTemp fading over distance is now handled outside the getTemperature() method, in BlockTempModifier</strong><br /> - This means you will no longer need to calculate the fade yourself and can simply return the temperature of the block<br /><span style="color: #ff9900;"> ! For BlockTemps that still calculate the fade in the old way, the new fade will still be applied on top of the old one</span><br /> - This isn't too bad, but it means the block will weaken exponentially<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /></pre></div>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.6</span><br />- Particles spawned by Cold Sweat are now dependent on the player's particle setting (All/Decreased/Minimal)<br />- Cold Sweat's custom ice breaking mechanics can now be disabled with the "Custom Ice Drops" setting in world_settings.toml<br />- Added config setting to disable Cold Sweat's TempModifiers (or those from other mods)<br /> - TempModifiers control how temperature affects the player, so this will hopefully provide some more granular control over that<br />- Removed the "Cave Insulation Strength" config setting, as it is no longer used<br />- Reduced the underground temperature near y -64 so the player no longer overheats<br />- Removed the total resistance to block temperature provided by the Create netherite diving suit<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.21) Fixed crash when saving insulated armor items</strong><br /><strong style="color: #ffffff;">* (1.20) Fixed crash when Serene Seasons 9.1 or newer is installed</strong><br /> - Serene Seasons support now requires version 9.1 or newer to be enabled<br /><strong style="color: #ffffff;">* Fixed crash when "Insulation Strength" is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed dynamic dimension_type tags not loading properly on servers</strong><br /><strong style="color: #ffffff;">* Fixed feeding a chemeleon dropping the entire item stack from the player's hand</strong><br />- Fixed insulation from mounts ignoring the "Insulation Strength" setting<br />- Fixed the world temperature indicator briefly displaying incorrectly when changing preferred units<br />- Fixed spectators getting wet in water<br />- Fixed being underwater counting as "underground" when calculating world temperature<br />- Fixed the "condition" field of JSON BlockTemp config files not supporting checking block states<br />- Fixed TOML-based block temperatures not checking NBT properly<br />- Fixed air not being consumed from Create's netherite backtank when in a sweltering environment<br />- (1.20 - 1.21) Fixed debug message showing when a tooltip containing adaptive insulation is displayed<br />- (1.16) Fixed the hearth debug visualizer rendering red outlines around solid blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br /><strong style="color: #ffffff;">* Added Japanese translation (Mohuzato on GitHub)</strong><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* (1.20) Dropped NeoForge support in favor of normal Forge, which is receiving more updates</strong><br /><strong style="color: #ffffff;">* The TempModifierEvent.Calculate.Override/Modify events have been renamed to Pre/Post</strong><br /> - These events are functionally similar, but Pre has some changes:<br /> - The event now has getFunction() and setFunction() methods for setting the resulting function before it is calculated<br /> - The event must be cancelled for the function to be overwritten<br /><strong style="color: #ffffff;">* Changed the packages of some events for better organization:</strong><br /> - TempModifierEvent: api.event.common.temperature<br /> - EnableTemperatureEvent: api.event.core.init<br /> - GatherDefaultTempModifiersEvent: api.event.core.init<br /> - BlockTempInitEvent: api.event.core.registry<br /> - TempModifierRegisterEvent: api.event.core.registry<br /> - EdiblesRegisterEvent: api.event.core.registry<br /> - BlockStateChangedEvent: api.event.core.vanilla<br /> - ChatComponentClickedEvent: api.event.core.vanilla<br /> - EntityPickEvent: api.event.core.vanilla<br /> - LivingEntityLoadAdditionalEvent: api.event.core.vanilla<br /> - ServerConfigsLoadedEvent: api.event.core.vanilla<br /><strong style="color: #ffffff;">* Added InsulateItemEvent:</strong><br /> - Fired when an armor item is being insulated<br /> - The insulator item can be modified before being applied to the armor<br /> - The event can also be cancelled to prevent the insulation from being applied<br /><strong style="color: #ffffff;">* Added TickInsulationEvent:</strong><br /> - Fired when the player's equipment insulation is processed<br /> - Allows for granular control over the insulation being provided by sources like armor, insulators, curios, and protection<br /> - The event can be cancelled to prevent the insulation from applying to the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.6</span><br />- Particles spawned by Cold Sweat are now dependent on the player's particle setting (All/Decreased/Minimal)<br />- Cold Sweat's custom ice breaking mechanics can now be disabled with the "Custom Ice Drops" setting in world_settings.toml<br />- Added config setting to disable Cold Sweat's TempModifiers (or those from other mods)<br /> - TempModifiers control how temperature affects the player, so this will hopefully provide some more granular control over that<br />- Removed the "Cave Insulation Strength" config setting, as it is no longer used<br />- Reduced the underground temperature near y -64 so the player no longer overheats<br />- Removed the total resistance to block temperature provided by the Create netherite diving suit<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.21) Fixed crash when saving insulated armor items</strong><br /><strong style="color: #ffffff;">* (1.20) Fixed crash when Serene Seasons 9.1 or newer is installed</strong><br /> - Serene Seasons support now requires version 9.1 or newer to be enabled<br /><strong style="color: #ffffff;">* Fixed crash when "Insulation Strength" is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed dynamic dimension_type tags not loading properly on servers</strong><br /><strong style="color: #ffffff;">* Fixed feeding a chemeleon dropping the entire item stack from the player's hand</strong><br />- Fixed insulation from mounts ignoring the "Insulation Strength" setting<br />- Fixed the world temperature indicator briefly displaying incorrectly when changing preferred units<br />- Fixed spectators getting wet in water<br />- Fixed being underwater counting as "underground" when calculating world temperature<br />- Fixed the "condition" field of JSON BlockTemp config files not supporting checking block states<br />- Fixed TOML-based block temperatures not checking NBT properly<br />- Fixed air not being consumed from Create's netherite backtank when in a sweltering environment<br />- (1.20 - 1.21) Fixed debug message showing when a tooltip containing adaptive insulation is displayed<br />- (1.16) Fixed the hearth debug visualizer rendering red outlines around solid blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br /><strong style="color: #ffffff;">* Added Japanese translation (Mohuzato on GitHub)</strong><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* (1.20) Dropped NeoForge support in favor of normal Forge, which is receiving more updates</strong><br /><strong style="color: #ffffff;">* The TempModifierEvent.Calculate.Override/Modify events have been renamed to Pre/Post</strong><br /> - These events are functionally similar, but Pre has some changes:<br /> - The event now has getFunction() and setFunction() methods for setting the resulting function before it is calculated<br /> - The event must be cancelled for the function to be overwritten<br /><strong style="color: #ffffff;">* Changed the packages of some events for better organization:</strong><br /> - TempModifierEvent: api.event.common.temperature<br /> - EnableTemperatureEvent: api.event.core.init<br /> - GatherDefaultTempModifiersEvent: api.event.core.init<br /> - BlockTempInitEvent: api.event.core.registry<br /> - TempModifierRegisterEvent: api.event.core.registry<br /> - EdiblesRegisterEvent: api.event.core.registry<br /> - BlockStateChangedEvent: api.event.core.vanilla<br /> - ChatComponentClickedEvent: api.event.core.vanilla<br /> - EntityPickEvent: api.event.core.vanilla<br /> - LivingEntityLoadAdditionalEvent: api.event.core.vanilla<br /> - ServerConfigsLoadedEvent: api.event.core.vanilla<br /><strong style="color: #ffffff;">* Added InsulateItemEvent:</strong><br /> - Fired when an armor item is being insulated<br /> - The insulator item can be modified before being applied to the armor<br /> - The event can also be cancelled to prevent the insulation from being applied<br /><strong style="color: #ffffff;">* Added TickInsulationEvent:</strong><br /> - Fired when the player's equipment insulation is processed<br /> - Allows for granular control over the insulation being provided by sources like armor, insulators, curios, and protection<br /> - The event can be cancelled to prevent the insulation from applying to the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.6</span><br />- Particles spawned by Cold Sweat are now dependent on the player's particle setting (All/Decreased/Minimal)<br />- Cold Sweat's custom ice breaking mechanics can now be disabled with the "Custom Ice Drops" setting in world_settings.toml<br />- Added config setting to disable Cold Sweat's TempModifiers (or those from other mods)<br /> - TempModifiers control how temperature affects the player, so this will hopefully provide some more granular control over that<br />- Removed the "Cave Insulation Strength" config setting, as it is no longer used<br />- Reduced the underground temperature near y -64 so the player no longer overheats<br />- Removed the total resistance to block temperature provided by the Create netherite diving suit<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.21) Fixed crash when saving insulated armor items</strong><br /><strong style="color: #ffffff;">* (1.20) Fixed crash when Serene Seasons 9.1 or newer is installed</strong><br /> - Serene Seasons support now requires version 9.1 or newer to be enabled<br /><strong style="color: #ffffff;">* Fixed crash when "Insulation Strength" is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed dynamic dimension_type tags not loading properly on servers</strong><br /><strong style="color: #ffffff;">* Fixed feeding a chemeleon dropping the entire item stack from the player's hand</strong><br />- Fixed insulation from mounts ignoring the "Insulation Strength" setting<br />- Fixed the world temperature indicator briefly displaying incorrectly when changing preferred units<br />- Fixed spectators getting wet in water<br />- Fixed being underwater counting as "underground" when calculating world temperature<br />- Fixed the "condition" field of JSON BlockTemp config files not supporting checking block states<br />- Fixed TOML-based block temperatures not checking NBT properly<br />- Fixed air not being consumed from Create's netherite backtank when in a sweltering environment<br />- (1.20 - 1.21) Fixed debug message showing when a tooltip containing adaptive insulation is displayed<br />- (1.16) Fixed the hearth debug visualizer rendering red outlines around solid blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br /><strong style="color: #ffffff;">* Added Japanese translation (Mohuzato on GitHub)</strong><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* (1.20) Dropped NeoForge support in favor of normal Forge, which is receiving more updates</strong><br /><strong style="color: #ffffff;">* The TempModifierEvent.Calculate.Override/Modify events have been renamed to Pre/Post</strong><br /> - These events are functionally similar, but Pre has some changes:<br /> - The event now has getFunction() and setFunction() methods for setting the resulting function before it is calculated<br /> - The event must be cancelled for the function to be overwritten<br /><strong style="color: #ffffff;">* Changed the packages of some events for better organization:</strong><br /> - TempModifierEvent: api.event.common.temperature<br /> - EnableTemperatureEvent: api.event.core.init<br /> - GatherDefaultTempModifiersEvent: api.event.core.init<br /> - BlockTempInitEvent: api.event.core.registry<br /> - TempModifierRegisterEvent: api.event.core.registry<br /> - EdiblesRegisterEvent: api.event.core.registry<br /> - BlockStateChangedEvent: api.event.core.vanilla<br /> - ChatComponentClickedEvent: api.event.core.vanilla<br /> - EntityPickEvent: api.event.core.vanilla<br /> - LivingEntityLoadAdditionalEvent: api.event.core.vanilla<br /> - ServerConfigsLoadedEvent: api.event.core.vanilla<br /><strong style="color: #ffffff;">* Added InsulateItemEvent:</strong><br /> - Fired when an armor item is being insulated<br /> - The insulator item can be modified before being applied to the armor<br /> - The event can also be cancelled to prevent the insulation from being applied<br /><strong style="color: #ffffff;">* Added TickInsulationEvent:</strong><br /> - Fired when the player's equipment insulation is processed<br /> - Allows for granular control over the insulation being provided by sources like armor, insulators, curios, and protection<br /> - The event can be cancelled to prevent the insulation from applying to the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.6</span><br />- Particles spawned by Cold Sweat are now dependent on the player's particle setting (All/Decreased/Minimal)<br />- Cold Sweat's custom ice breaking mechanics can now be disabled with the "Custom Ice Drops" setting in world_settings.toml<br />- Added config setting to disable Cold Sweat's TempModifiers (or those from other mods)<br /> - TempModifiers control how temperature affects the player, so this will hopefully provide some more granular control over that<br />- Removed the "Cave Insulation Strength" config setting, as it is no longer used<br />- Reduced the underground temperature near y -64 so the player no longer overheats<br />- Removed the total resistance to block temperature provided by the Create netherite diving suit<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.21) Fixed crash when saving insulated armor items</strong><br /><strong style="color: #ffffff;">* (1.20) Fixed crash when Serene Seasons 9.1 or newer is installed</strong><br /> - Serene Seasons support now requires version 9.1 or newer to be enabled<br /><strong style="color: #ffffff;">* Fixed crash when "Insulation Strength" is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed dynamic dimension_type tags not loading properly on servers</strong><br /><strong style="color: #ffffff;">* Fixed feeding a chemeleon dropping the entire item stack from the player's hand</strong><br />- Fixed insulation from mounts ignoring the "Insulation Strength" setting<br />- Fixed the world temperature indicator briefly displaying incorrectly when changing preferred units<br />- Fixed spectators getting wet in water<br />- Fixed being underwater counting as "underground" when calculating world temperature<br />- Fixed the "condition" field of JSON BlockTemp config files not supporting checking block states<br />- Fixed TOML-based block temperatures not checking NBT properly<br />- Fixed air not being consumed from Create's netherite backtank when in a sweltering environment<br />- (1.20 - 1.21) Fixed debug message showing when a tooltip containing adaptive insulation is displayed<br />- (1.16) Fixed the hearth debug visualizer rendering red outlines around solid blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br /><strong style="color: #ffffff;">* Added Japanese translation (Mohuzato on GitHub)</strong><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* (1.20) Dropped NeoForge support in favor of normal Forge, which is receiving more updates</strong><br /><strong style="color: #ffffff;">* The TempModifierEvent.Calculate.Override/Modify events have been renamed to Pre/Post</strong><br /> - These events are functionally similar, but Pre has some changes:<br /> - The event now has getFunction() and setFunction() methods for setting the resulting function before it is calculated<br /> - The event must be cancelled for the function to be overwritten<br /><strong style="color: #ffffff;">* Changed the packages of some events for better organization:</strong><br /> - TempModifierEvent: api.event.common.temperature<br /> - EnableTemperatureEvent: api.event.core.init<br /> - GatherDefaultTempModifiersEvent: api.event.core.init<br /> - BlockTempInitEvent: api.event.core.registry<br /> - TempModifierRegisterEvent: api.event.core.registry<br /> - EdiblesRegisterEvent: api.event.core.registry<br /> - BlockStateChangedEvent: api.event.core.vanilla<br /> - ChatComponentClickedEvent: api.event.core.vanilla<br /> - EntityPickEvent: api.event.core.vanilla<br /> - LivingEntityLoadAdditionalEvent: api.event.core.vanilla<br /> - ServerConfigsLoadedEvent: api.event.core.vanilla<br /><strong style="color: #ffffff;">* Added InsulateItemEvent:</strong><br /> - Fired when an armor item is being insulated<br /> - The insulator item can be modified before being applied to the armor<br /> - The event can also be cancelled to prevent the insulation from being applied<br /><strong style="color: #ffffff;">* Added TickInsulationEvent:</strong><br /> - Fired when the player's equipment insulation is processed<br /> - Allows for granular control over the insulation being provided by sources like armor, insulators, curios, and protection<br /> - The event can be cancelled to prevent the insulation from applying to the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.6</span><br />- Particles spawned by Cold Sweat are now dependent on the player's particle setting (All/Decreased/Minimal)<br />- Cold Sweat's custom ice breaking mechanics can now be disabled with the "Custom Ice Drops" setting in world_settings.toml<br />- Added config setting to disable Cold Sweat's TempModifiers (or those from other mods)<br /> - TempModifiers control how temperature affects the player, so this will hopefully provide some more granular control over that<br />- Removed the "Cave Insulation Strength" config setting, as it is no longer used<br />- Reduced the underground temperature near y -64 so the player no longer overheats<br />- Removed the total resistance to block temperature provided by the Create netherite diving suit<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.21) Fixed crash when saving insulated armor items</strong><br /><strong style="color: #ffffff;">* (1.20) Fixed crash when Serene Seasons 9.1 or newer is installed</strong><br /> - Serene Seasons support now requires version 9.1 or newer to be enabled<br /><strong style="color: #ffffff;">* Fixed crash when "Insulation Strength" is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed dynamic dimension_type tags not loading properly on servers</strong><br /><strong style="color: #ffffff;">* Fixed feeding a chemeleon dropping the entire item stack from the player's hand</strong><br />- Fixed insulation from mounts ignoring the "Insulation Strength" setting<br />- Fixed the world temperature indicator briefly displaying incorrectly when changing preferred units<br />- Fixed spectators getting wet in water<br />- Fixed being underwater counting as "underground" when calculating world temperature<br />- Fixed the "condition" field of JSON BlockTemp config files not supporting checking block states<br />- Fixed TOML-based block temperatures not checking NBT properly<br />- Fixed air not being consumed from Create's netherite backtank when in a sweltering environment<br />- (1.20 - 1.21) Fixed debug message showing when a tooltip containing adaptive insulation is displayed<br />- (1.16) Fixed the hearth debug visualizer rendering red outlines around solid blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Updates:</strong></u><br /><strong style="color: #ffffff;">* Added Japanese translation (Mohuzato on GitHub)</strong><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* (1.20) Dropped NeoForge support in favor of normal Forge, which is receiving more updates</strong><br /><strong style="color: #ffffff;">* The TempModifierEvent.Calculate.Override/Modify events have been renamed to Pre/Post</strong><br /> - These events are functionally similar, but Pre has some changes:<br /> - The event now has getFunction() and setFunction() methods for setting the resulting function before it is calculated<br /> - The event must be cancelled for the function to be overwritten<br /><strong style="color: #ffffff;">* Changed the packages of some events for better organization:</strong><br /> - TempModifierEvent: api.event.common.temperature<br /> - EnableTemperatureEvent: api.event.core.init<br /> - GatherDefaultTempModifiersEvent: api.event.core.init<br /> - BlockTempInitEvent: api.event.core.registry<br /> - TempModifierRegisterEvent: api.event.core.registry<br /> - EdiblesRegisterEvent: api.event.core.registry<br /> - BlockStateChangedEvent: api.event.core.vanilla<br /> - ChatComponentClickedEvent: api.event.core.vanilla<br /> - EntityPickEvent: api.event.core.vanilla<br /> - LivingEntityLoadAdditionalEvent: api.event.core.vanilla<br /> - ServerConfigsLoadedEvent: api.event.core.vanilla<br /><strong style="color: #ffffff;">* Added InsulateItemEvent:</strong><br /> - Fired when an armor item is being insulated<br /> - The insulator item can be modified before being applied to the armor<br /> - The event can also be cancelled to prevent the insulation from being applied<br /><strong style="color: #ffffff;">* Added TickInsulationEvent:</strong><br /> - Fired when the player's equipment insulation is processed<br /> - Allows for granular control over the insulation being provided by sources like armor, insulators, curios, and protection<br /> - The event can be cancelled to prevent the insulation from applying to the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.5</span><br /><span style="color: #ff4d49;">!! (1.21 only) Due to a change in how armor insulation is saved/loaded, insulation data will be lost upon upgrading from a previous version. It is recommended that you temporarily remove all insulation on your armor before upgrading!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="color: #ffffff;">* Added an indicator to the screens of hearth-like blocks that shows if the block is being powered</strong><br />- Wind, sandstorms, and tornadoes from Weather 2 will now affect the player's temperature<br />- Increased the maximum volume of the hearth's effect from 9000 to 12000 blocks<br />- Increased the maximum volume of the icebox & boiler's effect from 1500 to 2000 blocks<br />- Added a config option to change the effectiveness of the soulspring lamp at temperatures above the player's burning point<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when attempting to update config settings with invalid formatting</strong><br /><strong style="color: #ffffff;">* Fixed crash when a boiler/icebox containing waterskins attempts to tick when the temperature rate is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed config-driven features stacking in effectiveness when entering multiple worlds in the same session</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks' effects applying inconsistently depending on the player's position</strong><br /><strong style="color: #ffffff;">* Fixed temperature not changing properly when the player travels underground</strong><br /><strong style="color: #ffffff;">* Fixed config settings loading too late during world load, causing custom entity spawns (including chameleons) to not load</strong><br /><strong style="color: #ffffff;">* Fixed adaptive insulation not adapting to the ambient temperature</strong><br />- Fixed the insulation tooltip not displaying partial, negative, or large<br />- Fixed Spoiled compatibility causing "containerModifier" blocks defined in the Spoiled configs to not work properly<br /><strong style="color: #ffffff;">* Fixed hearth-like blocks forgetting that they are powered upon unloading and reloading the chunk</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks causing chunk-loading deadlocks upon loading in some cases</strong><br />- Fixed hearth-like blocks not affecting areas next to solid blocks properly in some cases<br />- Fixed the tooltip for food temperature always showing, even if the item has no temperature properties<br />- Fixed performance issues while rendering the "wetness" screen effect<br />- Fixed the description of "Knockback Chill" stating received knockback is reduced, rather than dealt knockback<br />- Fixed JSON configs containing entity requirements not properly checking dimension or biome when specified<br />- Fixed the wetness screen effect appearing dark when the player has night vision<br />- (1.20) Fixed the held item name text overlapping the player's body temperature icon when a thermometer is equipped<br />- (1.21) Fixed invalid formatting for the hearth's recipe causing it to be uncraftable<br />- (1.21) Fixed dynamic dimension_type tags not populating<br />- (1.16) Fixed "dimensions" field erroneously being named "dimension" in dimension temp JSON configs<br />- (1.16 - 1.19) Fixed JSON block temp configs not having min_temp or max_temp fields<br />- (1.18 - 1.19) Fixed the tooltip lines for attribute modifiers added by armor insulation rendering behind the tooltip<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Food temperature configs now stack when applied to the same item, rather than only using the first one loaded</strong><br /><strong style="color: #ffffff;">* Renamed some field names for JSON configs to be more consistent:</strong><br /> - All entity requirement fields are named "entity"<br /> - All item requirement fields are named "data"<br /> - Affected configs: food, insulator, mount<br /><strong style="color: #ffffff;">* Biome temperatures and offsets now stack, rather than override, when applied to the same biome</strong><br /> - Dimension temperatures/offsets still override each other, meaning dimension temps still override everything<br /><strong style="color: #ffffff;">* Temperature region changes:</strong><br /> - Moved from /depth_temp/ to /temp_region/<br /> - Temperature regions now support y-values outside the world limits<br /> - Temperature regions now support "boundless" temp regions by omitting either the "top" or "bottom" bound<br /> - These apply infinitely upward or downward (but not both), and have a constant temperature<br /><strong style="color: #ffffff;">* Java-based block temperatures are now loaded last to allow user configs to override them</strong><br /> - A registerFirst() method has been added to BlockTempRegisterEvent for BlockTemps that must break this rule and be registered first<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.5</span><br /><span style="color: #ff4d49;">!! (1.21 only) Due to a change in how armor insulation is saved/loaded, insulation data will be lost upon upgrading from a previous version. It is recommended that you temporarily remove all insulation on your armor before upgrading!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="color: #ffffff;">* Added an indicator to the screens of hearth-like blocks that shows if the block is being powered</strong><br />- Wind, sandstorms, and tornadoes from Weather 2 will now affect the player's temperature<br />- Increased the maximum volume of the hearth's effect from 9000 to 12000 blocks<br />- Increased the maximum volume of the icebox & boiler's effect from 1500 to 2000 blocks<br />- Added a config option to change the effectiveness of the soulspring lamp at temperatures above the player's burning point<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when attempting to update config settings with invalid formatting</strong><br /><strong style="color: #ffffff;">* Fixed crash when a boiler/icebox containing waterskins attempts to tick when the temperature rate is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed config-driven features stacking in effectiveness when entering multiple worlds in the same session</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks' effects applying inconsistently depending on the player's position</strong><br /><strong style="color: #ffffff;">* Fixed temperature not changing properly when the player travels underground</strong><br /><strong style="color: #ffffff;">* Fixed config settings loading too late during world load, causing custom entity spawns (including chameleons) to not load</strong><br /><strong style="color: #ffffff;">* Fixed adaptive insulation not adapting to the ambient temperature</strong><br />- Fixed the insulation tooltip not displaying partial, negative, or large<br />- Fixed Spoiled compatibility causing "containerModifier" blocks defined in the Spoiled configs to not work properly<br /><strong style="color: #ffffff;">* Fixed hearth-like blocks forgetting that they are powered upon unloading and reloading the chunk</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks causing chunk-loading deadlocks upon loading in some cases</strong><br />- Fixed hearth-like blocks not affecting areas next to solid blocks properly in some cases<br />- Fixed the tooltip for food temperature always showing, even if the item has no temperature properties<br />- Fixed performance issues while rendering the "wetness" screen effect<br />- Fixed the description of "Knockback Chill" stating received knockback is reduced, rather than dealt knockback<br />- Fixed JSON configs containing entity requirements not properly checking dimension or biome when specified<br />- Fixed the wetness screen effect appearing dark when the player has night vision<br />- (1.20) Fixed the held item name text overlapping the player's body temperature icon when a thermometer is equipped<br />- (1.21) Fixed invalid formatting for the hearth's recipe causing it to be uncraftable<br />- (1.21) Fixed dynamic dimension_type tags not populating<br />- (1.16) Fixed "dimensions" field erroneously being named "dimension" in dimension temp JSON configs<br />- (1.16 - 1.19) Fixed JSON block temp configs not having min_temp or max_temp fields<br />- (1.18 - 1.19) Fixed the tooltip lines for attribute modifiers added by armor insulation rendering behind the tooltip<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Food temperature configs now stack when applied to the same item, rather than only using the first one loaded</strong><br /><strong style="color: #ffffff;">* Renamed some field names for JSON configs to be more consistent:</strong><br /> - All entity requirement fields are named "entity"<br /> - All item requirement fields are named "data"<br /> - Affected configs: food, insulator, mount<br /><strong style="color: #ffffff;">* Biome temperatures and offsets now stack, rather than override, when applied to the same biome</strong><br /> - Dimension temperatures/offsets still override each other, meaning dimension temps still override everything<br /><strong style="color: #ffffff;">* Temperature region changes:</strong><br /> - Moved from /depth_temp/ to /temp_region/<br /> - Temperature regions now support y-values outside the world limits<br /> - Temperature regions now support "boundless" temp regions by omitting either the "top" or "bottom" bound<br /> - These apply infinitely upward or downward (but not both), and have a constant temperature<br /><strong style="color: #ffffff;">* Java-based block temperatures are now loaded last to allow user configs to override them</strong><br /> - A registerFirst() method has been added to BlockTempRegisterEvent for BlockTemps that must break this rule and be registered first<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.5</span><br /><span style="color: #ff4d49;">!! (1.21 only) Due to a change in how armor insulation is saved/loaded, insulation data will be lost upon upgrading from a previous version. It is recommended that you temporarily remove all insulation on your armor before upgrading!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="color: #ffffff;">* Added an indicator to the screens of hearth-like blocks that shows if the block is being powered</strong><br />- Wind, sandstorms, and tornadoes from Weather 2 will now affect the player's temperature<br />- Increased the maximum volume of the hearth's effect from 9000 to 12000 blocks<br />- Increased the maximum volume of the icebox & boiler's effect from 1500 to 2000 blocks<br />- Added a config option to change the effectiveness of the soulspring lamp at temperatures above the player's burning point<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when attempting to update config settings with invalid formatting</strong><br /><strong style="color: #ffffff;">* Fixed crash when a boiler/icebox containing waterskins attempts to tick when the temperature rate is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed config-driven features stacking in effectiveness when entering multiple worlds in the same session</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks' effects applying inconsistently depending on the player's position</strong><br /><strong style="color: #ffffff;">* Fixed temperature not changing properly when the player travels underground</strong><br /><strong style="color: #ffffff;">* Fixed config settings loading too late during world load, causing custom entity spawns (including chameleons) to not load</strong><br /><strong style="color: #ffffff;">* Fixed adaptive insulation not adapting to the ambient temperature</strong><br />- Fixed the insulation tooltip not displaying partial, negative, or large<br />- Fixed Spoiled compatibility causing "containerModifier" blocks defined in the Spoiled configs to not work properly<br /><strong style="color: #ffffff;">* Fixed hearth-like blocks forgetting that they are powered upon unloading and reloading the chunk</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks causing chunk-loading deadlocks upon loading in some cases</strong><br />- Fixed hearth-like blocks not affecting areas next to solid blocks properly in some cases<br />- Fixed the tooltip for food temperature always showing, even if the item has no temperature properties<br />- Fixed performance issues while rendering the "wetness" screen effect<br />- Fixed the description of "Knockback Chill" stating received knockback is reduced, rather than dealt knockback<br />- Fixed JSON configs containing entity requirements not properly checking dimension or biome when specified<br />- Fixed the wetness screen effect appearing dark when the player has night vision<br />- (1.20) Fixed the held item name text overlapping the player's body temperature icon when a thermometer is equipped<br />- (1.21) Fixed invalid formatting for the hearth's recipe causing it to be uncraftable<br />- (1.21) Fixed dynamic dimension_type tags not populating<br />- (1.16) Fixed "dimensions" field erroneously being named "dimension" in dimension temp JSON configs<br />- (1.16 - 1.19) Fixed JSON block temp configs not having min_temp or max_temp fields<br />- (1.18 - 1.19) Fixed the tooltip lines for attribute modifiers added by armor insulation rendering behind the tooltip<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Food temperature configs now stack when applied to the same item, rather than only using the first one loaded</strong><br /><strong style="color: #ffffff;">* Renamed some field names for JSON configs to be more consistent:</strong><br /> - All entity requirement fields are named "entity"<br /> - All item requirement fields are named "data"<br /> - Affected configs: food, insulator, mount<br /><strong style="color: #ffffff;">* Biome temperatures and offsets now stack, rather than override, when applied to the same biome</strong><br /> - Dimension temperatures/offsets still override each other, meaning dimension temps still override everything<br /><strong style="color: #ffffff;">* Temperature region changes:</strong><br /> - Moved from /depth_temp/ to /temp_region/<br /> - Temperature regions now support y-values outside the world limits<br /> - Temperature regions now support "boundless" temp regions by omitting either the "top" or "bottom" bound<br /> - These apply infinitely upward or downward (but not both), and have a constant temperature<br /><strong style="color: #ffffff;">* Java-based block temperatures are now loaded last to allow user configs to override them</strong><br /> - A registerFirst() method has been added to BlockTempRegisterEvent for BlockTemps that must break this rule and be registered first<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.5</span><br /><span style="color: #ff4d49;">!! (1.21 only) Due to a change in how armor insulation is saved/loaded, insulation data will be lost upon upgrading from a previous version. It is recommended that you temporarily remove all insulation on your armor before upgrading!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="color: #ffffff;">* Added an indicator to the screens of hearth-like blocks that shows if the block is being powered</strong><br />- Wind, sandstorms, and tornadoes from Weather 2 will now affect the player's temperature<br />- Increased the maximum volume of the hearth's effect from 9000 to 12000 blocks<br />- Increased the maximum volume of the icebox & boiler's effect from 1500 to 2000 blocks<br />- Added a config option to change the effectiveness of the soulspring lamp at temperatures above the player's burning point<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when attempting to update config settings with invalid formatting</strong><br /><strong style="color: #ffffff;">* Fixed crash when a boiler/icebox containing waterskins attempts to tick when the temperature rate is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed config-driven features stacking in effectiveness when entering multiple worlds in the same session</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks' effects applying inconsistently depending on the player's position</strong><br /><strong style="color: #ffffff;">* Fixed temperature not changing properly when the player travels underground</strong><br /><strong style="color: #ffffff;">* Fixed config settings loading too late during world load, causing custom entity spawns (including chameleons) to not load</strong><br /><strong style="color: #ffffff;">* Fixed adaptive insulation not adapting to the ambient temperature</strong><br />- Fixed the insulation tooltip not displaying partial, negative, or large<br />- Fixed Spoiled compatibility causing "containerModifier" blocks defined in the Spoiled configs to not work properly<br /><strong style="color: #ffffff;">* Fixed hearth-like blocks forgetting that they are powered upon unloading and reloading the chunk</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks causing chunk-loading deadlocks upon loading in some cases</strong><br />- Fixed hearth-like blocks not affecting areas next to solid blocks properly in some cases<br />- Fixed the tooltip for food temperature always showing, even if the item has no temperature properties<br />- Fixed performance issues while rendering the "wetness" screen effect<br />- Fixed the description of "Knockback Chill" stating received knockback is reduced, rather than dealt knockback<br />- Fixed JSON configs containing entity requirements not properly checking dimension or biome when specified<br />- Fixed the wetness screen effect appearing dark when the player has night vision<br />- (1.20) Fixed the held item name text overlapping the player's body temperature icon when a thermometer is equipped<br />- (1.21) Fixed invalid formatting for the hearth's recipe causing it to be uncraftable<br />- (1.21) Fixed dynamic dimension_type tags not populating<br />- (1.16) Fixed "dimensions" field erroneously being named "dimension" in dimension temp JSON configs<br />- (1.16 - 1.19) Fixed JSON block temp configs not having min_temp or max_temp fields<br />- (1.18 - 1.19) Fixed the tooltip lines for attribute modifiers added by armor insulation rendering behind the tooltip<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Food temperature configs now stack when applied to the same item, rather than only using the first one loaded</strong><br /><strong style="color: #ffffff;">* Renamed some field names for JSON configs to be more consistent:</strong><br /> - All entity requirement fields are named "entity"<br /> - All item requirement fields are named "data"<br /> - Affected configs: food, insulator, mount<br /><strong style="color: #ffffff;">* Biome temperatures and offsets now stack, rather than override, when applied to the same biome</strong><br /> - Dimension temperatures/offsets still override each other, meaning dimension temps still override everything<br /><strong style="color: #ffffff;">* Temperature region changes:</strong><br /> - Moved from /depth_temp/ to /temp_region/<br /> - Temperature regions now support y-values outside the world limits<br /> - Temperature regions now support "boundless" temp regions by omitting either the "top" or "bottom" bound<br /> - These apply infinitely upward or downward (but not both), and have a constant temperature<br /><strong style="color: #ffffff;">* Java-based block temperatures are now loaded last to allow user configs to override them</strong><br /> - A registerFirst() method has been added to BlockTempRegisterEvent for BlockTemps that must break this rule and be registered first<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.5</span><br /><span style="color: #ff4d49;">!! (1.21 only) Due to a change in how armor insulation is saved/loaded, insulation data will be lost upon upgrading from a previous version. It is recommended that you temporarily remove all insulation on your armor before upgrading!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="color: #ffffff;">* Added an indicator to the screens of hearth-like blocks that shows if the block is being powered</strong><br />- Wind, sandstorms, and tornadoes from Weather 2 will now affect the player's temperature<br />- Increased the maximum volume of the hearth's effect from 9000 to 12000 blocks<br />- Increased the maximum volume of the icebox & boiler's effect from 1500 to 2000 blocks<br />- Added a config option to change the effectiveness of the soulspring lamp at temperatures above the player's burning point<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when attempting to update config settings with invalid formatting</strong><br /><strong style="color: #ffffff;">* Fixed crash when a boiler/icebox containing waterskins attempts to tick when the temperature rate is set to 0</strong><br /><strong style="color: #ffffff;">* Fixed config-driven features stacking in effectiveness when entering multiple worlds in the same session</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks' effects applying inconsistently depending on the player's position</strong><br /><strong style="color: #ffffff;">* Fixed temperature not changing properly when the player travels underground</strong><br /><strong style="color: #ffffff;">* Fixed config settings loading too late during world load, causing custom entity spawns (including chameleons) to not load</strong><br /><strong style="color: #ffffff;">* Fixed adaptive insulation not adapting to the ambient temperature</strong><br />- Fixed the insulation tooltip not displaying partial, negative, or large<br />- Fixed Spoiled compatibility causing "containerModifier" blocks defined in the Spoiled configs to not work properly<br /><strong style="color: #ffffff;">* Fixed hearth-like blocks forgetting that they are powered upon unloading and reloading the chunk</strong><br /><strong style="color: #ffffff;">* Fixed hearth-like blocks causing chunk-loading deadlocks upon loading in some cases</strong><br />- Fixed hearth-like blocks not affecting areas next to solid blocks properly in some cases<br />- Fixed the tooltip for food temperature always showing, even if the item has no temperature properties<br />- Fixed performance issues while rendering the "wetness" screen effect<br />- Fixed the description of "Knockback Chill" stating received knockback is reduced, rather than dealt knockback<br />- Fixed JSON configs containing entity requirements not properly checking dimension or biome when specified<br />- Fixed the wetness screen effect appearing dark when the player has night vision<br />- (1.20) Fixed the held item name text overlapping the player's body temperature icon when a thermometer is equipped<br />- (1.21) Fixed invalid formatting for the hearth's recipe causing it to be uncraftable<br />- (1.21) Fixed dynamic dimension_type tags not populating<br />- (1.16) Fixed "dimensions" field erroneously being named "dimension" in dimension temp JSON configs<br />- (1.16 - 1.19) Fixed JSON block temp configs not having min_temp or max_temp fields<br />- (1.18 - 1.19) Fixed the tooltip lines for attribute modifiers added by armor insulation rendering behind the tooltip<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Food temperature configs now stack when applied to the same item, rather than only using the first one loaded</strong><br /><strong style="color: #ffffff;">* Renamed some field names for JSON configs to be more consistent:</strong><br /> - All entity requirement fields are named "entity"<br /> - All item requirement fields are named "data"<br /> - Affected configs: food, insulator, mount<br /><strong style="color: #ffffff;">* Biome temperatures and offsets now stack, rather than override, when applied to the same biome</strong><br /> - Dimension temperatures/offsets still override each other, meaning dimension temps still override everything<br /><strong style="color: #ffffff;">* Temperature region changes:</strong><br /> - Moved from /depth_temp/ to /temp_region/<br /> - Temperature regions now support y-values outside the world limits<br /> - Temperature regions now support "boundless" temp regions by omitting either the "top" or "bottom" bound<br /> - These apply infinitely upward or downward (but not both), and have a constant temperature<br /><strong style="color: #ffffff;">* Java-based block temperatures are now loaded last to allow user configs to override them</strong><br /> - A registerFirst() method has been added to BlockTempRegisterEvent for BlockTemps that must break this rule and be registered first<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.4</span><br />- Create fluid pipes now connect to the top of the hearth<br />- Entities can now be configured to affect ambient temperature<br /> - This config is in entity-settings.toml or as JSON under entity/entity_temp/<br />- Added a tooltip explaining that game-altering settings in the config menu are disabled for non-OP players<br />- Added a tooltip to insulated armor items that shows which attributes come from insulation<br />- Added config setting to disable Cold Sweat's custom water freezing behavior<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed crash when Caves and Cliffs is not installed</strong><br /><strong style="color: #ffffff;">* (1.16 - 1.18) Fixed the player getting wet when it is snowing and serene seasons is installed</strong><br /><strong style="color: #ffffff;">* Fixed the soulspring lamp not consuming fuel</strong><br />- Fixed Thirst Was Taken support not activating when the mod is installed<br />- Fixed Serene Seasons's seasonal temperatures applying to non-whitelisted dimensions in some cases<br />- Fixed block, dimension, structure, and biome tags not working properly in JSON configs<br />- Fixed temperature-affecting blocks behaving strangely when their max temperature is reached<br />- Fixed the world temperature gauge representing temperate temperatures inaccurately when the player has extreme min or max temperature traits<br />- Fixed water not accurately using the current season to determine freezing behavior<br />- Fixed soul fire and soul campfire not respecting the "Cold Soul Fire" config setting<br />- Fixed hearth-like blocks giving insulating effects to players 1 block outside its area-of-effect<br />- Fixed hover tooltips for temperature units in /temp debug not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Items, blocks, entities, etc. can now have multiple config setting applied to them</strong><br /> - This, for example, allows multiple settings with different conditions and effects to be applied<br /> - If multiple valid settings are found, they will either stack or override each other depending on the object<br /><strong style="color: #ffffff;">* Changed the load order of configs & custom registries to be more consistent and sensible:</strong><br /> - User JSON configs (config/coldsweat/data/*)<br /> - Java-based configs (BlockTemps only)<br /> - Datapack JSON configs (data/<namespace>/cold_sweat/*)<br /> - User TOML configs (config/coldsweat/*.toml)<br /> - Configs loaded first will take precedence in cases where they do not stack, such as block temps and fuel items<br /><strong style="color: #ffffff;">* Added new fields to depth temperature JSON configs:</strong><br /> - "required_mods": A list of mods that must be installed for the config to be loaded<br /> - "dimensions": A list of dimensions or tags that the config will apply to<br /><strong style="color: #ffffff;">* Added many new dynamic dimension tags (1.18+):</strong><br /><strong style="color: #ffffff;"> * These tags are dynamically filled, meaning they should work for all modded dimensions regardless of support</strong><br /> - #forge:bed_works: If beds are usable in the dimension<br /> - #forge:has_ceiling: If the dimension has a ceiling (i.e. the Nether)<br /> - #forge:has_raids: If pillager raids can occur in the dimension<br /> - #forge:has_sky: Inverse of #forge:has_ceiling. If dimension has an open sky<br /> - #forge:has_skylight: If the dimension has ambient light<br /> - #forge:natural: If the dimension is considered "natural"<br /> - #forge:overworld_like: If the dimension is similar to the Overworld (has_sky, has_skylight, and natural)<br /> - #forge:piglin_safe: If piglins will not zombify in the dimension<br /> - #forge:respawn_anchor_works: If respawn anchors are usable in the dimension<br /> - #forge:ultrawarm: If the dimension is extremely hot (i.e. the Nether)<br /> - #forge:unnatural: Inverse of #forge:natural<br /><strong style="color: #ffffff;">* Added new arguments for TOML-based block temp configs:</strong><br /> - nbt: Optional. The block entity's NBT data must match this to apply the temperature (fails the check if the block has no block entity)<br /> - max-temp: Optional. The maximum world temperature at which the block temp will be effective. If the block's temperature is negative, this will be the minimum temperature<br />- Added max_temp and min_temp fields to block temp JSON configs<br />- Block temperatures for ice blocks, boiler, icebox, and campfires have been moved to TOML rather than Java<br /> - They will be automatically re-added to world_settings.toml<br />- Optimized the hearth's spreading algorithm<br />- Optimized the performance of non-player temperature-affected entities<br />- Any block tagged as #minecraft:ice will now cool the nearby area like Vanilla ice blocks<br />- Any block tagged as #minecraft:campfires will now heat the nearby area like Vanilla campfires (except for the soul campfire)<br />- TempModifiers are no longer synced to the client if a modifier is replaced with an identical one<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.4</span><br />- Create fluid pipes now connect to the top of the hearth<br />- Entities can now be configured to affect ambient temperature<br /> - This config is in entity-settings.toml or as JSON under entity/entity_temp/<br />- Added a tooltip explaining that game-altering settings in the config menu are disabled for non-OP players<br />- Added a tooltip to insulated armor items that shows which attributes come from insulation<br />- Added config setting to disable Cold Sweat's custom water freezing behavior<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed crash when Caves and Cliffs is not installed</strong><br /><strong style="color: #ffffff;">* (1.16 - 1.18) Fixed the player getting wet when it is snowing and serene seasons is installed</strong><br /><strong style="color: #ffffff;">* Fixed the soulspring lamp not consuming fuel</strong><br />- Fixed Thirst Was Taken support not activating when the mod is installed<br />- Fixed Serene Seasons's seasonal temperatures applying to non-whitelisted dimensions in some cases<br />- Fixed block, dimension, structure, and biome tags not working properly in JSON configs<br />- Fixed temperature-affecting blocks behaving strangely when their max temperature is reached<br />- Fixed the world temperature gauge representing temperate temperatures inaccurately when the player has extreme min or max temperature traits<br />- Fixed water not accurately using the current season to determine freezing behavior<br />- Fixed soul fire and soul campfire not respecting the "Cold Soul Fire" config setting<br />- Fixed hearth-like blocks giving insulating effects to players 1 block outside its area-of-effect<br />- Fixed hover tooltips for temperature units in /temp debug not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Items, blocks, entities, etc. can now have multiple config setting applied to them</strong><br /> - This, for example, allows multiple settings with different conditions and effects to be applied<br /> - If multiple valid settings are found, they will either stack or override each other depending on the object<br /><strong style="color: #ffffff;">* Changed the load order of configs & custom registries to be more consistent and sensible:</strong><br /> - User JSON configs (config/coldsweat/data/*)<br /> - Java-based configs (BlockTemps only)<br /> - Datapack JSON configs (data/<namespace>/cold_sweat/*)<br /> - User TOML configs (config/coldsweat/*.toml)<br /> - Configs loaded first will take precedence in cases where they do not stack, such as block temps and fuel items<br /><strong style="color: #ffffff;">* Added new fields to depth temperature JSON configs:</strong><br /> - "required_mods": A list of mods that must be installed for the config to be loaded<br /> - "dimensions": A list of dimensions or tags that the config will apply to<br /><strong style="color: #ffffff;">* Added many new dynamic dimension tags (1.18+):</strong><br /><strong style="color: #ffffff;"> * These tags are dynamically filled, meaning they should work for all modded dimensions regardless of support</strong><br /> - #forge:bed_works: If beds are usable in the dimension<br /> - #forge:has_ceiling: If the dimension has a ceiling (i.e. the Nether)<br /> - #forge:has_raids: If pillager raids can occur in the dimension<br /> - #forge:has_sky: Inverse of #forge:has_ceiling. If dimension has an open sky<br /> - #forge:has_skylight: If the dimension has ambient light<br /> - #forge:natural: If the dimension is considered "natural"<br /> - #forge:overworld_like: If the dimension is similar to the Overworld (has_sky, has_skylight, and natural)<br /> - #forge:piglin_safe: If piglins will not zombify in the dimension<br /> - #forge:respawn_anchor_works: If respawn anchors are usable in the dimension<br /> - #forge:ultrawarm: If the dimension is extremely hot (i.e. the Nether)<br /> - #forge:unnatural: Inverse of #forge:natural<br /><strong style="color: #ffffff;">* Added new arguments for TOML-based block temp configs:</strong><br /> - nbt: Optional. The block entity's NBT data must match this to apply the temperature (fails the check if the block has no block entity)<br /> - max-temp: Optional. The maximum world temperature at which the block temp will be effective. If the block's temperature is negative, this will be the minimum temperature<br />- Added max_temp and min_temp fields to block temp JSON configs<br />- Block temperatures for ice blocks, boiler, icebox, and campfires have been moved to TOML rather than Java<br /> - They will be automatically re-added to world_settings.toml<br />- Optimized the hearth's spreading algorithm<br />- Optimized the performance of non-player temperature-affected entities<br />- Any block tagged as #minecraft:ice will now cool the nearby area like Vanilla ice blocks<br />- Any block tagged as #minecraft:campfires will now heat the nearby area like Vanilla campfires (except for the soul campfire)<br />- TempModifiers are no longer synced to the client if a modifier is replaced with an identical one<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.4</span><br />- Create fluid pipes now connect to the top of the hearth<br />- Entities can now be configured to affect ambient temperature<br /> - This config is in entity-settings.toml or as JSON under entity/entity_temp/<br />- Added a tooltip explaining that game-altering settings in the config menu are disabled for non-OP players<br />- Added a tooltip to insulated armor items that shows which attributes come from insulation<br />- Added config setting to disable Cold Sweat's custom water freezing behavior<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed crash when Caves and Cliffs is not installed</strong><br /><strong style="color: #ffffff;">* (1.16 - 1.18) Fixed the player getting wet when it is snowing and serene seasons is installed</strong><br /><strong style="color: #ffffff;">* Fixed the soulspring lamp not consuming fuel</strong><br />- Fixed Thirst Was Taken support not activating when the mod is installed<br />- Fixed Serene Seasons's seasonal temperatures applying to non-whitelisted dimensions in some cases<br />- Fixed block, dimension, structure, and biome tags not working properly in JSON configs<br />- Fixed temperature-affecting blocks behaving strangely when their max temperature is reached<br />- Fixed the world temperature gauge representing temperate temperatures inaccurately when the player has extreme min or max temperature traits<br />- Fixed water not accurately using the current season to determine freezing behavior<br />- Fixed soul fire and soul campfire not respecting the "Cold Soul Fire" config setting<br />- Fixed hearth-like blocks giving insulating effects to players 1 block outside its area-of-effect<br />- Fixed hover tooltips for temperature units in /temp debug not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Items, blocks, entities, etc. can now have multiple config setting applied to them</strong><br /> - This, for example, allows multiple settings with different conditions and effects to be applied<br /> - If multiple valid settings are found, they will either stack or override each other depending on the object<br /><strong style="color: #ffffff;">* Changed the load order of configs & custom registries to be more consistent and sensible:</strong><br /> - User JSON configs (config/coldsweat/data/*)<br /> - Java-based configs (BlockTemps only)<br /> - Datapack JSON configs (data/<namespace>/cold_sweat/*)<br /> - User TOML configs (config/coldsweat/*.toml)<br /> - Configs loaded first will take precedence in cases where they do not stack, such as block temps and fuel items<br /><strong style="color: #ffffff;">* Added new fields to depth temperature JSON configs:</strong><br /> - "required_mods": A list of mods that must be installed for the config to be loaded<br /> - "dimensions": A list of dimensions or tags that the config will apply to<br /><strong style="color: #ffffff;">* Added many new dynamic dimension tags (1.18+):</strong><br /><strong style="color: #ffffff;"> * These tags are dynamically filled, meaning they should work for all modded dimensions regardless of support</strong><br /> - #forge:bed_works: If beds are usable in the dimension<br /> - #forge:has_ceiling: If the dimension has a ceiling (i.e. the Nether)<br /> - #forge:has_raids: If pillager raids can occur in the dimension<br /> - #forge:has_sky: Inverse of #forge:has_ceiling. If dimension has an open sky<br /> - #forge:has_skylight: If the dimension has ambient light<br /> - #forge:natural: If the dimension is considered "natural"<br /> - #forge:overworld_like: If the dimension is similar to the Overworld (has_sky, has_skylight, and natural)<br /> - #forge:piglin_safe: If piglins will not zombify in the dimension<br /> - #forge:respawn_anchor_works: If respawn anchors are usable in the dimension<br /> - #forge:ultrawarm: If the dimension is extremely hot (i.e. the Nether)<br /> - #forge:unnatural: Inverse of #forge:natural<br /><strong style="color: #ffffff;">* Added new arguments for TOML-based block temp configs:</strong><br /> - nbt: Optional. The block entity's NBT data must match this to apply the temperature (fails the check if the block has no block entity)<br /> - max-temp: Optional. The maximum world temperature at which the block temp will be effective. If the block's temperature is negative, this will be the minimum temperature<br />- Added max_temp and min_temp fields to block temp JSON configs<br />- Block temperatures for ice blocks, boiler, icebox, and campfires have been moved to TOML rather than Java<br /> - They will be automatically re-added to world_settings.toml<br />- Optimized the hearth's spreading algorithm<br />- Optimized the performance of non-player temperature-affected entities<br />- Any block tagged as #minecraft:ice will now cool the nearby area like Vanilla ice blocks<br />- Any block tagged as #minecraft:campfires will now heat the nearby area like Vanilla campfires (except for the soul campfire)<br />- TempModifiers are no longer synced to the client if a modifier is replaced with an identical one<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.4</span><br />- Create fluid pipes now connect to the top of the hearth<br />- Entities can now be configured to affect ambient temperature<br /> - This config is in entity-settings.toml or as JSON under entity/entity_temp/<br />- Added a tooltip explaining that game-altering settings in the config menu are disabled for non-OP players<br />- Added a tooltip to insulated armor items that shows which attributes come from insulation<br />- Added config setting to disable Cold Sweat's custom water freezing behavior<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed crash when Caves and Cliffs is not installed</strong><br /><strong style="color: #ffffff;">* (1.16 - 1.18) Fixed the player getting wet when it is snowing and serene seasons is installed</strong><br /><strong style="color: #ffffff;">* Fixed the soulspring lamp not consuming fuel</strong><br />- Fixed Thirst Was Taken support not activating when the mod is installed<br />- Fixed Serene Seasons's seasonal temperatures applying to non-whitelisted dimensions in some cases<br />- Fixed block, dimension, structure, and biome tags not working properly in JSON configs<br />- Fixed temperature-affecting blocks behaving strangely when their max temperature is reached<br />- Fixed the world temperature gauge representing temperate temperatures inaccurately when the player has extreme min or max temperature traits<br />- Fixed water not accurately using the current season to determine freezing behavior<br />- Fixed soul fire and soul campfire not respecting the "Cold Soul Fire" config setting<br />- Fixed hearth-like blocks giving insulating effects to players 1 block outside its area-of-effect<br />- Fixed hover tooltips for temperature units in /temp debug not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Items, blocks, entities, etc. can now have multiple config setting applied to them</strong><br /> - This, for example, allows multiple settings with different conditions and effects to be applied<br /> - If multiple valid settings are found, they will either stack or override each other depending on the object<br /><strong style="color: #ffffff;">* Changed the load order of configs & custom registries to be more consistent and sensible:</strong><br /> - User JSON configs (config/coldsweat/data/*)<br /> - Java-based configs (BlockTemps only)<br /> - Datapack JSON configs (data/<namespace>/cold_sweat/*)<br /> - User TOML configs (config/coldsweat/*.toml)<br /> - Configs loaded first will take precedence in cases where they do not stack, such as block temps and fuel items<br /><strong style="color: #ffffff;">* Added new fields to depth temperature JSON configs:</strong><br /> - "required_mods": A list of mods that must be installed for the config to be loaded<br /> - "dimensions": A list of dimensions or tags that the config will apply to<br /><strong style="color: #ffffff;">* Added many new dynamic dimension tags (1.18+):</strong><br /><strong style="color: #ffffff;"> * These tags are dynamically filled, meaning they should work for all modded dimensions regardless of support</strong><br /> - #forge:bed_works: If beds are usable in the dimension<br /> - #forge:has_ceiling: If the dimension has a ceiling (i.e. the Nether)<br /> - #forge:has_raids: If pillager raids can occur in the dimension<br /> - #forge:has_sky: Inverse of #forge:has_ceiling. If dimension has an open sky<br /> - #forge:has_skylight: If the dimension has ambient light<br /> - #forge:natural: If the dimension is considered "natural"<br /> - #forge:overworld_like: If the dimension is similar to the Overworld (has_sky, has_skylight, and natural)<br /> - #forge:piglin_safe: If piglins will not zombify in the dimension<br /> - #forge:respawn_anchor_works: If respawn anchors are usable in the dimension<br /> - #forge:ultrawarm: If the dimension is extremely hot (i.e. the Nether)<br /> - #forge:unnatural: Inverse of #forge:natural<br /><strong style="color: #ffffff;">* Added new arguments for TOML-based block temp configs:</strong><br /> - nbt: Optional. The block entity's NBT data must match this to apply the temperature (fails the check if the block has no block entity)<br /> - max-temp: Optional. The maximum world temperature at which the block temp will be effective. If the block's temperature is negative, this will be the minimum temperature<br />- Added max_temp and min_temp fields to block temp JSON configs<br />- Block temperatures for ice blocks, boiler, icebox, and campfires have been moved to TOML rather than Java<br /> - They will be automatically re-added to world_settings.toml<br />- Optimized the hearth's spreading algorithm<br />- Optimized the performance of non-player temperature-affected entities<br />- Any block tagged as #minecraft:ice will now cool the nearby area like Vanilla ice blocks<br />- Any block tagged as #minecraft:campfires will now heat the nearby area like Vanilla campfires (except for the soul campfire)<br />- TempModifiers are no longer synced to the client if a modifier is replaced with an identical one<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.4</span><br />- Create fluid pipes now connect to the top of the hearth<br />- Entities can now be configured to affect ambient temperature<br /> - This config is in entity-settings.toml or as JSON under entity/entity_temp/<br />- Added a tooltip explaining that game-altering settings in the config menu are disabled for non-OP players<br />- Added a tooltip to insulated armor items that shows which attributes come from insulation<br />- Added config setting to disable Cold Sweat's custom water freezing behavior<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed crash when Caves and Cliffs is not installed</strong><br /><strong style="color: #ffffff;">* (1.16 - 1.18) Fixed the player getting wet when it is snowing and serene seasons is installed</strong><br /><strong style="color: #ffffff;">* Fixed the soulspring lamp not consuming fuel</strong><br />- Fixed Thirst Was Taken support not activating when the mod is installed<br />- Fixed Serene Seasons's seasonal temperatures applying to non-whitelisted dimensions in some cases<br />- Fixed block, dimension, structure, and biome tags not working properly in JSON configs<br />- Fixed temperature-affecting blocks behaving strangely when their max temperature is reached<br />- Fixed the world temperature gauge representing temperate temperatures inaccurately when the player has extreme min or max temperature traits<br />- Fixed water not accurately using the current season to determine freezing behavior<br />- Fixed soul fire and soul campfire not respecting the "Cold Soul Fire" config setting<br />- Fixed hearth-like blocks giving insulating effects to players 1 block outside its area-of-effect<br />- Fixed hover tooltips for temperature units in /temp debug not working properly<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Items, blocks, entities, etc. can now have multiple config setting applied to them</strong><br /> - This, for example, allows multiple settings with different conditions and effects to be applied<br /> - If multiple valid settings are found, they will either stack or override each other depending on the object<br /><strong style="color: #ffffff;">* Changed the load order of configs & custom registries to be more consistent and sensible:</strong><br /> - User JSON configs (config/coldsweat/data/*)<br /> - Java-based configs (BlockTemps only)<br /> - Datapack JSON configs (data/<namespace>/cold_sweat/*)<br /> - User TOML configs (config/coldsweat/*.toml)<br /> - Configs loaded first will take precedence in cases where they do not stack, such as block temps and fuel items<br /><strong style="color: #ffffff;">* Added new fields to depth temperature JSON configs:</strong><br /> - "required_mods": A list of mods that must be installed for the config to be loaded<br /> - "dimensions": A list of dimensions or tags that the config will apply to<br /><strong style="color: #ffffff;">* Added many new dynamic dimension tags (1.18+):</strong><br /><strong style="color: #ffffff;"> * These tags are dynamically filled, meaning they should work for all modded dimensions regardless of support</strong><br /> - #forge:bed_works: If beds are usable in the dimension<br /> - #forge:has_ceiling: If the dimension has a ceiling (i.e. the Nether)<br /> - #forge:has_raids: If pillager raids can occur in the dimension<br /> - #forge:has_sky: Inverse of #forge:has_ceiling. If dimension has an open sky<br /> - #forge:has_skylight: If the dimension has ambient light<br /> - #forge:natural: If the dimension is considered "natural"<br /> - #forge:overworld_like: If the dimension is similar to the Overworld (has_sky, has_skylight, and natural)<br /> - #forge:piglin_safe: If piglins will not zombify in the dimension<br /> - #forge:respawn_anchor_works: If respawn anchors are usable in the dimension<br /> - #forge:ultrawarm: If the dimension is extremely hot (i.e. the Nether)<br /> - #forge:unnatural: Inverse of #forge:natural<br /><strong style="color: #ffffff;">* Added new arguments for TOML-based block temp configs:</strong><br /> - nbt: Optional. The block entity's NBT data must match this to apply the temperature (fails the check if the block has no block entity)<br /> - max-temp: Optional. The maximum world temperature at which the block temp will be effective. If the block's temperature is negative, this will be the minimum temperature<br />- Added max_temp and min_temp fields to block temp JSON configs<br />- Block temperatures for ice blocks, boiler, icebox, and campfires have been moved to TOML rather than Java<br /> - They will be automatically re-added to world_settings.toml<br />- Optimized the hearth's spreading algorithm<br />- Optimized the performance of non-player temperature-affected entities<br />- Any block tagged as #minecraft:ice will now cool the nearby area like Vanilla ice blocks<br />- Any block tagged as #minecraft:campfires will now heat the nearby area like Vanilla campfires (except for the soul campfire)<br />- TempModifiers are no longer synced to the client if a modifier is replaced with an identical one<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.3</span><br />- Updated the hearth's item texture slightly to match its new block texture<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when the player is wet and GUI scaling is set to "Auto"</strong><br />- Fixed the hearth still accepting water if the config settings had not been updated from a previous version<br />- Fixed erratic walking behavior for chameleons, especially when bumping into other mobs<br />- Fixed the chameleon's walking animation clipping into the ground slightly<br />- Fixed items thrown to a chameleon having different NBT when picked up, making them unstackable<br />- Fixed chameleons accepting infinite breeding items in some cases<br />- Fixed baby chameleons attempting to go into breeding mode when fed breeding items<br />- Fixed the water dripping effect persisting on-screen after the player has completely dried off<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.3</span><br />- Updated the hearth's item texture slightly to match its new block texture<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when the player is wet and GUI scaling is set to "Auto"</strong><br />- Fixed the hearth still accepting water if the config settings had not been updated from a previous version<br />- Fixed erratic walking behavior for chameleons, especially when bumping into other mobs<br />- Fixed the chameleon's walking animation clipping into the ground slightly<br />- Fixed items thrown to a chameleon having different NBT when picked up, making them unstackable<br />- Fixed chameleons accepting infinite breeding items in some cases<br />- Fixed baby chameleons attempting to go into breeding mode when fed breeding items<br />- Fixed the water dripping effect persisting on-screen after the player has completely dried off<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.3</span><br />- Updated the hearth's item texture slightly to match its new block texture<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when the player is wet and GUI scaling is set to "Auto"</strong><br />- Fixed the hearth still accepting water if the config settings had not been updated from a previous version<br />- Fixed erratic walking behavior for chameleons, especially when bumping into other mobs<br />- Fixed the chameleon's walking animation clipping into the ground slightly<br />- Fixed items thrown to a chameleon having different NBT when picked up, making them unstackable<br />- Fixed chameleons accepting infinite breeding items in some cases<br />- Fixed baby chameleons attempting to go into breeding mode when fed breeding items<br />- Fixed the water dripping effect persisting on-screen after the player has completely dried off<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.3</span><br />- Updated the hearth's item texture slightly to match its new block texture<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when the player is wet and GUI scaling is set to "Auto"</strong><br />- Fixed the hearth still accepting water if the config settings had not been updated from a previous version<br />- Fixed erratic walking behavior for chameleons, especially when bumping into other mobs<br />- Fixed the chameleon's walking animation clipping into the ground slightly<br />- Fixed items thrown to a chameleon having different NBT when picked up, making them unstackable<br />- Fixed chameleons accepting infinite breeding items in some cases<br />- Fixed baby chameleons attempting to go into breeding mode when fed breeding items<br />- Fixed the water dripping effect persisting on-screen after the player has completely dried off<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.3</span><br />- Updated the hearth's item texture slightly to match its new block texture<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when the player is wet and GUI scaling is set to "Auto"</strong><br />- Fixed the hearth still accepting water if the config settings had not been updated from a previous version<br />- Fixed erratic walking behavior for chameleons, especially when bumping into other mobs<br />- Fixed the chameleon's walking animation clipping into the ground slightly<br />- Fixed items thrown to a chameleon having different NBT when picked up, making them unstackable<br />- Fixed chameleons accepting infinite breeding items in some cases<br />- Fixed baby chameleons attempting to go into breeding mode when fed breeding items<br />- Fixed the water dripping effect persisting on-screen after the player has completely dried off<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.2</span><br /><span style="color: #ff4d49;">!! (1.16) The config setting for llama spawn biomes will be deleted and replaced with goat spawn biomes. Please back up before launching!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br />- Added config option to hide insulation tooltips unless shift is held<br /><strong style="color: #ffffff;">* (1.16) Backported goats from 1.18</strong><br /> - Replicate the appearance and behavior of Vanilla goats<br /> - If Caves and Cliffs Backport is installed, all Cold Sweat goats will be replaced with that mod's goats<br /> - This is to keep things simpler by only having one kind of goat<br /> - As much data as possible will be preserved when replacing (name, age, health, etc)<br /> - They are now the intended way of obtaining goat fur<br /><span style="color: #ff9900;"> ! If this introduces bugs, I swear I'm gonna revert this stuff</span><br /><strong style="color: #ffffff;">* (1.16) Llamas no longer yield goat fur</strong><br />- Renamed all fur-related items to "goat fur"<br /> - Existing items and configs will be automatically updated to reflect this change<br /><strong style="color: #ffffff;">* Added screen effect for when the player is wet</strong><br /> - Can be disabled via an option in the config menu or in client.toml<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when putting a smokestack on the icebox or boiler</strong><br /><strong style="color: #ffffff;">* Fixed crash when saving configs in the config screen</strong><br />- Fixed crash when placing redstone near a hearth, boiler, or icebox in some cases<br />- (1.16 - 1.19) Fixed the icebox still not having subtitles for opening and closing<br />- (1.21) Fixed crash when equipping a non-armor item (like the elytra)<br />- Fixed hearth-like blocks providing chilling/warming when powered but not fueled<br />- Fixed the Create netherite diving gear having incorrect heat and cold protection values<br />- Fixed mixin conflict with MemoryLeakFix<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Changes:</strong></u><br />- Added Traditional Chinese (zh_tw) translation, courtesy of yichifauzi on GitHub<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br />- Any drinkable item can now be put in the boiler if Thirst Was Taken is installed, removing the need for the "boiler_purifiable" tag<br />- The config for carried item temperatures now has an optional "max_effect" field that limits how much that type of item can affect the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.2</span><br /><span style="color: #ff4d49;">!! (1.16) The config setting for llama spawn biomes will be deleted and replaced with goat spawn biomes. Please back up before launching!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br />- Added config option to hide insulation tooltips unless shift is held<br /><strong style="color: #ffffff;">* (1.16) Backported goats from 1.18</strong><br /> - Replicate the appearance and behavior of Vanilla goats<br /> - If Caves and Cliffs Backport is installed, all Cold Sweat goats will be replaced with that mod's goats<br /> - This is to keep things simpler by only having one kind of goat<br /> - As much data as possible will be preserved when replacing (name, age, health, etc)<br /> - They are now the intended way of obtaining goat fur<br /><span style="color: #ff9900;"> ! If this introduces bugs, I swear I'm gonna revert this stuff</span><br /><strong style="color: #ffffff;">* (1.16) Llamas no longer yield goat fur</strong><br />- Renamed all fur-related items to "goat fur"<br /> - Existing items and configs will be automatically updated to reflect this change<br /><strong style="color: #ffffff;">* Added screen effect for when the player is wet</strong><br /> - Can be disabled via an option in the config menu or in client.toml<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when putting a smokestack on the icebox or boiler</strong><br /><strong style="color: #ffffff;">* Fixed crash when saving configs in the config screen</strong><br />- Fixed crash when placing redstone near a hearth, boiler, or icebox in some cases<br />- (1.16 - 1.19) Fixed the icebox still not having subtitles for opening and closing<br />- (1.21) Fixed crash when equipping a non-armor item (like the elytra)<br />- Fixed hearth-like blocks providing chilling/warming when powered but not fueled<br />- Fixed the Create netherite diving gear having incorrect heat and cold protection values<br />- Fixed mixin conflict with MemoryLeakFix<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Changes:</strong></u><br />- Added Traditional Chinese (zh_tw) translation, courtesy of yichifauzi on GitHub<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br />- Any drinkable item can now be put in the boiler if Thirst Was Taken is installed, removing the need for the "boiler_purifiable" tag<br />- The config for carried item temperatures now has an optional "max_effect" field that limits how much that type of item can affect the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.2</span><br /><span style="color: #ff4d49;">!! (1.16) The config setting for llama spawn biomes will be deleted and replaced with goat spawn biomes. Please back up before launching!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br />- Added config option to hide insulation tooltips unless shift is held<br /><strong style="color: #ffffff;">* (1.16) Backported goats from 1.18</strong><br /> - Replicate the appearance and behavior of Vanilla goats<br /> - If Caves and Cliffs Backport is installed, all Cold Sweat goats will be replaced with that mod's goats<br /> - This is to keep things simpler by only having one kind of goat<br /> - As much data as possible will be preserved when replacing (name, age, health, etc)<br /> - They are now the intended way of obtaining goat fur<br /><span style="color: #ff9900;"> ! If this introduces bugs, I swear I'm gonna revert this stuff</span><br /><strong style="color: #ffffff;">* (1.16) Llamas no longer yield goat fur</strong><br />- Renamed all fur-related items to "goat fur"<br /> - Existing items and configs will be automatically updated to reflect this change<br /><strong style="color: #ffffff;">* Added screen effect for when the player is wet</strong><br /> - Can be disabled via an option in the config menu or in client.toml<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when putting a smokestack on the icebox or boiler</strong><br /><strong style="color: #ffffff;">* Fixed crash when saving configs in the config screen</strong><br />- Fixed crash when placing redstone near a hearth, boiler, or icebox in some cases<br />- (1.16 - 1.19) Fixed the icebox still not having subtitles for opening and closing<br />- (1.21) Fixed crash when equipping a non-armor item (like the elytra)<br />- Fixed hearth-like blocks providing chilling/warming when powered but not fueled<br />- Fixed the Create netherite diving gear having incorrect heat and cold protection values<br />- Fixed mixin conflict with MemoryLeakFix<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Changes:</strong></u><br />- Added Traditional Chinese (zh_tw) translation, courtesy of yichifauzi on GitHub<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br />- Any drinkable item can now be put in the boiler if Thirst Was Taken is installed, removing the need for the "boiler_purifiable" tag<br />- The config for carried item temperatures now has an optional "max_effect" field that limits how much that type of item can affect the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.2</span><br /><span style="color: #ff4d49;">!! (1.16) The config setting for llama spawn biomes will be deleted and replaced with goat spawn biomes. Please back up before launching!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br />- Added config option to hide insulation tooltips unless shift is held<br /><strong style="color: #ffffff;">* (1.16) Backported goats from 1.18</strong><br /> - Replicate the appearance and behavior of Vanilla goats<br /> - If Caves and Cliffs Backport is installed, all Cold Sweat goats will be replaced with that mod's goats<br /> - This is to keep things simpler by only having one kind of goat<br /> - As much data as possible will be preserved when replacing (name, age, health, etc)<br /> - They are now the intended way of obtaining goat fur<br /><span style="color: #ff9900;"> ! If this introduces bugs, I swear I'm gonna revert this stuff</span><br /><strong style="color: #ffffff;">* (1.16) Llamas no longer yield goat fur</strong><br />- Renamed all fur-related items to "goat fur"<br /> - Existing items and configs will be automatically updated to reflect this change<br /><strong style="color: #ffffff;">* Added screen effect for when the player is wet</strong><br /> - Can be disabled via an option in the config menu or in client.toml<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when putting a smokestack on the icebox or boiler</strong><br /><strong style="color: #ffffff;">* Fixed crash when saving configs in the config screen</strong><br />- Fixed crash when placing redstone near a hearth, boiler, or icebox in some cases<br />- (1.16 - 1.19) Fixed the icebox still not having subtitles for opening and closing<br />- (1.21) Fixed crash when equipping a non-armor item (like the elytra)<br />- Fixed hearth-like blocks providing chilling/warming when powered but not fueled<br />- Fixed the Create netherite diving gear having incorrect heat and cold protection values<br />- Fixed mixin conflict with MemoryLeakFix<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Changes:</strong></u><br />- Added Traditional Chinese (zh_tw) translation, courtesy of yichifauzi on GitHub<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br />- Any drinkable item can now be put in the boiler if Thirst Was Taken is installed, removing the need for the "boiler_purifiable" tag<br />- The config for carried item temperatures now has an optional "max_effect" field that limits how much that type of item can affect the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.2</span><br /><span style="color: #ff4d49;">!! (1.16) The config setting for llama spawn biomes will be deleted and replaced with goat spawn biomes. Please back up before launching!</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br />- Added config option to hide insulation tooltips unless shift is held<br /><strong style="color: #ffffff;">* (1.16) Backported goats from 1.18</strong><br /> - Replicate the appearance and behavior of Vanilla goats<br /> - If Caves and Cliffs Backport is installed, all Cold Sweat goats will be replaced with that mod's goats<br /> - This is to keep things simpler by only having one kind of goat<br /> - As much data as possible will be preserved when replacing (name, age, health, etc)<br /> - They are now the intended way of obtaining goat fur<br /><span style="color: #ff9900;"> ! If this introduces bugs, I swear I'm gonna revert this stuff</span><br /><strong style="color: #ffffff;">* (1.16) Llamas no longer yield goat fur</strong><br />- Renamed all fur-related items to "goat fur"<br /> - Existing items and configs will be automatically updated to reflect this change<br /><strong style="color: #ffffff;">* Added screen effect for when the player is wet</strong><br /> - Can be disabled via an option in the config menu or in client.toml<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* Fixed crash when putting a smokestack on the icebox or boiler</strong><br /><strong style="color: #ffffff;">* Fixed crash when saving configs in the config screen</strong><br />- Fixed crash when placing redstone near a hearth, boiler, or icebox in some cases<br />- (1.16 - 1.19) Fixed the icebox still not having subtitles for opening and closing<br />- (1.21) Fixed crash when equipping a non-armor item (like the elytra)<br />- Fixed hearth-like blocks providing chilling/warming when powered but not fueled<br />- Fixed the Create netherite diving gear having incorrect heat and cold protection values<br />- Fixed mixin conflict with MemoryLeakFix<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Translation Changes:</strong></u><br />- Added Traditional Chinese (zh_tw) translation, courtesy of yichifauzi on GitHub<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br />- Any drinkable item can now be put in the boiler if Thirst Was Taken is installed, removing the need for the "boiler_purifiable" tag<br />- The config for carried item temperatures now has an optional "max_effect" field that limits how much that type of item can affect the player<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.1</span><br /><strong style="color: #ffffff;">* The hearth now has visible redstone inputs on the sides and back, to make it more clear how it is powered</strong><br />- Hearth-like blocks can now be powered from the bottom<br /> - For the Hearth, this is an additional input for heating<br />- Updated Thirst Was Taken compat to support 1.3.8+<br /> - TWT versions below 1.3.8 will now have compat disabled<br />- Ice how has a minimum temperature, reducing the likelihood of extremely cold (negative) temperatures when standing close to it<br />- The trident's riptide ability can now be used when the player is wet<br /> - Using this removes the player's "wetness"<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed mixins not loading, causing a lot of strange behavior</strong><br /><strong style="color: #ffffff;">* Fixed the player's attributes being set to incorrect values when updating form 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the insulation value for chameleon molt being removed when updating from 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the player's temperature & world temperature sometimes appearing to not change after respawning</strong><br />- Fixed missing subtitles for the icebox's opening and closing sounds<br />- Fixed ice melting into water when broken in creative mode or no block was beneath it<br />- Fixed the chameleon being immune to neutral damage (not directly from an entity) when not riding a player<br />- (1.16) Fixed UI icons rendering over the chat panel<br />- (1.16) Fixed the UI for the hearth, icebox, and boiler being offset when the player has potion effects<br />- Fixed inconsistency in the freezing screen shake effect at different framerates<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added config setting to nullify all negative temperature effects when the game is set to Peaceful mode</strong><br /> - This setting replaces the "Damage Scaling" setting, as it didn't work well anyway<br /><strong style="color: #ffffff;">* Added new JSON config setting allowing items carried in the player's inventory to apply temperature effects</strong><br /> - A simplified version of this has also been added to item_settings.toml for quick access<br /><strong style="color: #ffffff;">* Added config to change the general strength of insulation items</strong><br /> - This setting applies to all armor and insulators, changing their effectiveness by a given multiplier<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.1</span><br /><strong style="color: #ffffff;">* The hearth now has visible redstone inputs on the sides and back, to make it more clear how it is powered</strong><br />- Hearth-like blocks can now be powered from the bottom<br /> - For the Hearth, this is an additional input for heating<br />- Updated Thirst Was Taken compat to support 1.3.8+<br /> - TWT versions below 1.3.8 will now have compat disabled<br />- Ice how has a minimum temperature, reducing the likelihood of extremely cold (negative) temperatures when standing close to it<br />- The trident's riptide ability can now be used when the player is wet<br /> - Using this removes the player's "wetness"<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed mixins not loading, causing a lot of strange behavior</strong><br /><strong style="color: #ffffff;">* Fixed the player's attributes being set to incorrect values when updating form 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the insulation value for chameleon molt being removed when updating from 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the player's temperature & world temperature sometimes appearing to not change after respawning</strong><br />- Fixed missing subtitles for the icebox's opening and closing sounds<br />- Fixed ice melting into water when broken in creative mode or no block was beneath it<br />- Fixed the chameleon being immune to neutral damage (not directly from an entity) when not riding a player<br />- (1.16) Fixed UI icons rendering over the chat panel<br />- (1.16) Fixed the UI for the hearth, icebox, and boiler being offset when the player has potion effects<br />- Fixed inconsistency in the freezing screen shake effect at different framerates<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added config setting to nullify all negative temperature effects when the game is set to Peaceful mode</strong><br /> - This setting replaces the "Damage Scaling" setting, as it didn't work well anyway<br /><strong style="color: #ffffff;">* Added new JSON config setting allowing items carried in the player's inventory to apply temperature effects</strong><br /> - A simplified version of this has also been added to item_settings.toml for quick access<br /><strong style="color: #ffffff;">* Added config to change the general strength of insulation items</strong><br /> - This setting applies to all armor and insulators, changing their effectiveness by a given multiplier<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.1</span><br /><strong style="color: #ffffff;">* The hearth now has visible redstone inputs on the sides and back, to make it more clear how it is powered</strong><br />- Hearth-like blocks can now be powered from the bottom<br /> - For the Hearth, this is an additional input for heating<br />- Updated Thirst Was Taken compat to support 1.3.8+<br /> - TWT versions below 1.3.8 will now have compat disabled<br />- Ice how has a minimum temperature, reducing the likelihood of extremely cold (negative) temperatures when standing close to it<br />- The trident's riptide ability can now be used when the player is wet<br /> - Using this removes the player's "wetness"<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed mixins not loading, causing a lot of strange behavior</strong><br /><strong style="color: #ffffff;">* Fixed the player's attributes being set to incorrect values when updating form 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the insulation value for chameleon molt being removed when updating from 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the player's temperature & world temperature sometimes appearing to not change after respawning</strong><br />- Fixed missing subtitles for the icebox's opening and closing sounds<br />- Fixed ice melting into water when broken in creative mode or no block was beneath it<br />- Fixed the chameleon being immune to neutral damage (not directly from an entity) when not riding a player<br />- (1.16) Fixed UI icons rendering over the chat panel<br />- (1.16) Fixed the UI for the hearth, icebox, and boiler being offset when the player has potion effects<br />- Fixed inconsistency in the freezing screen shake effect at different framerates<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added config setting to nullify all negative temperature effects when the game is set to Peaceful mode</strong><br /> - This setting replaces the "Damage Scaling" setting, as it didn't work well anyway<br /><strong style="color: #ffffff;">* Added new JSON config setting allowing items carried in the player's inventory to apply temperature effects</strong><br /> - A simplified version of this has also been added to item_settings.toml for quick access<br /><strong style="color: #ffffff;">* Added config to change the general strength of insulation items</strong><br /> - This setting applies to all armor and insulators, changing their effectiveness by a given multiplier<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.1</span><br /><strong style="color: #ffffff;">* The hearth now has visible redstone inputs on the sides and back, to make it more clear how it is powered</strong><br />- Hearth-like blocks can now be powered from the bottom<br /> - For the Hearth, this is an additional input for heating<br />- Updated Thirst Was Taken compat to support 1.3.8+<br /> - TWT versions below 1.3.8 will now have compat disabled<br />- Ice how has a minimum temperature, reducing the likelihood of extremely cold (negative) temperatures when standing close to it<br />- The trident's riptide ability can now be used when the player is wet<br /> - Using this removes the player's "wetness"<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed mixins not loading, causing a lot of strange behavior</strong><br /><strong style="color: #ffffff;">* Fixed the player's attributes being set to incorrect values when updating form 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the insulation value for chameleon molt being removed when updating from 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the player's temperature & world temperature sometimes appearing to not change after respawning</strong><br />- Fixed missing subtitles for the icebox's opening and closing sounds<br />- Fixed ice melting into water when broken in creative mode or no block was beneath it<br />- Fixed the chameleon being immune to neutral damage (not directly from an entity) when not riding a player<br />- (1.16) Fixed UI icons rendering over the chat panel<br />- (1.16) Fixed the UI for the hearth, icebox, and boiler being offset when the player has potion effects<br />- Fixed inconsistency in the freezing screen shake effect at different framerates<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added config setting to nullify all negative temperature effects when the game is set to Peaceful mode</strong><br /> - This setting replaces the "Damage Scaling" setting, as it didn't work well anyway<br /><strong style="color: #ffffff;">* Added new JSON config setting allowing items carried in the player's inventory to apply temperature effects</strong><br /> - A simplified version of this has also been added to item_settings.toml for quick access<br /><strong style="color: #ffffff;">* Added config to change the general strength of insulation items</strong><br /> - This setting applies to all armor and insulators, changing their effectiveness by a given multiplier<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3.1</span><br /><strong style="color: #ffffff;">* The hearth now has visible redstone inputs on the sides and back, to make it more clear how it is powered</strong><br />- Hearth-like blocks can now be powered from the bottom<br /> - For the Hearth, this is an additional input for heating<br />- Updated Thirst Was Taken compat to support 1.3.8+<br /> - TWT versions below 1.3.8 will now have compat disabled<br />- Ice how has a minimum temperature, reducing the likelihood of extremely cold (negative) temperatures when standing close to it<br />- The trident's riptide ability can now be used when the player is wet<br /> - Using this removes the player's "wetness"<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Fixes:</strong></u><br /><strong style="color: #ffffff;">* (1.16) Fixed mixins not loading, causing a lot of strange behavior</strong><br /><strong style="color: #ffffff;">* Fixed the player's attributes being set to incorrect values when updating form 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the insulation value for chameleon molt being removed when updating from 2.2</strong><br /><strong style="color: #ffffff;">* Fixed the player's temperature & world temperature sometimes appearing to not change after respawning</strong><br />- Fixed missing subtitles for the icebox's opening and closing sounds<br />- Fixed ice melting into water when broken in creative mode or no block was beneath it<br />- Fixed the chameleon being immune to neutral damage (not directly from an entity) when not riding a player<br />- (1.16) Fixed UI icons rendering over the chat panel<br />- (1.16) Fixed the UI for the hearth, icebox, and boiler being offset when the player has potion effects<br />- Fixed inconsistency in the freezing screen shake effect at different framerates<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added config setting to nullify all negative temperature effects when the game is set to Peaceful mode</strong><br /> - This setting replaces the "Damage Scaling" setting, as it didn't work well anyway<br /><strong style="color: #ffffff;">* Added new JSON config setting allowing items carried in the player's inventory to apply temperature effects</strong><br /> - A simplified version of this has also been added to item_settings.toml for quick access<br /><strong style="color: #ffffff;">* Added config to change the general strength of insulation items</strong><br /> - This setting applies to all armor and insulators, changing their effectiveness by a given multiplier<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3</span><br /><span style="color: #ff4d49;">!! Several config files have formatting changes. Please back up all configs before updating</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>New Boiler & Icebox Behavior</u></strong><br />- Added new block: Smokestack<br /> - A smokestack can be placed on top of these blocks to make them act like a half-power hearth<br /> - They give up to Insulation V and can only heat or cool, respectively<br /> - They have about 60% of the radius and much less maximum volume<br /> - They now produce ambient air particles when fueled and have a smokestack<br /> - Added a new button to their GUIs to toggle this effect<br /><strong style="color: #ffffff;">* The icebox now has an animation/sounds when being used, opening like a chest</strong><br />- The icebox has a unique texture for when a smokestack is placed on top<br />- Lava/water can be piped into them, similar to the hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Hearth Changes</u></strong><br />- The hearth has been altered to be a post-Nether block<br /> - Crafted with nether bricks and soul sand/soil, as well as the new smokestack block<br /> - All other functionality is the same. This block is now an "upgrade" to the smokestack/boiler/icebox<br />- The hearth-like blocks now protect against temperature 50% more effectively<br /> - This means the boiler & icebox have ~75% the effectiveness of the old hearth, and the new hearth is better than before<br /><strong style="color: #ffffff;">* Hearth-like blocks (including the boiler and icebox) now require redstone power to emit heat/cold</strong><br /> - While one of these blocks are powered, they will constantly heat/cool the area and consume fuel<br /> - The thermolith can be used to detect the nearby temperature and power these blocks dynamically<br /><strong style="color: #ffffff;"> * A config option has been added to re-enable the "smart" behavior of these blocks</strong><br /> - If a hearth is powered from the sides, it will cool the nearby area<br /> - If a hearth is powered from the back, it will heat the nearby area<br /> - Powering a hearth from both areas will make it heat and cool<br /> - Powering a boiler or icebox from any side will make it heat or cool, respectively<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Waterskin Changes</u></strong><br />- Waterskins are now drinkable via sneaking and right-clicking<br />- Added more info about the filled waterskin's uses to its tooltip<br />- Waterskins can now fill (and be filled from) cauldrons<br />- Added custom filling and pouring sounds for the waterskin<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Chameleon Changes</u></strong><br /><strong style="color: #ffffff;">* Chameleons can now be given items by right-clicking</strong><br /> - Aside from being intuitive, this is a way of ensuring which chameleon will eat the item if there are multiple nearby. Only the chosen chameleon will attempt to eat the item<br /><strong style="color: #ffffff;">* Tamed chameleons can now be bred using their normal taming items (fish, spider eye), but only once</strong><br /> - This is to make chameleons slightly easier to obtain, and help with potential scarcity on large servers<br /> - Baby chameleons shed chameleon molt immediately upon turning in to an adult, but otherwise don't<br />- Chameleons now drop 1 chameleon molt when killed, except if they are a baby<br />- Made baby chameleons slightly smaller<br />- Slightly decreased the rate at which chameleons shed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Loot Changes</u></strong><br />- Increased hoglin hide drop rate to between 1 and 3 (from 1)<br />- Chameleon molt dropped from chameleons now lasts 20 minutes before despawning<br />- Significantly reduced the drop rate of sticks from soul stalk blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Ice Changes</u></strong><br /><strong style="color: #ffffff;">* The hearth & icebox now no longer accept water by default</strong><br /> - Now, the primary cold fuel source is ice<br /><strong style="color: #ffffff;">* Ice is now much easier to obtain/farm, due to a few key changes:</strong><br /> - Ice now freezes/thaws according to Cold Sweat's temperature system<br /> - This new system takes altitude, time, and the season into account<br /> - Ice freezes at roughly 32 ??F (0 ??C)<br /> - Ice can now be obtained with a stone pickaxe without silk touch<br /> - An iron pickaxe is required for packed ice and blue ice<br /> - If ice is mined with a wooden pickaxe or by hand, it will turn into water as normal<br /> - Packed and Blue ice can now be un-crafted into their "lower-level" variants (i.e. blue ice yields packed ice) in the crafting table or stonecutter<br /> - The crafting table yields 4 ice blocks, while the stonecutter yields 9<br />- Ice and snow now have slightly lower fuel values in the icebox and hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>UI Changes</u></strong><br /><strong style="color: #ffffff;">* The "vague" temperature gauge (world temperature gauge without a thermometer) has been turned into a frame around the body temperature icon</strong><br /> - Functionality is the same; these UI elements have just been combined to make the UI less cluttered. It looks pretty good, too!<br /> - The exact world temperature readout will still be shown as normal when the player has a thermometer<br /><strong style="color: #ffffff;">* The body temperature readout is now hidden unless a thermometer is equipped</strong><br /> - Instead, the body temperature icon will now gradually fill up, turning either orange or blue as the player's temperature increases/decreases<br />- Added new "compact" view for insulation tooltips with 10 bars of insulation or more<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Mod Compatibility</u></strong><br /><strong style="color: #ffffff;">* (1.20) Added Origins integration as a standalone mod:</strong><br /> - Allows for users to modify the attribute values that players spawn with for origins via datapacks or config files<br /> - This could already be done for your own origins via attribute modifiers, but this addon is useful for modpack devs<br /><strong style="color: #ffffff;">* Added support for Thirst Was Taken:</strong><br /> - Purity defaults to "Slightly Dirty"<br /> - Can be purified by the same means as water bottles (furnace, campfire)<br /> - This does not affect the temperature of the waterskin, only its purification level<br /> - Drinkable items can now be purified in the boiler:<br /> - When a waterskin is up to max temperature (120 F / 48 C), it will purify by one level every 10 seconds<br /> - Other drinkable items don't need to heat up. They will start purifying immediately<br /> - Purification rate is also affected by the configured temperature rate<br />- Waterskins can now be filled by Create machines with 250mb of water<br /><strong style="color: #ffffff;">* Added better support for netherite diving gear from Create</strong><br /> - A complete netherite diving suit (Create) now provides complete resistance to block-related temperature (like lava!)<br /> - It also gives 100% resistance to overheating, so your temperature will not increase<br /> - These effects last until the backtank is empty<br /> - The backtank will now drain air (and show the time indicator) when the player is in a hot environment<br /> - This leverages the new entity predicate system added in this update<br />- Added Primal Winter support by default<br /><strong style="color: #ffffff;">* (1.20) Added Weather, Storms & Tornadoes (Weather2) support</strong><br /><strong style="color: #ffffff;">* Aquamirae three-bold armor set now provides some freezing protection, as well as water immunity</strong><br /><strong style="color: #ffffff;">* Added support for Spoiled:</strong><br /> - Placing food items in the icebox will stop food spoilage as long as it is fueled<br /> - This will gradually drain fuel from the icebox<br />- Added support for using a Create display link on the thermolith<br /> - The current world temperature will be displayed<br /> - A field will be added upon placing the display link that allows the user to define the temperature units<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Misc. Changes</u></strong><br /><strong style="color: #ffffff;">* Added "Cold Sweat: Insulators" creative tab</strong><br /> - Contains all items that can be used as insulation, or provide insulation when worn<br /><strong style="color: #ffffff;">* Shift-clicking an armor item from the output slot of the sewing table now applies all available insulation at once</strong><br />- Removed the Insulated effect from the list of top-tier beacon effects<br />- The inside of naturally-generated igloos is now habitable<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Improved the output formatting for the /temp debug command<br />- Made heatstroke camera swaying more aggressive<br />- Increased the duration of the soul sprout's effect to 1 minute<br />- The soulspring lamp now emits particles while in use to help signify its area of effect<br />- Lava cauldrons now emit heat by default<br /><span style="color: #ff9900;"> ! This will not take effect until the config setting for block temperatures is reset</span><br />- Reduced the food value of soul sprouts to 3 (from 4), and the saturation to 0.5 (from 1)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Config Changes:</strong></u><br />- Due to many configs requiring access to world registries, the Cold Sweat config button is now disabled in the main menu<br /><strong style="color: #ffffff;">* Config settings can now accept a comma-separated list of biomes, dimensions, or structures to apply the same settings to multiple things</strong><br /><strong style="color: #ffffff;">* The following config settings now have a configurable range of intensity, instead of just on/off:</strong><br /> - Freezing hearts: Ranges from 0 to 1, with 1 freezing all hearts<br /> - Chilled mining speed: Ranges from 0 to 1, with 1 preventing the player from mining completely<br /> - Chilled movement speed: Ranges from 0 to 1, with 1 preventing the player from moving completely<br /> - Chilled knockback reduction: Ranges from 0 to 1, with 1 nullifying the player's knockback to other entities<br /> - Heatstroke fog: Ranges from 0 to infinity; Controls the distance of the fog, with infinity disabling it altogether<br /><strong style="color: #ffffff;"> * These settings now have entries in the config menu as well</strong><br /><strong style="color: #ffffff;">* Added config option for setting the temperature of natural structures</strong><br /> - This controls the world temperature when the player is inside the structure<br /><strong style="color: #ffffff;">* Added config option for armor insulation slots to dynamically scale based on protection value:</strong><br /> - There are 4 modes: Static (no scaling), Linear, Exponential, and Logarithmic<br /> - A maximum number of slots can be set to prevent excessive scaling<br />- Added config option to allow certain blocks to be slept on regardless of the outside temperature<br />- The temperature rate config setting now affects how fast waterskins heat/cool in the boiler and icebox<br /><strong style="color: #ffffff;">* Most item configs now support defining NBT tags (i.e. {Color:"blue"}).</strong><br /> - Item configs with NBT tags defined will require the specified NBT data to be present on the item<br /><strong style="color: #ffffff;">* Added the option for food items to change the player's temperature for a period of time, like soul sprouts</strong><br />- Moved the "Cold Soul Fire" and "Check Sleep Conditions" settings to world-settings.toml<br />- Renamed some too-verbose config settings/sections<br />- Added new config option to smooth out how rapidly changing temperatures are represented by the world temperature gauge<br /> - In other words, the gauge won't jitter as much when the player is moving around near heat sources<br /> - This option is defaulted to 10, double the smoothing of previous versions<br /><strong style="color: #ffffff;">* Added option to hide individual UI elements in the config menu</strong><br />- Altered/touched up the config screen in a few other areas<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Added structure temperature offset config option<br />- Added config setting to change the drop rate of chameleon molt<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added support for defining config settings using JSON:</strong><br /> - This is a more modular way of configuring things, without having to add them to the config files<br /><strong style="color: #ffffff;"> * It can be defined by mod developers in the data files, or via datapacks:</strong><br /> - Insulation: data/<yourmod>/cold_sweat/item/insulator<br /> - Fuel items: .../item/fuel<br /> - Food temperatures: .../item/food<br /> - Block Temps: .../block/block_temp<br /> - Biome Temps: .../world/biome_temp<br /> - Dimension Temps: .../world/dimension_temp<br /> - Structure temperatures: .../world/structure_temp<br /> - Temperature regions: .../world/depth_temp<br /> - Insulating mounts: .../entity/mount<br /> - Entity spawn biomes: .../entity/spawn_biome<br /><strong style="color: #ffffff;"> * It can also be placed in the user config folder (config/coldsweat/data/*) to be globally applied (i.e. config/coldsweat/data/insulator)</strong><br /><strong style="color: #ffffff;"> * Insulation items have additional functionality when defined in JSON:</strong><br /> - They can now contain entity predicates:<br /> - Insulation items with a predicate will only provide insulation if the wearer has the specified data<br /> - Deactivated insulation items can still be equipped, but will not provide insulation or show in the tooltip<br /> - This is a new system, but is structured like a Vanilla entity predicates with some slight tweaks<br /> - They can now give attribute modifiers:<br /> - Attribute modifiers will be applied when the insulation item is on a piece of armor<br /> - Any attributes (even Vanilla and modded ones) are supported<br /><strong style="color: #ffffff;"> * Config settings have a set order of precedence depending on how they are defined:</strong><br /> - user datapacks (in config folder) > datapacks (from mods or worlds) > traditional configs (.toml files)<br /><span style="color: #ff9900;"> ! Datapack configs are read slightly differently in 1.16:</span><br /> - Data files are kept in data/cold_sweat/config/* instead of data/<yourmod>/cold_sweat/*<br /> - Otherwise, the internal structure is the same<br /><span style="color: #ff9900;"> ! Datapacks in world folders still can't be read by this system. The alternative is to put datapack configs in configs/coldsweat/data/*</span><br /><strong style="color: #ffffff;"> * More info on this system is available on the mod's documentation site; a link to which is on the CurseForge or Modrinth page</strong><br /><strong style="color: #ffffff;">* Insulation items can now affect non-player entities</strong><br /> - If an insulation item has special properties, like attribute modifiers, it will now apply to any entity, not just players<br /><strong style="color: #ffffff;">* Insulation items can now make entities immune to certain TempModifiers</strong><br /> - This reduces the efficacy of the specified TempModifiers on the entity<br /> - The the entity requirement must be met for immunity to be applied<br /><strong style="color: #ffffff;">* Added block tags for hearth spread whitelist/blacklist (cold_sweat:tags/block/hearth/spread_whitelist and spread_blacklist)</strong><br /><strong style="color: #ffffff;">* Added block tag for blocks that should ignore sleeping conditions (cold_sweat:tags/block/ignore_sleep_check) (ignore the "Check Sleeping Conditions" setting)</strong><br /><strong style="color: #ffffff;">* Added item tag for non-insulatable armor items (cold_sweat:tags/item/not_insulatable)</strong><br /><strong style="color: #ffffff;">* Added effect tag for blacklisted potion effects in the hearth (cold_sweat:tags/mob_effect/hearth_blacklisted)</strong><br /><strong style="color: #ffffff;">* Temperature.Type and Ability have been merged together into Trait</strong><br /> - These two things were functionally identical anyway, so separating them only made them more annoying to work with<br /> - This also means that previous Temperature.Ability types can now have TempModifiers applied to them<br />- The TempModifier registration system has been slightly changed:<br /> - The ID for TempModifiers is no longer provided by a method in the TempModifier class<br /> - IDs are now assigned at registration via ResourceLocations like most other things<br />- The Temperature.addModifier() method will now add/replace for every TempModifier instance that matches the given predicate if allowDupes is true<br /><strong style="color: #ffffff;">* All methods that add/remove/replace TempModifiers now have more advanced options for handling duplicates:</strong><br /> - This replaces the old "allowDupes" parameter<br /> - ALLOW: Allows duplicates of this TempModifier to exist on the entity<br /> - BY_CLASS: Adding/replacing a TempModifier fails if one of the same class is already present<br /> - EXACT: Adding/replacing a TempModifier fails if there is an instance of the same class and matching NBT present<br /><span style="color: #ff9900;"> ! The old methods with the "allowDupes" parameter are still present, but are now deprecated and marked for removal in a future version</span><br />- Replaced TempModifierEvent.Calculate.Pre and Post with more useful events:<br /> - Override: Fires before the TempModifier is calculated, and allows the incoming temperature to be changed<br /> - If the event is canceled, the TempModifier's output will be overridden with the event's temperature until it is calculated again<br /> - Otherwise, the event's temperature is passed into the TempModifier for calculation<br /> - Modify: Fires after the TempModifier is calculated, and allows the resulting function to be modified<br /> - The event is not cancelable<br /><strong style="color: #ffffff;">* Some config settings now require a RegistryAccess when saving, loading, or getting (see ConfigSettings.java)</strong><br /><strong style="color: #ffffff;">* Added an automatic config updater, which will change existing config settings when updating to new versions</strong><br /> - This prevents outdated config settings causing new features to not work as intended<br /> - This system will be used very sparingly, and only triggers once<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3</span><br /><span style="color: #ff4d49;">!! Several config files have formatting changes. Please back up all configs before updating</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>New Boiler & Icebox Behavior</u></strong><br />- Added new block: Smokestack<br /> - A smokestack can be placed on top of these blocks to make them act like a half-power hearth<br /> - They give up to Insulation V and can only heat or cool, respectively<br /> - They have about 60% of the radius and much less maximum volume<br /> - They now produce ambient air particles when fueled and have a smokestack<br /> - Added a new button to their GUIs to toggle this effect<br /><strong style="color: #ffffff;">* The icebox now has an animation/sounds when being used, opening like a chest</strong><br />- The icebox has a unique texture for when a smokestack is placed on top<br />- Lava/water can be piped into them, similar to the hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Hearth Changes</u></strong><br />- The hearth has been altered to be a post-Nether block<br /> - Crafted with nether bricks and soul sand/soil, as well as the new smokestack block<br /> - All other functionality is the same. This block is now an "upgrade" to the smokestack/boiler/icebox<br />- The hearth-like blocks now protect against temperature 50% more effectively<br /> - This means the boiler & icebox have ~75% the effectiveness of the old hearth, and the new hearth is better than before<br /><strong style="color: #ffffff;">* Hearth-like blocks (including the boiler and icebox) now require redstone power to emit heat/cold</strong><br /> - While one of these blocks are powered, they will constantly heat/cool the area and consume fuel<br /> - The thermolith can be used to detect the nearby temperature and power these blocks dynamically<br /><strong style="color: #ffffff;"> * A config option has been added to re-enable the "smart" behavior of these blocks</strong><br /> - If a hearth is powered from the sides, it will cool the nearby area<br /> - If a hearth is powered from the back, it will heat the nearby area<br /> - Powering a hearth from both areas will make it heat and cool<br /> - Powering a boiler or icebox from any side will make it heat or cool, respectively<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Waterskin Changes</u></strong><br />- Waterskins are now drinkable via sneaking and right-clicking<br />- Added more info about the filled waterskin's uses to its tooltip<br />- Waterskins can now fill (and be filled from) cauldrons<br />- Added custom filling and pouring sounds for the waterskin<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Chameleon Changes</u></strong><br /><strong style="color: #ffffff;">* Chameleons can now be given items by right-clicking</strong><br /> - Aside from being intuitive, this is a way of ensuring which chameleon will eat the item if there are multiple nearby. Only the chosen chameleon will attempt to eat the item<br /><strong style="color: #ffffff;">* Tamed chameleons can now be bred using their normal taming items (fish, spider eye), but only once</strong><br /> - This is to make chameleons slightly easier to obtain, and help with potential scarcity on large servers<br /> - Baby chameleons shed chameleon molt immediately upon turning in to an adult, but otherwise don't<br />- Chameleons now drop 1 chameleon molt when killed, except if they are a baby<br />- Made baby chameleons slightly smaller<br />- Slightly decreased the rate at which chameleons shed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Loot Changes</u></strong><br />- Increased hoglin hide drop rate to between 1 and 3 (from 1)<br />- Chameleon molt dropped from chameleons now lasts 20 minutes before despawning<br />- Significantly reduced the drop rate of sticks from soul stalk blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Ice Changes</u></strong><br /><strong style="color: #ffffff;">* The hearth & icebox now no longer accept water by default</strong><br /> - Now, the primary cold fuel source is ice<br /><strong style="color: #ffffff;">* Ice is now much easier to obtain/farm, due to a few key changes:</strong><br /> - Ice now freezes/thaws according to Cold Sweat's temperature system<br /> - This new system takes altitude, time, and the season into account<br /> - Ice freezes at roughly 32 ??F (0 ??C)<br /> - Ice can now be obtained with a stone pickaxe without silk touch<br /> - An iron pickaxe is required for packed ice and blue ice<br /> - If ice is mined with a wooden pickaxe or by hand, it will turn into water as normal<br /> - Packed and Blue ice can now be un-crafted into their "lower-level" variants (i.e. blue ice yields packed ice) in the crafting table or stonecutter<br /> - The crafting table yields 4 ice blocks, while the stonecutter yields 9<br />- Ice and snow now have slightly lower fuel values in the icebox and hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>UI Changes</u></strong><br /><strong style="color: #ffffff;">* The "vague" temperature gauge (world temperature gauge without a thermometer) has been turned into a frame around the body temperature icon</strong><br /> - Functionality is the same; these UI elements have just been combined to make the UI less cluttered. It looks pretty good, too!<br /> - The exact world temperature readout will still be shown as normal when the player has a thermometer<br /><strong style="color: #ffffff;">* The body temperature readout is now hidden unless a thermometer is equipped</strong><br /> - Instead, the body temperature icon will now gradually fill up, turning either orange or blue as the player's temperature increases/decreases<br />- Added new "compact" view for insulation tooltips with 10 bars of insulation or more<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Mod Compatibility</u></strong><br /><strong style="color: #ffffff;">* (1.20) Added Origins integration as a standalone mod:</strong><br /> - Allows for users to modify the attribute values that players spawn with for origins via datapacks or config files<br /> - This could already be done for your own origins via attribute modifiers, but this addon is useful for modpack devs<br /><strong style="color: #ffffff;">* Added support for Thirst Was Taken:</strong><br /> - Purity defaults to "Slightly Dirty"<br /> - Can be purified by the same means as water bottles (furnace, campfire)<br /> - This does not affect the temperature of the waterskin, only its purification level<br /> - Drinkable items can now be purified in the boiler:<br /> - When a waterskin is up to max temperature (120 F / 48 C), it will purify by one level every 10 seconds<br /> - Other drinkable items don't need to heat up. They will start purifying immediately<br /> - Purification rate is also affected by the configured temperature rate<br />- Waterskins can now be filled by Create machines with 250mb of water<br /><strong style="color: #ffffff;">* Added better support for netherite diving gear from Create</strong><br /> - A complete netherite diving suit (Create) now provides complete resistance to block-related temperature (like lava!)<br /> - It also gives 100% resistance to overheating, so your temperature will not increase<br /> - These effects last until the backtank is empty<br /> - The backtank will now drain air (and show the time indicator) when the player is in a hot environment<br /> - This leverages the new entity predicate system added in this update<br />- Added Primal Winter support by default<br /><strong style="color: #ffffff;">* (1.20) Added Weather, Storms & Tornadoes (Weather2) support</strong><br /><strong style="color: #ffffff;">* Aquamirae three-bold armor set now provides some freezing protection, as well as water immunity</strong><br /><strong style="color: #ffffff;">* Added support for Spoiled:</strong><br /> - Placing food items in the icebox will stop food spoilage as long as it is fueled<br /> - This will gradually drain fuel from the icebox<br />- Added support for using a Create display link on the thermolith<br /> - The current world temperature will be displayed<br /> - A field will be added upon placing the display link that allows the user to define the temperature units<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Misc. Changes</u></strong><br /><strong style="color: #ffffff;">* Added "Cold Sweat: Insulators" creative tab</strong><br /> - Contains all items that can be used as insulation, or provide insulation when worn<br /><strong style="color: #ffffff;">* Shift-clicking an armor item from the output slot of the sewing table now applies all available insulation at once</strong><br />- Removed the Insulated effect from the list of top-tier beacon effects<br />- The inside of naturally-generated igloos is now habitable<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Improved the output formatting for the /temp debug command<br />- Made heatstroke camera swaying more aggressive<br />- Increased the duration of the soul sprout's effect to 1 minute<br />- The soulspring lamp now emits particles while in use to help signify its area of effect<br />- Lava cauldrons now emit heat by default<br /><span style="color: #ff9900;"> ! This will not take effect until the config setting for block temperatures is reset</span><br />- Reduced the food value of soul sprouts to 3 (from 4), and the saturation to 0.5 (from 1)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Config Changes:</strong></u><br />- Due to many configs requiring access to world registries, the Cold Sweat config button is now disabled in the main menu<br /><strong style="color: #ffffff;">* Config settings can now accept a comma-separated list of biomes, dimensions, or structures to apply the same settings to multiple things</strong><br /><strong style="color: #ffffff;">* The following config settings now have a configurable range of intensity, instead of just on/off:</strong><br /> - Freezing hearts: Ranges from 0 to 1, with 1 freezing all hearts<br /> - Chilled mining speed: Ranges from 0 to 1, with 1 preventing the player from mining completely<br /> - Chilled movement speed: Ranges from 0 to 1, with 1 preventing the player from moving completely<br /> - Chilled knockback reduction: Ranges from 0 to 1, with 1 nullifying the player's knockback to other entities<br /> - Heatstroke fog: Ranges from 0 to infinity; Controls the distance of the fog, with infinity disabling it altogether<br /><strong style="color: #ffffff;"> * These settings now have entries in the config menu as well</strong><br /><strong style="color: #ffffff;">* Added config option for setting the temperature of natural structures</strong><br /> - This controls the world temperature when the player is inside the structure<br /><strong style="color: #ffffff;">* Added config option for armor insulation slots to dynamically scale based on protection value:</strong><br /> - There are 4 modes: Static (no scaling), Linear, Exponential, and Logarithmic<br /> - A maximum number of slots can be set to prevent excessive scaling<br />- Added config option to allow certain blocks to be slept on regardless of the outside temperature<br />- The temperature rate config setting now affects how fast waterskins heat/cool in the boiler and icebox<br /><strong style="color: #ffffff;">* Most item configs now support defining NBT tags (i.e. {Color:"blue"}).</strong><br /> - Item configs with NBT tags defined will require the specified NBT data to be present on the item<br /><strong style="color: #ffffff;">* Added the option for food items to change the player's temperature for a period of time, like soul sprouts</strong><br />- Moved the "Cold Soul Fire" and "Check Sleep Conditions" settings to world-settings.toml<br />- Renamed some too-verbose config settings/sections<br />- Added new config option to smooth out how rapidly changing temperatures are represented by the world temperature gauge<br /> - In other words, the gauge won't jitter as much when the player is moving around near heat sources<br /> - This option is defaulted to 10, double the smoothing of previous versions<br /><strong style="color: #ffffff;">* Added option to hide individual UI elements in the config menu</strong><br />- Altered/touched up the config screen in a few other areas<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Added structure temperature offset config option<br />- Added config setting to change the drop rate of chameleon molt<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added support for defining config settings using JSON:</strong><br /> - This is a more modular way of configuring things, without having to add them to the config files<br /><strong style="color: #ffffff;"> * It can be defined by mod developers in the data files, or via datapacks:</strong><br /> - Insulation: data/<yourmod>/cold_sweat/item/insulator<br /> - Fuel items: .../item/fuel<br /> - Food temperatures: .../item/food<br /> - Block Temps: .../block/block_temp<br /> - Biome Temps: .../world/biome_temp<br /> - Dimension Temps: .../world/dimension_temp<br /> - Structure temperatures: .../world/structure_temp<br /> - Temperature regions: .../world/depth_temp<br /> - Insulating mounts: .../entity/mount<br /> - Entity spawn biomes: .../entity/spawn_biome<br /><strong style="color: #ffffff;"> * It can also be placed in the user config folder (config/coldsweat/data/*) to be globally applied (i.e. config/coldsweat/data/insulator)</strong><br /><strong style="color: #ffffff;"> * Insulation items have additional functionality when defined in JSON:</strong><br /> - They can now contain entity predicates:<br /> - Insulation items with a predicate will only provide insulation if the wearer has the specified data<br /> - Deactivated insulation items can still be equipped, but will not provide insulation or show in the tooltip<br /> - This is a new system, but is structured like a Vanilla entity predicates with some slight tweaks<br /> - They can now give attribute modifiers:<br /> - Attribute modifiers will be applied when the insulation item is on a piece of armor<br /> - Any attributes (even Vanilla and modded ones) are supported<br /><strong style="color: #ffffff;"> * Config settings have a set order of precedence depending on how they are defined:</strong><br /> - user datapacks (in config folder) > datapacks (from mods or worlds) > traditional configs (.toml files)<br /><span style="color: #ff9900;"> ! Datapack configs are read slightly differently in 1.16:</span><br /> - Data files are kept in data/cold_sweat/config/* instead of data/<yourmod>/cold_sweat/*<br /> - Otherwise, the internal structure is the same<br /><span style="color: #ff9900;"> ! Datapacks in world folders still can't be read by this system. The alternative is to put datapack configs in configs/coldsweat/data/*</span><br /><strong style="color: #ffffff;"> * More info on this system is available on the mod's documentation site; a link to which is on the CurseForge or Modrinth page</strong><br /><strong style="color: #ffffff;">* Insulation items can now affect non-player entities</strong><br /> - If an insulation item has special properties, like attribute modifiers, it will now apply to any entity, not just players<br /><strong style="color: #ffffff;">* Insulation items can now make entities immune to certain TempModifiers</strong><br /> - This reduces the efficacy of the specified TempModifiers on the entity<br /> - The the entity requirement must be met for immunity to be applied<br /><strong style="color: #ffffff;">* Added block tags for hearth spread whitelist/blacklist (cold_sweat:tags/block/hearth/spread_whitelist and spread_blacklist)</strong><br /><strong style="color: #ffffff;">* Added block tag for blocks that should ignore sleeping conditions (cold_sweat:tags/block/ignore_sleep_check) (ignore the "Check Sleeping Conditions" setting)</strong><br /><strong style="color: #ffffff;">* Added item tag for non-insulatable armor items (cold_sweat:tags/item/not_insulatable)</strong><br /><strong style="color: #ffffff;">* Added effect tag for blacklisted potion effects in the hearth (cold_sweat:tags/mob_effect/hearth_blacklisted)</strong><br /><strong style="color: #ffffff;">* Temperature.Type and Ability have been merged together into Trait</strong><br /> - These two things were functionally identical anyway, so separating them only made them more annoying to work with<br /> - This also means that previous Temperature.Ability types can now have TempModifiers applied to them<br />- The TempModifier registration system has been slightly changed:<br /> - The ID for TempModifiers is no longer provided by a method in the TempModifier class<br /> - IDs are now assigned at registration via ResourceLocations like most other things<br />- The Temperature.addModifier() method will now add/replace for every TempModifier instance that matches the given predicate if allowDupes is true<br /><strong style="color: #ffffff;">* All methods that add/remove/replace TempModifiers now have more advanced options for handling duplicates:</strong><br /> - This replaces the old "allowDupes" parameter<br /> - ALLOW: Allows duplicates of this TempModifier to exist on the entity<br /> - BY_CLASS: Adding/replacing a TempModifier fails if one of the same class is already present<br /> - EXACT: Adding/replacing a TempModifier fails if there is an instance of the same class and matching NBT present<br /><span style="color: #ff9900;"> ! The old methods with the "allowDupes" parameter are still present, but are now deprecated and marked for removal in a future version</span><br />- Replaced TempModifierEvent.Calculate.Pre and Post with more useful events:<br /> - Override: Fires before the TempModifier is calculated, and allows the incoming temperature to be changed<br /> - If the event is canceled, the TempModifier's output will be overridden with the event's temperature until it is calculated again<br /> - Otherwise, the event's temperature is passed into the TempModifier for calculation<br /> - Modify: Fires after the TempModifier is calculated, and allows the resulting function to be modified<br /> - The event is not cancelable<br /><strong style="color: #ffffff;">* Some config settings now require a RegistryAccess when saving, loading, or getting (see ConfigSettings.java)</strong><br /><strong style="color: #ffffff;">* Added an automatic config updater, which will change existing config settings when updating to new versions</strong><br /> - This prevents outdated config settings causing new features to not work as intended<br /> - This system will be used very sparingly, and only triggers once<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3</span><br /><span style="color: #ff4d49;">!! Several config files have formatting changes. Please back up all configs before updating</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>New Boiler & Icebox Behavior</u></strong><br />- Added new block: Smokestack<br /> - A smokestack can be placed on top of these blocks to make them act like a half-power hearth<br /> - They give up to Insulation V and can only heat or cool, respectively<br /> - They have about 60% of the radius and much less maximum volume<br /> - They now produce ambient air particles when fueled and have a smokestack<br /> - Added a new button to their GUIs to toggle this effect<br /><strong style="color: #ffffff;">* The icebox now has an animation/sounds when being used, opening like a chest</strong><br />- The icebox has a unique texture for when a smokestack is placed on top<br />- Lava/water can be piped into them, similar to the hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Hearth Changes</u></strong><br />- The hearth has been altered to be a post-Nether block<br /> - Crafted with nether bricks and soul sand/soil, as well as the new smokestack block<br /> - All other functionality is the same. This block is now an "upgrade" to the smokestack/boiler/icebox<br />- The hearth-like blocks now protect against temperature 50% more effectively<br /> - This means the boiler & icebox have ~75% the effectiveness of the old hearth, and the new hearth is better than before<br /><strong style="color: #ffffff;">* Hearth-like blocks (including the boiler and icebox) now require redstone power to emit heat/cold</strong><br /> - While one of these blocks are powered, they will constantly heat/cool the area and consume fuel<br /> - The thermolith can be used to detect the nearby temperature and power these blocks dynamically<br /><strong style="color: #ffffff;"> * A config option has been added to re-enable the "smart" behavior of these blocks</strong><br /> - If a hearth is powered from the sides, it will cool the nearby area<br /> - If a hearth is powered from the back, it will heat the nearby area<br /> - Powering a hearth from both areas will make it heat and cool<br /> - Powering a boiler or icebox from any side will make it heat or cool, respectively<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Waterskin Changes</u></strong><br />- Waterskins are now drinkable via sneaking and right-clicking<br />- Added more info about the filled waterskin's uses to its tooltip<br />- Waterskins can now fill (and be filled from) cauldrons<br />- Added custom filling and pouring sounds for the waterskin<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Chameleon Changes</u></strong><br /><strong style="color: #ffffff;">* Chameleons can now be given items by right-clicking</strong><br /> - Aside from being intuitive, this is a way of ensuring which chameleon will eat the item if there are multiple nearby. Only the chosen chameleon will attempt to eat the item<br /><strong style="color: #ffffff;">* Tamed chameleons can now be bred using their normal taming items (fish, spider eye), but only once</strong><br /> - This is to make chameleons slightly easier to obtain, and help with potential scarcity on large servers<br /> - Baby chameleons shed chameleon molt immediately upon turning in to an adult, but otherwise don't<br />- Chameleons now drop 1 chameleon molt when killed, except if they are a baby<br />- Made baby chameleons slightly smaller<br />- Slightly decreased the rate at which chameleons shed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Loot Changes</u></strong><br />- Increased hoglin hide drop rate to between 1 and 3 (from 1)<br />- Chameleon molt dropped from chameleons now lasts 20 minutes before despawning<br />- Significantly reduced the drop rate of sticks from soul stalk blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Ice Changes</u></strong><br /><strong style="color: #ffffff;">* The hearth & icebox now no longer accept water by default</strong><br /> - Now, the primary cold fuel source is ice<br /><strong style="color: #ffffff;">* Ice is now much easier to obtain/farm, due to a few key changes:</strong><br /> - Ice now freezes/thaws according to Cold Sweat's temperature system<br /> - This new system takes altitude, time, and the season into account<br /> - Ice freezes at roughly 32 ??F (0 ??C)<br /> - Ice can now be obtained with a stone pickaxe without silk touch<br /> - An iron pickaxe is required for packed ice and blue ice<br /> - If ice is mined with a wooden pickaxe or by hand, it will turn into water as normal<br /> - Packed and Blue ice can now be un-crafted into their "lower-level" variants (i.e. blue ice yields packed ice) in the crafting table or stonecutter<br /> - The crafting table yields 4 ice blocks, while the stonecutter yields 9<br />- Ice and snow now have slightly lower fuel values in the icebox and hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>UI Changes</u></strong><br /><strong style="color: #ffffff;">* The "vague" temperature gauge (world temperature gauge without a thermometer) has been turned into a frame around the body temperature icon</strong><br /> - Functionality is the same; these UI elements have just been combined to make the UI less cluttered. It looks pretty good, too!<br /> - The exact world temperature readout will still be shown as normal when the player has a thermometer<br /><strong style="color: #ffffff;">* The body temperature readout is now hidden unless a thermometer is equipped</strong><br /> - Instead, the body temperature icon will now gradually fill up, turning either orange or blue as the player's temperature increases/decreases<br />- Added new "compact" view for insulation tooltips with 10 bars of insulation or more<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Mod Compatibility</u></strong><br /><strong style="color: #ffffff;">* (1.20) Added Origins integration as a standalone mod:</strong><br /> - Allows for users to modify the attribute values that players spawn with for origins via datapacks or config files<br /> - This could already be done for your own origins via attribute modifiers, but this addon is useful for modpack devs<br /><strong style="color: #ffffff;">* Added support for Thirst Was Taken:</strong><br /> - Purity defaults to "Slightly Dirty"<br /> - Can be purified by the same means as water bottles (furnace, campfire)<br /> - This does not affect the temperature of the waterskin, only its purification level<br /> - Drinkable items can now be purified in the boiler:<br /> - When a waterskin is up to max temperature (120 F / 48 C), it will purify by one level every 10 seconds<br /> - Other drinkable items don't need to heat up. They will start purifying immediately<br /> - Purification rate is also affected by the configured temperature rate<br />- Waterskins can now be filled by Create machines with 250mb of water<br /><strong style="color: #ffffff;">* Added better support for netherite diving gear from Create</strong><br /> - A complete netherite diving suit (Create) now provides complete resistance to block-related temperature (like lava!)<br /> - It also gives 100% resistance to overheating, so your temperature will not increase<br /> - These effects last until the backtank is empty<br /> - The backtank will now drain air (and show the time indicator) when the player is in a hot environment<br /> - This leverages the new entity predicate system added in this update<br />- Added Primal Winter support by default<br /><strong style="color: #ffffff;">* (1.20) Added Weather, Storms & Tornadoes (Weather2) support</strong><br /><strong style="color: #ffffff;">* Aquamirae three-bold armor set now provides some freezing protection, as well as water immunity</strong><br /><strong style="color: #ffffff;">* Added support for Spoiled:</strong><br /> - Placing food items in the icebox will stop food spoilage as long as it is fueled<br /> - This will gradually drain fuel from the icebox<br />- Added support for using a Create display link on the thermolith<br /> - The current world temperature will be displayed<br /> - A field will be added upon placing the display link that allows the user to define the temperature units<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Misc. Changes</u></strong><br /><strong style="color: #ffffff;">* Added "Cold Sweat: Insulators" creative tab</strong><br /> - Contains all items that can be used as insulation, or provide insulation when worn<br /><strong style="color: #ffffff;">* Shift-clicking an armor item from the output slot of the sewing table now applies all available insulation at once</strong><br />- Removed the Insulated effect from the list of top-tier beacon effects<br />- The inside of naturally-generated igloos is now habitable<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Improved the output formatting for the /temp debug command<br />- Made heatstroke camera swaying more aggressive<br />- Increased the duration of the soul sprout's effect to 1 minute<br />- The soulspring lamp now emits particles while in use to help signify its area of effect<br />- Lava cauldrons now emit heat by default<br /><span style="color: #ff9900;"> ! This will not take effect until the config setting for block temperatures is reset</span><br />- Reduced the food value of soul sprouts to 3 (from 4), and the saturation to 0.5 (from 1)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Config Changes:</strong></u><br />- Due to many configs requiring access to world registries, the Cold Sweat config button is now disabled in the main menu<br /><strong style="color: #ffffff;">* Config settings can now accept a comma-separated list of biomes, dimensions, or structures to apply the same settings to multiple things</strong><br /><strong style="color: #ffffff;">* The following config settings now have a configurable range of intensity, instead of just on/off:</strong><br /> - Freezing hearts: Ranges from 0 to 1, with 1 freezing all hearts<br /> - Chilled mining speed: Ranges from 0 to 1, with 1 preventing the player from mining completely<br /> - Chilled movement speed: Ranges from 0 to 1, with 1 preventing the player from moving completely<br /> - Chilled knockback reduction: Ranges from 0 to 1, with 1 nullifying the player's knockback to other entities<br /> - Heatstroke fog: Ranges from 0 to infinity; Controls the distance of the fog, with infinity disabling it altogether<br /><strong style="color: #ffffff;"> * These settings now have entries in the config menu as well</strong><br /><strong style="color: #ffffff;">* Added config option for setting the temperature of natural structures</strong><br /> - This controls the world temperature when the player is inside the structure<br /><strong style="color: #ffffff;">* Added config option for armor insulation slots to dynamically scale based on protection value:</strong><br /> - There are 4 modes: Static (no scaling), Linear, Exponential, and Logarithmic<br /> - A maximum number of slots can be set to prevent excessive scaling<br />- Added config option to allow certain blocks to be slept on regardless of the outside temperature<br />- The temperature rate config setting now affects how fast waterskins heat/cool in the boiler and icebox<br /><strong style="color: #ffffff;">* Most item configs now support defining NBT tags (i.e. {Color:"blue"}).</strong><br /> - Item configs with NBT tags defined will require the specified NBT data to be present on the item<br /><strong style="color: #ffffff;">* Added the option for food items to change the player's temperature for a period of time, like soul sprouts</strong><br />- Moved the "Cold Soul Fire" and "Check Sleep Conditions" settings to world-settings.toml<br />- Renamed some too-verbose config settings/sections<br />- Added new config option to smooth out how rapidly changing temperatures are represented by the world temperature gauge<br /> - In other words, the gauge won't jitter as much when the player is moving around near heat sources<br /> - This option is defaulted to 10, double the smoothing of previous versions<br /><strong style="color: #ffffff;">* Added option to hide individual UI elements in the config menu</strong><br />- Altered/touched up the config screen in a few other areas<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Added structure temperature offset config option<br />- Added config setting to change the drop rate of chameleon molt<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added support for defining config settings using JSON:</strong><br /> - This is a more modular way of configuring things, without having to add them to the config files<br /><strong style="color: #ffffff;"> * It can be defined by mod developers in the data files, or via datapacks:</strong><br /> - Insulation: data/<yourmod>/cold_sweat/item/insulator<br /> - Fuel items: .../item/fuel<br /> - Food temperatures: .../item/food<br /> - Block Temps: .../block/block_temp<br /> - Biome Temps: .../world/biome_temp<br /> - Dimension Temps: .../world/dimension_temp<br /> - Structure temperatures: .../world/structure_temp<br /> - Temperature regions: .../world/depth_temp<br /> - Insulating mounts: .../entity/mount<br /> - Entity spawn biomes: .../entity/spawn_biome<br /><strong style="color: #ffffff;"> * It can also be placed in the user config folder (config/coldsweat/data/*) to be globally applied (i.e. config/coldsweat/data/insulator)</strong><br /><strong style="color: #ffffff;"> * Insulation items have additional functionality when defined in JSON:</strong><br /> - They can now contain entity predicates:<br /> - Insulation items with a predicate will only provide insulation if the wearer has the specified data<br /> - Deactivated insulation items can still be equipped, but will not provide insulation or show in the tooltip<br /> - This is a new system, but is structured like a Vanilla entity predicates with some slight tweaks<br /> - They can now give attribute modifiers:<br /> - Attribute modifiers will be applied when the insulation item is on a piece of armor<br /> - Any attributes (even Vanilla and modded ones) are supported<br /><strong style="color: #ffffff;"> * Config settings have a set order of precedence depending on how they are defined:</strong><br /> - user datapacks (in config folder) > datapacks (from mods or worlds) > traditional configs (.toml files)<br /><span style="color: #ff9900;"> ! Datapack configs are read slightly differently in 1.16:</span><br /> - Data files are kept in data/cold_sweat/config/* instead of data/<yourmod>/cold_sweat/*<br /> - Otherwise, the internal structure is the same<br /><span style="color: #ff9900;"> ! Datapacks in world folders still can't be read by this system. The alternative is to put datapack configs in configs/coldsweat/data/*</span><br /><strong style="color: #ffffff;"> * More info on this system is available on the mod's documentation site; a link to which is on the CurseForge or Modrinth page</strong><br /><strong style="color: #ffffff;">* Insulation items can now affect non-player entities</strong><br /> - If an insulation item has special properties, like attribute modifiers, it will now apply to any entity, not just players<br /><strong style="color: #ffffff;">* Insulation items can now make entities immune to certain TempModifiers</strong><br /> - This reduces the efficacy of the specified TempModifiers on the entity<br /> - The the entity requirement must be met for immunity to be applied<br /><strong style="color: #ffffff;">* Added block tags for hearth spread whitelist/blacklist (cold_sweat:tags/block/hearth/spread_whitelist and spread_blacklist)</strong><br /><strong style="color: #ffffff;">* Added block tag for blocks that should ignore sleeping conditions (cold_sweat:tags/block/ignore_sleep_check) (ignore the "Check Sleeping Conditions" setting)</strong><br /><strong style="color: #ffffff;">* Added item tag for non-insulatable armor items (cold_sweat:tags/item/not_insulatable)</strong><br /><strong style="color: #ffffff;">* Added effect tag for blacklisted potion effects in the hearth (cold_sweat:tags/mob_effect/hearth_blacklisted)</strong><br /><strong style="color: #ffffff;">* Temperature.Type and Ability have been merged together into Trait</strong><br /> - These two things were functionally identical anyway, so separating them only made them more annoying to work with<br /> - This also means that previous Temperature.Ability types can now have TempModifiers applied to them<br />- The TempModifier registration system has been slightly changed:<br /> - The ID for TempModifiers is no longer provided by a method in the TempModifier class<br /> - IDs are now assigned at registration via ResourceLocations like most other things<br />- The Temperature.addModifier() method will now add/replace for every TempModifier instance that matches the given predicate if allowDupes is true<br /><strong style="color: #ffffff;">* All methods that add/remove/replace TempModifiers now have more advanced options for handling duplicates:</strong><br /> - This replaces the old "allowDupes" parameter<br /> - ALLOW: Allows duplicates of this TempModifier to exist on the entity<br /> - BY_CLASS: Adding/replacing a TempModifier fails if one of the same class is already present<br /> - EXACT: Adding/replacing a TempModifier fails if there is an instance of the same class and matching NBT present<br /><span style="color: #ff9900;"> ! The old methods with the "allowDupes" parameter are still present, but are now deprecated and marked for removal in a future version</span><br />- Replaced TempModifierEvent.Calculate.Pre and Post with more useful events:<br /> - Override: Fires before the TempModifier is calculated, and allows the incoming temperature to be changed<br /> - If the event is canceled, the TempModifier's output will be overridden with the event's temperature until it is calculated again<br /> - Otherwise, the event's temperature is passed into the TempModifier for calculation<br /> - Modify: Fires after the TempModifier is calculated, and allows the resulting function to be modified<br /> - The event is not cancelable<br /><strong style="color: #ffffff;">* Some config settings now require a RegistryAccess when saving, loading, or getting (see ConfigSettings.java)</strong><br /><strong style="color: #ffffff;">* Added an automatic config updater, which will change existing config settings when updating to new versions</strong><br /> - This prevents outdated config settings causing new features to not work as intended<br /> - This system will be used very sparingly, and only triggers once<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3</span><br /><span style="color: #ff4d49;">!! Several config files have formatting changes. Please back up all configs before updating</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>New Boiler & Icebox Behavior</u></strong><br />- Added new block: Smokestack<br /> - A smokestack can be placed on top of these blocks to make them act like a half-power hearth<br /> - They give up to Insulation V and can only heat or cool, respectively<br /> - They have about 60% of the radius and much less maximum volume<br /> - They now produce ambient air particles when fueled and have a smokestack<br /> - Added a new button to their GUIs to toggle this effect<br /><strong style="color: #ffffff;">* The icebox now has an animation/sounds when being used, opening like a chest</strong><br />- The icebox has a unique texture for when a smokestack is placed on top<br />- Lava/water can be piped into them, similar to the hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Hearth Changes</u></strong><br />- The hearth has been altered to be a post-Nether block<br /> - Crafted with nether bricks and soul sand/soil, as well as the new smokestack block<br /> - All other functionality is the same. This block is now an "upgrade" to the smokestack/boiler/icebox<br />- The hearth-like blocks now protect against temperature 50% more effectively<br /> - This means the boiler & icebox have ~75% the effectiveness of the old hearth, and the new hearth is better than before<br /><strong style="color: #ffffff;">* Hearth-like blocks (including the boiler and icebox) now require redstone power to emit heat/cold</strong><br /> - While one of these blocks are powered, they will constantly heat/cool the area and consume fuel<br /> - The thermolith can be used to detect the nearby temperature and power these blocks dynamically<br /><strong style="color: #ffffff;"> * A config option has been added to re-enable the "smart" behavior of these blocks</strong><br /> - If a hearth is powered from the sides, it will cool the nearby area<br /> - If a hearth is powered from the back, it will heat the nearby area<br /> - Powering a hearth from both areas will make it heat and cool<br /> - Powering a boiler or icebox from any side will make it heat or cool, respectively<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Waterskin Changes</u></strong><br />- Waterskins are now drinkable via sneaking and right-clicking<br />- Added more info about the filled waterskin's uses to its tooltip<br />- Waterskins can now fill (and be filled from) cauldrons<br />- Added custom filling and pouring sounds for the waterskin<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Chameleon Changes</u></strong><br /><strong style="color: #ffffff;">* Chameleons can now be given items by right-clicking</strong><br /> - Aside from being intuitive, this is a way of ensuring which chameleon will eat the item if there are multiple nearby. Only the chosen chameleon will attempt to eat the item<br /><strong style="color: #ffffff;">* Tamed chameleons can now be bred using their normal taming items (fish, spider eye), but only once</strong><br /> - This is to make chameleons slightly easier to obtain, and help with potential scarcity on large servers<br /> - Baby chameleons shed chameleon molt immediately upon turning in to an adult, but otherwise don't<br />- Chameleons now drop 1 chameleon molt when killed, except if they are a baby<br />- Made baby chameleons slightly smaller<br />- Slightly decreased the rate at which chameleons shed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Loot Changes</u></strong><br />- Increased hoglin hide drop rate to between 1 and 3 (from 1)<br />- Chameleon molt dropped from chameleons now lasts 20 minutes before despawning<br />- Significantly reduced the drop rate of sticks from soul stalk blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Ice Changes</u></strong><br /><strong style="color: #ffffff;">* The hearth & icebox now no longer accept water by default</strong><br /> - Now, the primary cold fuel source is ice<br /><strong style="color: #ffffff;">* Ice is now much easier to obtain/farm, due to a few key changes:</strong><br /> - Ice now freezes/thaws according to Cold Sweat's temperature system<br /> - This new system takes altitude, time, and the season into account<br /> - Ice freezes at roughly 32 ??F (0 ??C)<br /> - Ice can now be obtained with a stone pickaxe without silk touch<br /> - An iron pickaxe is required for packed ice and blue ice<br /> - If ice is mined with a wooden pickaxe or by hand, it will turn into water as normal<br /> - Packed and Blue ice can now be un-crafted into their "lower-level" variants (i.e. blue ice yields packed ice) in the crafting table or stonecutter<br /> - The crafting table yields 4 ice blocks, while the stonecutter yields 9<br />- Ice and snow now have slightly lower fuel values in the icebox and hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>UI Changes</u></strong><br /><strong style="color: #ffffff;">* The "vague" temperature gauge (world temperature gauge without a thermometer) has been turned into a frame around the body temperature icon</strong><br /> - Functionality is the same; these UI elements have just been combined to make the UI less cluttered. It looks pretty good, too!<br /> - The exact world temperature readout will still be shown as normal when the player has a thermometer<br /><strong style="color: #ffffff;">* The body temperature readout is now hidden unless a thermometer is equipped</strong><br /> - Instead, the body temperature icon will now gradually fill up, turning either orange or blue as the player's temperature increases/decreases<br />- Added new "compact" view for insulation tooltips with 10 bars of insulation or more<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Mod Compatibility</u></strong><br /><strong style="color: #ffffff;">* (1.20) Added Origins integration as a standalone mod:</strong><br /> - Allows for users to modify the attribute values that players spawn with for origins via datapacks or config files<br /> - This could already be done for your own origins via attribute modifiers, but this addon is useful for modpack devs<br /><strong style="color: #ffffff;">* Added support for Thirst Was Taken:</strong><br /> - Purity defaults to "Slightly Dirty"<br /> - Can be purified by the same means as water bottles (furnace, campfire)<br /> - This does not affect the temperature of the waterskin, only its purification level<br /> - Drinkable items can now be purified in the boiler:<br /> - When a waterskin is up to max temperature (120 F / 48 C), it will purify by one level every 10 seconds<br /> - Other drinkable items don't need to heat up. They will start purifying immediately<br /> - Purification rate is also affected by the configured temperature rate<br />- Waterskins can now be filled by Create machines with 250mb of water<br /><strong style="color: #ffffff;">* Added better support for netherite diving gear from Create</strong><br /> - A complete netherite diving suit (Create) now provides complete resistance to block-related temperature (like lava!)<br /> - It also gives 100% resistance to overheating, so your temperature will not increase<br /> - These effects last until the backtank is empty<br /> - The backtank will now drain air (and show the time indicator) when the player is in a hot environment<br /> - This leverages the new entity predicate system added in this update<br />- Added Primal Winter support by default<br /><strong style="color: #ffffff;">* (1.20) Added Weather, Storms & Tornadoes (Weather2) support</strong><br /><strong style="color: #ffffff;">* Aquamirae three-bold armor set now provides some freezing protection, as well as water immunity</strong><br /><strong style="color: #ffffff;">* Added support for Spoiled:</strong><br /> - Placing food items in the icebox will stop food spoilage as long as it is fueled<br /> - This will gradually drain fuel from the icebox<br />- Added support for using a Create display link on the thermolith<br /> - The current world temperature will be displayed<br /> - A field will be added upon placing the display link that allows the user to define the temperature units<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Misc. Changes</u></strong><br /><strong style="color: #ffffff;">* Added "Cold Sweat: Insulators" creative tab</strong><br /> - Contains all items that can be used as insulation, or provide insulation when worn<br /><strong style="color: #ffffff;">* Shift-clicking an armor item from the output slot of the sewing table now applies all available insulation at once</strong><br />- Removed the Insulated effect from the list of top-tier beacon effects<br />- The inside of naturally-generated igloos is now habitable<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Improved the output formatting for the /temp debug command<br />- Made heatstroke camera swaying more aggressive<br />- Increased the duration of the soul sprout's effect to 1 minute<br />- The soulspring lamp now emits particles while in use to help signify its area of effect<br />- Lava cauldrons now emit heat by default<br /><span style="color: #ff9900;"> ! This will not take effect until the config setting for block temperatures is reset</span><br />- Reduced the food value of soul sprouts to 3 (from 4), and the saturation to 0.5 (from 1)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Config Changes:</strong></u><br />- Due to many configs requiring access to world registries, the Cold Sweat config button is now disabled in the main menu<br /><strong style="color: #ffffff;">* Config settings can now accept a comma-separated list of biomes, dimensions, or structures to apply the same settings to multiple things</strong><br /><strong style="color: #ffffff;">* The following config settings now have a configurable range of intensity, instead of just on/off:</strong><br /> - Freezing hearts: Ranges from 0 to 1, with 1 freezing all hearts<br /> - Chilled mining speed: Ranges from 0 to 1, with 1 preventing the player from mining completely<br /> - Chilled movement speed: Ranges from 0 to 1, with 1 preventing the player from moving completely<br /> - Chilled knockback reduction: Ranges from 0 to 1, with 1 nullifying the player's knockback to other entities<br /> - Heatstroke fog: Ranges from 0 to infinity; Controls the distance of the fog, with infinity disabling it altogether<br /><strong style="color: #ffffff;"> * These settings now have entries in the config menu as well</strong><br /><strong style="color: #ffffff;">* Added config option for setting the temperature of natural structures</strong><br /> - This controls the world temperature when the player is inside the structure<br /><strong style="color: #ffffff;">* Added config option for armor insulation slots to dynamically scale based on protection value:</strong><br /> - There are 4 modes: Static (no scaling), Linear, Exponential, and Logarithmic<br /> - A maximum number of slots can be set to prevent excessive scaling<br />- Added config option to allow certain blocks to be slept on regardless of the outside temperature<br />- The temperature rate config setting now affects how fast waterskins heat/cool in the boiler and icebox<br /><strong style="color: #ffffff;">* Most item configs now support defining NBT tags (i.e. {Color:"blue"}).</strong><br /> - Item configs with NBT tags defined will require the specified NBT data to be present on the item<br /><strong style="color: #ffffff;">* Added the option for food items to change the player's temperature for a period of time, like soul sprouts</strong><br />- Moved the "Cold Soul Fire" and "Check Sleep Conditions" settings to world-settings.toml<br />- Renamed some too-verbose config settings/sections<br />- Added new config option to smooth out how rapidly changing temperatures are represented by the world temperature gauge<br /> - In other words, the gauge won't jitter as much when the player is moving around near heat sources<br /> - This option is defaulted to 10, double the smoothing of previous versions<br /><strong style="color: #ffffff;">* Added option to hide individual UI elements in the config menu</strong><br />- Altered/touched up the config screen in a few other areas<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Added structure temperature offset config option<br />- Added config setting to change the drop rate of chameleon molt<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added support for defining config settings using JSON:</strong><br /> - This is a more modular way of configuring things, without having to add them to the config files<br /><strong style="color: #ffffff;"> * It can be defined by mod developers in the data files, or via datapacks:</strong><br /> - Insulation: data/<yourmod>/cold_sweat/item/insulator<br /> - Fuel items: .../item/fuel<br /> - Food temperatures: .../item/food<br /> - Block Temps: .../block/block_temp<br /> - Biome Temps: .../world/biome_temp<br /> - Dimension Temps: .../world/dimension_temp<br /> - Structure temperatures: .../world/structure_temp<br /> - Temperature regions: .../world/depth_temp<br /> - Insulating mounts: .../entity/mount<br /> - Entity spawn biomes: .../entity/spawn_biome<br /><strong style="color: #ffffff;"> * It can also be placed in the user config folder (config/coldsweat/data/*) to be globally applied (i.e. config/coldsweat/data/insulator)</strong><br /><strong style="color: #ffffff;"> * Insulation items have additional functionality when defined in JSON:</strong><br /> - They can now contain entity predicates:<br /> - Insulation items with a predicate will only provide insulation if the wearer has the specified data<br /> - Deactivated insulation items can still be equipped, but will not provide insulation or show in the tooltip<br /> - This is a new system, but is structured like a Vanilla entity predicates with some slight tweaks<br /> - They can now give attribute modifiers:<br /> - Attribute modifiers will be applied when the insulation item is on a piece of armor<br /> - Any attributes (even Vanilla and modded ones) are supported<br /><strong style="color: #ffffff;"> * Config settings have a set order of precedence depending on how they are defined:</strong><br /> - user datapacks (in config folder) > datapacks (from mods or worlds) > traditional configs (.toml files)<br /><span style="color: #ff9900;"> ! Datapack configs are read slightly differently in 1.16:</span><br /> - Data files are kept in data/cold_sweat/config/* instead of data/<yourmod>/cold_sweat/*<br /> - Otherwise, the internal structure is the same<br /><span style="color: #ff9900;"> ! Datapacks in world folders still can't be read by this system. The alternative is to put datapack configs in configs/coldsweat/data/*</span><br /><strong style="color: #ffffff;"> * More info on this system is available on the mod's documentation site; a link to which is on the CurseForge or Modrinth page</strong><br /><strong style="color: #ffffff;">* Insulation items can now affect non-player entities</strong><br /> - If an insulation item has special properties, like attribute modifiers, it will now apply to any entity, not just players<br /><strong style="color: #ffffff;">* Insulation items can now make entities immune to certain TempModifiers</strong><br /> - This reduces the efficacy of the specified TempModifiers on the entity<br /> - The the entity requirement must be met for immunity to be applied<br /><strong style="color: #ffffff;">* Added block tags for hearth spread whitelist/blacklist (cold_sweat:tags/block/hearth/spread_whitelist and spread_blacklist)</strong><br /><strong style="color: #ffffff;">* Added block tag for blocks that should ignore sleeping conditions (cold_sweat:tags/block/ignore_sleep_check) (ignore the "Check Sleeping Conditions" setting)</strong><br /><strong style="color: #ffffff;">* Added item tag for non-insulatable armor items (cold_sweat:tags/item/not_insulatable)</strong><br /><strong style="color: #ffffff;">* Added effect tag for blacklisted potion effects in the hearth (cold_sweat:tags/mob_effect/hearth_blacklisted)</strong><br /><strong style="color: #ffffff;">* Temperature.Type and Ability have been merged together into Trait</strong><br /> - These two things were functionally identical anyway, so separating them only made them more annoying to work with<br /> - This also means that previous Temperature.Ability types can now have TempModifiers applied to them<br />- The TempModifier registration system has been slightly changed:<br /> - The ID for TempModifiers is no longer provided by a method in the TempModifier class<br /> - IDs are now assigned at registration via ResourceLocations like most other things<br />- The Temperature.addModifier() method will now add/replace for every TempModifier instance that matches the given predicate if allowDupes is true<br /><strong style="color: #ffffff;">* All methods that add/remove/replace TempModifiers now have more advanced options for handling duplicates:</strong><br /> - This replaces the old "allowDupes" parameter<br /> - ALLOW: Allows duplicates of this TempModifier to exist on the entity<br /> - BY_CLASS: Adding/replacing a TempModifier fails if one of the same class is already present<br /> - EXACT: Adding/replacing a TempModifier fails if there is an instance of the same class and matching NBT present<br /><span style="color: #ff9900;"> ! The old methods with the "allowDupes" parameter are still present, but are now deprecated and marked for removal in a future version</span><br />- Replaced TempModifierEvent.Calculate.Pre and Post with more useful events:<br /> - Override: Fires before the TempModifier is calculated, and allows the incoming temperature to be changed<br /> - If the event is canceled, the TempModifier's output will be overridden with the event's temperature until it is calculated again<br /> - Otherwise, the event's temperature is passed into the TempModifier for calculation<br /> - Modify: Fires after the TempModifier is calculated, and allows the resulting function to be modified<br /> - The event is not cancelable<br /><strong style="color: #ffffff;">* Some config settings now require a RegistryAccess when saving, loading, or getting (see ConfigSettings.java)</strong><br /><strong style="color: #ffffff;">* Added an automatic config updater, which will change existing config settings when updating to new versions</strong><br /> - This prevents outdated config settings causing new features to not work as intended<br /> - This system will be used very sparingly, and only triggers once<br /></pre></div></body></html>
<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3</span><br /><span style="color: #ff4d49;">!! Several config files have formatting changes. Please back up all configs before updating</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>New Boiler & Icebox Behavior</u></strong><br />- Added new block: Smokestack<br /> - A smokestack can be placed on top of these blocks to make them act like a half-power hearth<br /> - They give up to Insulation V and can only heat or cool, respectively<br /> - They have about 60% of the radius and much less maximum volume<br /> - They now produce ambient air particles when fueled and have a smokestack<br /> - Added a new button to their GUIs to toggle this effect<br /><strong style="color: #ffffff;">* The icebox now has an animation/sounds when being used, opening like a chest</strong><br />- The icebox has a unique texture for when a smokestack is placed on top<br />- Lava/water can be piped into them, similar to the hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Hearth Changes</u></strong><br />- The hearth has been altered to be a post-Nether block<br /> - Crafted with nether bricks and soul sand/soil, as well as the new smokestack block<br /> - All other functionality is the same. This block is now an "upgrade" to the smokestack/boiler/icebox<br />- The hearth-like blocks now protect against temperature 50% more effectively<br /> - This means the boiler & icebox have ~75% the effectiveness of the old hearth, and the new hearth is better than before<br /><strong style="color: #ffffff;">* Hearth-like blocks (including the boiler and icebox) now require redstone power to emit heat/cold</strong><br /> - While one of these blocks are powered, they will constantly heat/cool the area and consume fuel<br /> - The thermolith can be used to detect the nearby temperature and power these blocks dynamically<br /><strong style="color: #ffffff;"> * A config option has been added to re-enable the "smart" behavior of these blocks</strong><br /> - If a hearth is powered from the sides, it will cool the nearby area<br /> - If a hearth is powered from the back, it will heat the nearby area<br /> - Powering a hearth from both areas will make it heat and cool<br /> - Powering a boiler or icebox from any side will make it heat or cool, respectively<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Waterskin Changes</u></strong><br />- Waterskins are now drinkable via sneaking and right-clicking<br />- Added more info about the filled waterskin's uses to its tooltip<br />- Waterskins can now fill (and be filled from) cauldrons<br />- Added custom filling and pouring sounds for the waterskin<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Chameleon Changes</u></strong><br /><strong style="color: #ffffff;">* Chameleons can now be given items by right-clicking</strong><br /> - Aside from being intuitive, this is a way of ensuring which chameleon will eat the item if there are multiple nearby. Only the chosen chameleon will attempt to eat the item<br /><strong style="color: #ffffff;">* Tamed chameleons can now be bred using their normal taming items (fish, spider eye), but only once</strong><br /> - This is to make chameleons slightly easier to obtain, and help with potential scarcity on large servers<br /> - Baby chameleons shed chameleon molt immediately upon turning in to an adult, but otherwise don't<br />- Chameleons now drop 1 chameleon molt when killed, except if they are a baby<br />- Made baby chameleons slightly smaller<br />- Slightly decreased the rate at which chameleons shed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Loot Changes</u></strong><br />- Increased hoglin hide drop rate to between 1 and 3 (from 1)<br />- Chameleon molt dropped from chameleons now lasts 20 minutes before despawning<br />- Significantly reduced the drop rate of sticks from soul stalk blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Ice Changes</u></strong><br /><strong style="color: #ffffff;">* The hearth & icebox now no longer accept water by default</strong><br /> - Now, the primary cold fuel source is ice<br /><strong style="color: #ffffff;">* Ice is now much easier to obtain/farm, due to a few key changes:</strong><br /> - Ice now freezes/thaws according to Cold Sweat's temperature system<br /> - This new system takes altitude, time, and the season into account<br /> - Ice freezes at roughly 32 ??F (0 ??C)<br /> - Ice can now be obtained with a stone pickaxe without silk touch<br /> - An iron pickaxe is required for packed ice and blue ice<br /> - If ice is mined with a wooden pickaxe or by hand, it will turn into water as normal<br /> - Packed and Blue ice can now be un-crafted into their "lower-level" variants (i.e. blue ice yields packed ice) in the crafting table or stonecutter<br /> - The crafting table yields 4 ice blocks, while the stonecutter yields 9<br />- Ice and snow now have slightly lower fuel values in the icebox and hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>UI Changes</u></strong><br /><strong style="color: #ffffff;">* The "vague" temperature gauge (world temperature gauge without a thermometer) has been turned into a frame around the body temperature icon</strong><br /> - Functionality is the same; these UI elements have just been combined to make the UI less cluttered. It looks pretty good, too!<br /> - The exact world temperature readout will still be shown as normal when the player has a thermometer<br /><strong style="color: #ffffff;">* The body temperature readout is now hidden unless a thermometer is equipped</strong><br /> - Instead, the body temperature icon will now gradually fill up, turning either orange or blue as the player's temperature increases/decreases<br />- Added new "compact" view for insulation tooltips with 10 bars of insulation or more<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Mod Compatibility</u></strong><br /><strong style="color: #ffffff;">* (1.20) Added Origins integration as a standalone mod:</strong><br /> - Allows for users to modify the attribute values that players spawn with for origins via datapacks or config files<br /> - This could already be done for your own origins via attribute modifiers, but this addon is useful for modpack devs<br /><strong style="color: #ffffff;">* Added support for Thirst Was Taken:</strong><br /> - Purity defaults to "Slightly Dirty"<br /> - Can be purified by the same means as water bottles (furnace, campfire)<br /> - This does not affect the temperature of the waterskin, only its purification level<br /> - Drinkable items can now be purified in the boiler:<br /> - When a waterskin is up to max temperature (120 F / 48 C), it will purify by one level every 10 seconds<br /> - Other drinkable items don't need to heat up. They will start purifying immediately<br /> - Purification rate is also affected by the configured temperature rate<br />- Waterskins can now be filled by Create machines with 250mb of water<br /><strong style="color: #ffffff;">* Added better support for netherite diving gear from Create</strong><br /> - A complete netherite diving suit (Create) now provides complete resistance to block-related temperature (like lava!)<br /> - It also gives 100% resistance to overheating, so your temperature will not increase<br /> - These effects last until the backtank is empty<br /> - The backtank will now drain air (and show the time indicator) when the player is in a hot environment<br /> - This leverages the new entity predicate system added in this update<br />- Added Primal Winter support by default<br /><strong style="color: #ffffff;">* (1.20) Added Weather, Storms & Tornadoes (Weather2) support</strong><br /><strong style="color: #ffffff;">* Aquamirae three-bold armor set now provides some freezing protection, as well as water immunity</strong><br /><strong style="color: #ffffff;">* Added support for Spoiled:</strong><br /> - Placing food items in the icebox will stop food spoilage as long as it is fueled<br /> - This will gradually drain fuel from the icebox<br />- Added support for using a Create display link on the thermolith<br /> - The current world temperature will be displayed<br /> - A field will be added upon placing the display link that allows the user to define the temperature units<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Misc. Changes</u></strong><br /><strong style="color: #ffffff;">* Added "Cold Sweat: Insulators" creative tab</strong><br /> - Contains all items that can be used as insulation, or provide insulation when worn<br /><strong style="color: #ffffff;">* Shift-clicking an armor item from the output slot of the sewing table now applies all available insulation at once</strong><br />- Removed the Insulated effect from the list of top-tier beacon effects<br />- The inside of naturally-generated igloos is now habitable<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Improved the output formatting for the /temp debug command<br />- Made heatstroke camera swaying more aggressive<br />- Increased the duration of the soul sprout's effect to 1 minute<br />- The soulspring lamp now emits particles while in use to help signify its area of effect<br />- Lava cauldrons now emit heat by default<br /><span style="color: #ff9900;"> ! This will not take effect until the config setting for block temperatures is reset</span><br />- Reduced the food value of soul sprouts to 3 (from 4), and the saturation to 0.5 (from 1)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Config Changes:</strong></u><br />- Due to many configs requiring access to world registries, the Cold Sweat config button is now disabled in the main menu<br /><strong style="color: #ffffff;">* Config settings can now accept a comma-separated list of biomes, dimensions, or structures to apply the same settings to multiple things</strong><br /><strong style="color: #ffffff;">* The following config settings now have a configurable range of intensity, instead of just on/off:</strong><br /> - Freezing hearts: Ranges from 0 to 1, with 1 freezing all hearts<br /> - Chilled mining speed: Ranges from 0 to 1, with 1 preventing the player from mining completely<br /> - Chilled movement speed: Ranges from 0 to 1, with 1 preventing the player from moving completely<br /> - Chilled knockback reduction: Ranges from 0 to 1, with 1 nullifying the player's knockback to other entities<br /> - Heatstroke fog: Ranges from 0 to infinity; Controls the distance of the fog, with infinity disabling it altogether<br /><strong style="color: #ffffff;"> * These settings now have entries in the config menu as well</strong><br /><strong style="color: #ffffff;">* Added config option for setting the temperature of natural structures</strong><br /> - This controls the world temperature when the player is inside the structure<br /><strong style="color: #ffffff;">* Added config option for armor insulation slots to dynamically scale based on protection value:</strong><br /> - There are 4 modes: Static (no scaling), Linear, Exponential, and Logarithmic<br /> - A maximum number of slots can be set to prevent excessive scaling<br />- Added config option to allow certain blocks to be slept on regardless of the outside temperature<br />- The temperature rate config setting now affects how fast waterskins heat/cool in the boiler and icebox<br /><strong style="color: #ffffff;">* Most item configs now support defining NBT tags (i.e. {Color:"blue"}).</strong><br /> - Item configs with NBT tags defined will require the specified NBT data to be present on the item<br /><strong style="color: #ffffff;">* Added the option for food items to change the player's temperature for a period of time, like soul sprouts</strong><br />- Moved the "Cold Soul Fire" and "Check Sleep Conditions" settings to world-settings.toml<br />- Renamed some too-verbose config settings/sections<br />- Added new config option to smooth out how rapidly changing temperatures are represented by the world temperature gauge<br /> - In other words, the gauge won't jitter as much when the player is moving around near heat sources<br /> - This option is defaulted to 10, double the smoothing of previous versions<br /><strong style="color: #ffffff;">* Added option to hide individual UI elements in the config menu</strong><br />- Altered/touched up the config screen in a few other areas<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Added structure temperature offset config option<br />- Added config setting to change the drop rate of chameleon molt<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added support for defining config settings using JSON:</strong><br /> - This is a more modular way of configuring things, without having to add them to the config files<br /><strong style="color: #ffffff;"> * It can be defined by mod developers in the data files, or via datapacks:</strong><br /> - Insulation: data/<yourmod>/cold_sweat/item/insulator<br /> - Fuel items: .../item/fuel<br /> - Food temperatures: .../item/food<br /> - Block Temps: .../block/block_temp<br /> - Biome Temps: .../world/biome_temp<br /> - Dimension Temps: .../world/dimension_temp<br /> - Structure temperatures: .../world/structure_temp<br /> - Temperature regions: .../world/depth_temp<br /> - Insulating mounts: .../entity/mount<br /> - Entity spawn biomes: .../entity/spawn_biome<br /><strong style="color: #ffffff;"> * It can also be placed in the user config folder (config/coldsweat/data/*) to be globally applied (i.e. config/coldsweat/data/insulator)</strong><br /><strong style="color: #ffffff;"> * Insulation items have additional functionality when defined in JSON:</strong><br /> - They can now contain entity predicates:<br /> - Insulation items with a predicate will only provide insulation if the wearer has the specified data<br /> - Deactivated insulation items can still be equipped, but will not provide insulation or show in the tooltip<br /> - This is a new system, but is structured like a Vanilla entity predicates with some slight tweaks<br /> - They can now give attribute modifiers:<br /> - Attribute modifiers will be applied when the insulation item is on a piece of armor<br /> - Any attributes (even Vanilla and modded ones) are supported<br /><strong style="color: #ffffff;"> * Config settings have a set order of precedence depending on how they are defined:</strong><br /> - user datapacks (in config folder) > datapacks (from mods or worlds) > traditional configs (.toml files)<br /><span style="color: #ff9900;"> ! Datapack configs are read slightly differently in 1.16:</span><br /> - Data files are kept in data/cold_sweat/config/* instead of data/<yourmod>/cold_sweat/*<br /> - Otherwise, the internal structure is the same<br /><span style="color: #ff9900;"> ! Datapacks in world folders still can't be read by this system. The alternative is to put datapack configs in configs/coldsweat/data/*</span><br /><strong style="color: #ffffff;"> * More info on this system is available on the mod's documentation site; a link to which is on the CurseForge or Modrinth page</strong><br /><strong style="color: #ffffff;">* Insulation items can now affect non-player entities</strong><br /> - If an insulation item has special properties, like attribute modifiers, it will now apply to any entity, not just players<br /><strong style="color: #ffffff;">* Insulation items can now make entities immune to certain TempModifiers</strong><br /> - This reduces the efficacy of the specified TempModifiers on the entity<br /> - The the entity requirement must be met for immunity to be applied<br /><strong style="color: #ffffff;">* Added block tags for hearth spread whitelist/blacklist (cold_sweat:tags/block/hearth/spread_whitelist and spread_blacklist)</strong><br /><strong style="color: #ffffff;">* Added block tag for blocks that should ignore sleeping conditions (cold_sweat:tags/block/ignore_sleep_check) (ignore the "Check Sleeping Conditions" setting)</strong><br /><strong style="color: #ffffff;">* Added item tag for non-insulatable armor items (cold_sweat:tags/item/not_insulatable)</strong><br /><strong style="color: #ffffff;">* Added effect tag for blacklisted potion effects in the hearth (cold_sweat:tags/mob_effect/hearth_blacklisted)</strong><br /><strong style="color: #ffffff;">* Temperature.Type and Ability have been merged together into Trait</strong><br /> - These two things were functionally identical anyway, so separating them only made them more annoying to work with<br /> - This also means that previous Temperature.Ability types can now have TempModifiers applied to them<br />- The TempModifier registration system has been slightly changed:<br /> - The ID for TempModifiers is no longer provided by a method in the TempModifier class<br /> - IDs are now assigned at registration via ResourceLocations like most other things<br />- The Temperature.addModifier() method will now add/replace for every TempModifier instance that matches the given predicate if allowDupes is true<br /><strong style="color: #ffffff;">* All methods that add/remove/replace TempModifiers now have more advanced options for handling duplicates:</strong><br /> - This replaces the old "allowDupes" parameter<br /> - ALLOW: Allows duplicates of this TempModifier to exist on the entity<br /> - BY_CLASS: Adding/replacing a TempModifier fails if one of the same class is already present<br /> - EXACT: Adding/replacing a TempModifier fails if there is an instance of the same class and matching NBT present<br /><span style="color: #ff9900;"> ! The old methods with the "allowDupes" parameter are still present, but are now deprecated and marked for removal in a future version</span><br />- Replaced TempModifierEvent.Calculate.Pre and Post with more useful events:<br /> - Override: Fires before the TempModifier is calculated, and allows the incoming temperature to be changed<br /> - If the event is canceled, the TempModifier's output will be overridden with the event's temperature until it is calculated again<br /> - Otherwise, the event's temperature is passed into the TempModifier for calculation<br /> - Modify: Fires after the TempModifier is calculated, and allows the resulting function to be modified<br /> - The event is not cancelable<br /><strong style="color: #ffffff;">* Some config settings now require a RegistryAccess when saving, loading, or getting (see ConfigSettings.java)</strong><br /><strong style="color: #ffffff;">* Added an automatic config updater, which will change existing config settings when updating to new versions</strong><br /> - This prevents outdated config settings causing new features to not work as intended<br /> - This system will be used very sparingly, and only triggers once<br /></pre></div></body></html>
### Fixes:
- Fixed mounts not providing insulation effectively when configured to do so
- Fixed hearth air still not being able to spread through Create encased pipes by default
- Fixed dimension temperature configs not having proper support for non-MC units
- (1.18) Fixed temperature not resetting to 0 on death
- (1.20) Fixed the hearth using the old recipe
### Technical Changes:
- Unobfuscated mod source is now available on CurseForge
- Added message when entering creative mode warning players about insulation being deleted when opening the creative menu
- The "Insulated Entities" config setting now works on a scale of 0 to 1, with 1 being 100% insulation
### Fixes:
- Fixed mounts not providing insulation effectively when configured to do so
- Fixed hearth air still not being able to spread through Create encased pipes by default
- Fixed dimension temperature configs not having proper support for non-MC units
- (1.18) Fixed temperature not resetting to 0 on death
- (1.20) Fixed the hearth using the old recipe
### Technical Changes:
- Unobfuscated mod source is now available on CurseForge
- Added message when entering creative mode warning players about insulation being deleted when opening the creative menu
- The "Insulated Entities" config setting now works on a scale of 0 to 1, with 1 being 100% insulation
### Fixes:
- Fixed mounts not providing insulation effectively when configured to do so
- Fixed hearth air still not being able to spread through Create encased pipes by default
- Fixed dimension temperature configs not having proper support for non-MC units
- (1.18) Fixed temperature not resetting to 0 on death
- (1.20) Fixed the hearth using the old recipe
### Technical Changes:
- Unobfuscated mod source is now available on CurseForge
- Added message when entering creative mode warning players about insulation being deleted when opening the creative menu
- The "Insulated Entities" config setting now works on a scale of 0 to 1, with 1 being 100% insulation
### Fixes:
- Fixed mounts not providing insulation effectively when configured to do so
- Fixed hearth air still not being able to spread through Create encased pipes by default
- Fixed dimension temperature configs not having proper support for non-MC units
- (1.18) Fixed temperature not resetting to 0 on death
- (1.20) Fixed the hearth using the old recipe
### Technical Changes:
- Unobfuscated mod source is now available on CurseForge
- Added message when entering creative mode warning players about insulation being deleted when opening the creative menu
- The "Insulated Entities" config setting now works on a scale of 0 to 1, with 1 being 100% insulation
## 2.2.4
- Changed the hearth recipe to better reflect its new design
- Adjusted the protection & durability values for fur and hoglin armor to make them much more viable to actually wear
- New protection values (helmet, chest, legs, boots):
- Hoglin hide: 3 6 5 2
- Fur: 2 5 4 1
- Doubled durability
- Further adjustments to default fuel items for icebox, boiler, and hearth:
- Added logs and planks to the list of burnable items
- Increased the effectiveness of clay and water
- Improved functionality of the Hearth with Create pipes:
- Pipes can now be directly attached to the top of the hearth to extract the air without having to box it in
- Hearth spreading now works through encased pipes
- Improved block update detection for the hearth
### Fixes:
- (1.16) Fixed insulator tooltips rendering the bar icon incorrectly
- (1.19, 1.18, 1.16) Fixed chameleon appearing to float over the player's head when being carried
- Fixed texture inconsistencies between the normal and frosted variants of the icebox
### Technical Changes:
- Moved hearth spread settings to world-settings.toml
! This will delete existing configs in main.toml. Back them up first!
### Translation Updates:
- Updated Russian translation (by @rey_zex on Discord)
- Updated Italian translation (by @sniper_foxy on Discord)
## 2.2.4
- Changed the hearth recipe to better reflect its new design
- Adjusted the protection & durability values for fur and hoglin armor to make them much more viable to actually wear
- New protection values (helmet, chest, legs, boots):
- Hoglin hide: 3 6 5 2
- Fur: 2 5 4 1
- Doubled durability
- Further adjustments to default fuel items for icebox, boiler, and hearth:
- Added logs and planks to the list of burnable items
- Increased the effectiveness of clay and water
- Improved functionality of the Hearth with Create pipes:
- Pipes can now be directly attached to the top of the hearth to extract the air without having to box it in
- Hearth spreading now works through encased pipes
- Improved block update detection for the hearth
### Fixes:
- (1.16) Fixed insulator tooltips rendering the bar icon incorrectly
- (1.19, 1.18, 1.16) Fixed chameleon appearing to float over the player's head when being carried
- Fixed texture inconsistencies between the normal and frosted variants of the icebox
### Technical Changes:
- Moved hearth spread settings to world-settings.toml
! This will delete existing configs in main.toml. Back them up first!
### Translation Updates:
- Updated Russian translation (by @rey_zex on Discord)
- Updated Italian translation (by @sniper_foxy on Discord)
## 2.2.4
- Changed the hearth recipe to better reflect its new design
- Adjusted the protection & durability values for fur and hoglin armor to make them much more viable to actually wear
- New protection values (helmet, chest, legs, boots):
- Hoglin hide: 3 6 5 2
- Fur: 2 5 4 1
- Doubled durability
- Further adjustments to default fuel items for icebox, boiler, and hearth:
- Added logs and planks to the list of burnable items
- Increased the effectiveness of clay and water
- Improved functionality of the Hearth with Create pipes:
- Pipes can now be directly attached to the top of the hearth to extract the air without having to box it in
- Hearth spreading now works through encased pipes
- Improved block update detection for the hearth
### Fixes:
- (1.16) Fixed insulator tooltips rendering the bar icon incorrectly
- (1.19, 1.18, 1.16) Fixed chameleon appearing to float over the player's head when being carried
- Fixed texture inconsistencies between the normal and frosted variants of the icebox
### Technical Changes:
- Moved hearth spread settings to world-settings.toml
! This will delete existing configs in main.toml. Back them up first!
### Translation Updates:
- Updated Russian translation (by @rey_zex on Discord)
- Updated Italian translation (by @sniper_foxy on Discord)
## 2.2.4
- Changed the hearth recipe to better reflect its new design
- Adjusted the protection & durability values for fur and hoglin armor to make them much more viable to actually wear
- New protection values (helmet, chest, legs, boots):
- Hoglin hide: 3 6 5 2
- Fur: 2 5 4 1
- Doubled durability
- Further adjustments to default fuel items for icebox, boiler, and hearth:
- Added logs and planks to the list of burnable items
- Increased the effectiveness of clay and water
- Improved functionality of the Hearth with Create pipes:
- Pipes can now be directly attached to the top of the hearth to extract the air without having to box it in
- Hearth spreading now works through encased pipes
- Improved block update detection for the hearth
### Fixes:
- (1.16) Fixed insulator tooltips rendering the bar icon incorrectly
- (1.19, 1.18, 1.16) Fixed chameleon appearing to float over the player's head when being carried
- Fixed texture inconsistencies between the normal and frosted variants of the icebox
### Technical Changes:
- Moved hearth spread settings to world-settings.toml
! This will delete existing configs in main.toml. Back them up first!
### Translation Updates:
- Updated Russian translation (by @rey_zex on Discord)
- Updated Italian translation (by @sniper_foxy on Discord)
## 2.2.4
- Changed the hearth recipe to better reflect its new design
- Adjusted the protection & durability values for fur and hoglin armor to make them much more viable to actually wear
- New protection values (helmet, chest, legs, boots):
- Hoglin hide: 3 6 5 2
- Fur: 2 5 4 1
- Doubled durability
- Further adjustments to default fuel items for icebox, boiler, and hearth:
- Added logs and planks to the list of burnable items
- Increased the effectiveness of clay and water
- Improved functionality of the Hearth with Create pipes:
- Pipes can now be directly attached to the top of the hearth to extract the air without having to box it in
- Hearth spreading now works through encased pipes
- Improved block update detection for the hearth
### Fixes:
- (1.16) Fixed insulator tooltips rendering the bar icon incorrectly
- (1.19, 1.18, 1.16) Fixed chameleon appearing to float over the player's head when being carried
- Fixed texture inconsistencies between the normal and frosted variants of the icebox
### Technical Changes:
- Moved hearth spread settings to world-settings.toml
! This will delete existing configs in main.toml. Back them up first!
### Translation Updates:
- Updated Russian translation (by @rey_zex on Discord)
- Updated Italian translation (by @sniper_foxy on Discord)
## 2.2.3
- Multiple hearth updates:
- Updated model to be more "Minecraft-y"
- Added standard fluid support:
- Water and lava can now be piped into the sides (except the face) or bottom of the block
- Water can be extracted from the sides (except the face), and lava can be extracted from the bottom
- Adjusted the fuel values of some cold items. Clay and water are now much more effective
! 'item-settings.toml' will need to be deleted for this change to take effect
- Curios can now be configured to provide insulation
### Fixes:
- Fixed missing lang entries for custom attributes (Cadentem on Discord)
- Fixed crash when porting existing worlds from Cold Sweat 2.1 to 2.2
- (1.16) Fixed llama fur not growing after being sheared
- Fixed issue when using the "getTemperatureAt()" method after the player has quit and re-joined a world
- Fixed Create pipes still requiring a roof to transmit hearth air
### Technical Changes:
- The default TempModifiers an entity gets upon spawning are now configurable via GatherDefaultTempModifiersEvent
- Setting the cold_resistance or heat_resistance attributes to 100 will now cause that temperature to not affect the player at all, rather than just slowing its effect to 0
## 2.2.3
- Multiple hearth updates:
- Updated model to be more "Minecraft-y"
- Added standard fluid support:
- Water and lava can now be piped into the sides (except the face) or bottom of the block
- Water can be extracted from the sides (except the face), and lava can be extracted from the bottom
- Adjusted the fuel values of some cold items. Clay and water are now much more effective
! 'item-settings.toml' will need to be deleted for this change to take effect
- Curios can now be configured to provide insulation
### Fixes:
- Fixed missing lang entries for custom attributes (Cadentem on Discord)
- Fixed crash when porting existing worlds from Cold Sweat 2.1 to 2.2
- (1.16) Fixed llama fur not growing after being sheared
- Fixed issue when using the "getTemperatureAt()" method after the player has quit and re-joined a world
- Fixed Create pipes still requiring a roof to transmit hearth air
### Technical Changes:
- The default TempModifiers an entity gets upon spawning are now configurable via GatherDefaultTempModifiersEvent
- Setting the cold_resistance or heat_resistance attributes to 100 will now cause that temperature to not affect the player at all, rather than just slowing its effect to 0
## 2.2.3
- Multiple hearth updates:
- Updated model to be more "Minecraft-y"
- Added standard fluid support:
- Water and lava can now be piped into the sides (except the face) or bottom of the block
- Water can be extracted from the sides (except the face), and lava can be extracted from the bottom
- Adjusted the fuel values of some cold items. Clay and water are now much more effective
! 'item-settings.toml' will need to be deleted for this change to take effect
- Curios can now be configured to provide insulation
### Fixes:
- Fixed missing lang entries for custom attributes (Cadentem on Discord)
- Fixed crash when porting existing worlds from Cold Sweat 2.1 to 2.2
- (1.16) Fixed llama fur not growing after being sheared
- Fixed issue when using the "getTemperatureAt()" method after the player has quit and re-joined a world
- Fixed Create pipes still requiring a roof to transmit hearth air
### Technical Changes:
- The default TempModifiers an entity gets upon spawning are now configurable via GatherDefaultTempModifiersEvent
- Setting the cold_resistance or heat_resistance attributes to 100 will now cause that temperature to not affect the player at all, rather than just slowing its effect to 0
## 2.2.3
- Multiple hearth updates:
- Updated model to be more "Minecraft-y"
- Added standard fluid support:
- Water and lava can now be piped into the sides (except the face) or bottom of the block
- Water can be extracted from the sides (except the face), and lava can be extracted from the bottom
- Adjusted the fuel values of some cold items. Clay and water are now much more effective
! 'item-settings.toml' will need to be deleted for this change to take effect
- Curios can now be configured to provide insulation
### Fixes:
- Fixed missing lang entries for custom attributes (Cadentem on Discord)
- Fixed crash when porting existing worlds from Cold Sweat 2.1 to 2.2
- (1.16) Fixed llama fur not growing after being sheared
- Fixed issue when using the "getTemperatureAt()" method after the player has quit and re-joined a world
- Fixed Create pipes still requiring a roof to transmit hearth air
### Technical Changes:
- The default TempModifiers an entity gets upon spawning are now configurable via GatherDefaultTempModifiersEvent
- Setting the cold_resistance or heat_resistance attributes to 100 will now cause that temperature to not affect the player at all, rather than just slowing its effect to 0
## 2.2.3
- Multiple hearth updates:
- Updated model to be more "Minecraft-y"
- Added standard fluid support:
- Water and lava can now be piped into the sides (except the face) or bottom of the block
- Water can be extracted from the sides (except the face), and lava can be extracted from the bottom
- Adjusted the fuel values of some cold items. Clay and water are now much more effective
! 'item-settings.toml' will need to be deleted for this change to take effect
- Curios can now be configured to provide insulation
### Fixes:
- Fixed missing lang entries for custom attributes (Cadentem on Discord)
- Fixed crash when porting existing worlds from Cold Sweat 2.1 to 2.2
- (1.16) Fixed llama fur not growing after being sheared
- Fixed issue when using the "getTemperatureAt()" method after the player has quit and re-joined a world
- Fixed Create pipes still requiring a roof to transmit hearth air
### Technical Changes:
- The default TempModifiers an entity gets upon spawning are now configurable via GatherDefaultTempModifiersEvent
- Setting the cold_resistance or heat_resistance attributes to 100 will now cause that temperature to not affect the player at all, rather than just slowing its effect to 0
## 2.2.2
- Added a high contrast option, which simplifies and adds symbols to UI elements for better readability
- Can be toggled in the config menu
### Fixes:
- (1.16) Fixed crash when paired with mods that change entity models (like Epic Fight)
- (1.20) Fixed crash when taking burning/freezing damage
- (1.19.4) Fixed crash due to mixin mapping issue
- (1.19.4) Fixed tooltips not rendering
### Technical Changes:
- (1.20) Changed to NeoForge
- Added a ton of attributes for developers to use:
- cold_dampening: Slows the rate at which the player freezes. Negative values accelerate it.
- heat_dampening: Slows the rate at which the player overheats. Negative values accelerate it.
- burning_point_offset: Applies an offset to the player's maximum habitable world temperature.
- freezing_point_offset: Applies an offset to the player's minimum habitable world temperature.
- cold_resistance: A multiplier applied to incoming freezing damage (from 0 to 1, with 1 being full resistance).
- heat_resistance: A multiplier applied to incoming burning damage (from 0 to 1, with 1 being full resistance).
- core_temperature_offset: An offset applied to the player's core temperature every tick.
- base_temperature_offset: An offset that is added to the player's body temperature. This can be applied once and the offset is persistent.
- world_temperature_offset: Applies an offset to the player's perceived world temperature.
The following attributes are read-only values that mirror the player's temperatures:
- world_temperature: The player's current world temperature.
- burning_point: The player's maximum habitable world temperature.
- freezing_point: The player's minimum habitable world temperature.
- core_temperature: The player's core body temperature.
- base_temperature: The player's base body temperature.
## 2.2.2
- Added a high contrast option, which simplifies and adds symbols to UI elements for better readability
- Can be toggled in the config menu
### Fixes:
- (1.16) Fixed crash when paired with mods that change entity models (like Epic Fight)
- (1.20) Fixed crash when taking burning/freezing damage
- (1.19.4) Fixed crash due to mixin mapping issue
- (1.19.4) Fixed tooltips not rendering
### Technical Changes:
- (1.20) Changed to NeoForge
- Added a ton of attributes for developers to use:
- cold_dampening: Slows the rate at which the player freezes. Negative values accelerate it.
- heat_dampening: Slows the rate at which the player overheats. Negative values accelerate it.
- burning_point_offset: Applies an offset to the player's maximum habitable world temperature.
- freezing_point_offset: Applies an offset to the player's minimum habitable world temperature.
- cold_resistance: A multiplier applied to incoming freezing damage (from 0 to 1, with 1 being full resistance).
- heat_resistance: A multiplier applied to incoming burning damage (from 0 to 1, with 1 being full resistance).
- core_temperature_offset: An offset applied to the player's core temperature every tick.
- base_temperature_offset: An offset that is added to the player's body temperature. This can be applied once and the offset is persistent.
- world_temperature_offset: Applies an offset to the player's perceived world temperature.
The following attributes are read-only values that mirror the player's temperatures:
- world_temperature: The player's current world temperature.
- burning_point: The player's maximum habitable world temperature.
- freezing_point: The player's minimum habitable world temperature.
- core_temperature: The player's core body temperature.
- base_temperature: The player's base body temperature.
## 2.2.2
- Added a high contrast option, which simplifies and adds symbols to UI elements for better readability
- Can be toggled in the config menu
### Fixes:
- (1.16) Fixed crash when paired with mods that change entity models (like Epic Fight)
- (1.20) Fixed crash when taking burning/freezing damage
- (1.19.4) Fixed crash due to mixin mapping issue
- (1.19.4) Fixed tooltips not rendering
### Technical Changes:
- (1.20) Changed to NeoForge
- Added a ton of attributes for developers to use:
- cold_dampening: Slows the rate at which the player freezes. Negative values accelerate it.
- heat_dampening: Slows the rate at which the player overheats. Negative values accelerate it.
- burning_point_offset: Applies an offset to the player's maximum habitable world temperature.
- freezing_point_offset: Applies an offset to the player's minimum habitable world temperature.
- cold_resistance: A multiplier applied to incoming freezing damage (from 0 to 1, with 1 being full resistance).
- heat_resistance: A multiplier applied to incoming burning damage (from 0 to 1, with 1 being full resistance).
- core_temperature_offset: An offset applied to the player's core temperature every tick.
- base_temperature_offset: An offset that is added to the player's body temperature. This can be applied once and the offset is persistent.
- world_temperature_offset: Applies an offset to the player's perceived world temperature.
The following attributes are read-only values that mirror the player's temperatures:
- world_temperature: The player's current world temperature.
- burning_point: The player's maximum habitable world temperature.
- freezing_point: The player's minimum habitable world temperature.
- core_temperature: The player's core body temperature.
- base_temperature: The player's base body temperature.
## 2.2.2
- Added a high contrast option, which simplifies and adds symbols to UI elements for better readability
- Can be toggled in the config menu
### Fixes:
- (1.16) Fixed crash when paired with mods that change entity models (like Epic Fight)
- (1.20) Fixed crash when taking burning/freezing damage
- (1.19.4) Fixed crash due to mixin mapping issue
- (1.19.4) Fixed tooltips not rendering
### Technical Changes:
- (1.20) Changed to NeoForge
- Added a ton of attributes for developers to use:
- cold_dampening: Slows the rate at which the player freezes. Negative values accelerate it.
- heat_dampening: Slows the rate at which the player overheats. Negative values accelerate it.
- burning_point_offset: Applies an offset to the player's maximum habitable world temperature.
- freezing_point_offset: Applies an offset to the player's minimum habitable world temperature.
- cold_resistance: A multiplier applied to incoming freezing damage (from 0 to 1, with 1 being full resistance).
- heat_resistance: A multiplier applied to incoming burning damage (from 0 to 1, with 1 being full resistance).
- core_temperature_offset: An offset applied to the player's core temperature every tick.
- base_temperature_offset: An offset that is added to the player's body temperature. This can be applied once and the offset is persistent.
- world_temperature_offset: Applies an offset to the player's perceived world temperature.
The following attributes are read-only values that mirror the player's temperatures:
- world_temperature: The player's current world temperature.
- burning_point: The player's maximum habitable world temperature.
- freezing_point: The player's minimum habitable world temperature.
- core_temperature: The player's core body temperature.
- base_temperature: The player's base body temperature.
**2.2.2**
---
- Added a high contrast option, which simplifies and adds symbols to UI elements for better readability
- Can be toggled in the config menu
**Fixes:**
---
- (1.16) Fixed crash when paired with mods that change entity models (like Epic Fight)
- (1.20) Fixed crash when taking burning/freezing damage
**Technical Changes:**
---
- Changed to NeoForge
- Added a ton of attributes for developers to use:
- cold_dampening: Slows the rate at which the player freezes. Negative values accelerate it.
- heat_dampening: Slows the rate at which the player overheats. Negative values accelerate it.
- burning_point_offset: Applies an offset to the player's maximum habitable world temperature.
- freezing_point_offset: Applies an offset to the player's minimum habitable world temperature.
- cold_resistance: A multiplier applied to incoming freezing damage and negative effects (from 0 to 1, with 1 being full resistance).
- heat_resistance: A multiplier applied to incoming burning damage and negative effects (from 0 to 1, with 1 being full resistance).
- core_temperature_offset: An offset applied to the player's core temperature every tick.
- base_temperature_offset: An offset that is added to the player's body temperature. This can be applied once and the offset is persistent.
- world_temperature_offset: Applies an offset to the player's perceived world temperature.
<br>
***The following attributes are read-only values that mirror the player's temperatures:***
- world_temperature: The player's current world temperature.
- burning_point: The player's maximum habitable world temperature.
- freezing_point: The player's minimum habitable world temperature.
- core_temperature: The player's core body temperature.
- base_temperature: The player's base body temperature.