Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the `#corrosive_sculk:sculk_immune` entity tag.
- Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in `sculk_damaging_entities.json` ([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information).
- Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the `#corrosive_sculk:sculk_immune` entity tag.
- Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in `sculk_damaging_entities.json` ([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information).
- Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the `#corrosive_sculk:sculk_immune` entity tag.
- Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in `sculk_damaging_entities.json` ([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information).
- Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the `#corrosive_sculk:sculk_immune` entity tag.
- Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in `sculk_damaging_entities.json` ([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information).
- Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the `#corrosive_sculk:sculk_immune` entity tag.
- Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in `sculk_damaging_entities.json` ([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information).
- Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the `#corrosive_sculk:sculk_immune` entity tag.
- Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in `sculk_damaging_entities.json` ([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information).
- Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the `#corrosive_sculk:sculk_immune` entity tag.
- Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in `sculk_damaging_entities.json` ([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information).
- Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- Heart overlay now renders when the Mantle mod is installed (Forge 1.20.1 only).
- Changed how Sculk Resistance potion recipes are registered on 1.20.1 Forge.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.
Highlights:
- Sculk will now damage all living entities standing on top of it.
- There are exceptions to this rule (such as the warden) which is managed by the `#corrosive_sculk:sculk_immune` entity tag.
- Sculk Damage and Sculk Resistance on mounts will be visualized with their own mount-themed hearts.
- For players and player-controlled entities, sculk damaging will now be calculated all around the player and will be based on the block's hitbox.
- All other entities simply check if they are inside or on top of the block, regardless of hitbox.
- Sculk Resistance hearts now regenerate, and the effect now lasts 8 minutes.
- To balance this, the potion now requires a Sculk Catalyst rather than a regular Sculk Block.
- Added Sculk Tolerance, an enchantment found only in ancient cities that increases the delay between sculk damages.
- Sculk Tolerance can be applied to all types of armor, including Horse/Wolf Armor.
- Entities such as the Warden can now deal sculk damage when dealing regular damage.
- Entities will not deal more sculk damage than they do regular damage.
- This behaviour is data-driven and controlled by the data in `sculk_damaging_entities.json` ([see the file on github](https://github.com/Hipposgrumm/corrosive-sculk/blob/master/src/main/resources/data/corrosive_sculk/sculk_damaging_entities.json) for more information).
- Added Woven versions of Sculk Blocks and Sculk Veins that can be safely used for building.
Other Changes:
- Sculk blocks are now managed by a tag instead of in the config.
- Sculk catalysts are now in the list of dangerous blocks because in hindsight they were a pretty poor and expensive alternative to regular sculk blocks for building.
- Added "Assist Mode" config options to make the mod less punishing for some players or modpacks.
- Yes, that name is intentional to dissuade challenge runners from using it (you know who you are).
- Sculk Warning is a fade-in rather than a pulsing effect.
- Sculk Heart colors were brightened slightly to increase visibility.
- Sculk can no longer be avoided by simply jumping.
- Source jars are now supplied to aid developers (if you can read it through all the stonecuttering).
Fixes:
- Changed how the hearts are injected so that they no longer cause hearts to disappear and cause the game to spew errors.
- This was because of faulty coding and I personally apologize.
- This allows it to work properly with Create.
- Added the mod icon into the files.
- (I kind of had to redo it since I lost the original somehow.)
- Sculk check no longer runs twice.