- Fix Vortex Horns preserving original max capacity when upgrading the horn
- (1.21.1 only) Netherite Vortex Horn no longer looses info about dragons inside when upgrading from diamond
- Now dragon attacks should no longer destroy dropped items
- Added entity type tag `uselessreptile:dragon_immune` to specify entity types that cannot be damaged by dragons
- Dragons no longer have seizures when trying to look around while standing still
- Fix Vortex Horns preserving original max capacity when upgrading the horn
- (1.21.1 only) Netherite Vortex Horn no longer looses info about dragons inside when upgrading from diamond
- Now dragon attacks should no longer destroy dropped items
- Added entity type tag `uselessreptile:dragon_immune` to specify entity types that cannot be damaged by dragons
- Dragons no longer have seizures when trying to look around while standing still
Backport of some features and improvements from 0.11.0:
- Major pathfinding improvements for all dragons. Now poor Pikehorns should get stuck underwater much less often, as well as others in other not convenient places
- Moleclaw's strong attack box Y coordinate change is now clamped and changes on either +1 or -1 if you're either looking up or down and pass certain threshold in pitch angle when riding it
- Fixed Moleclaw strong attack box block breaking area being inconsistent
- When giving either food item or taming item to dragon, its remnant (such as bucket from bucket with fish) will correctly be placed in current slot in case if it was last item in the stack instead of slipping in other first available slot in inventory
- Rideable dragons no longer can be leashed
- When bailing out, Lightning Chaser no longer should attempt to pathfind into unloaded chunks. This should fix some scenarios where this behaviour caused too much lag
- Added 2 new modes for Flute: Sit Down and Stand Up. Each mode sits down or stands up all River Pikehorns in flute work radius respectively
- New dragon: Magmamuncher
- Spawns in Nether near lava lakes
- Comes in 2 variants: Magma and Netherrack
- Can be tamed with Blaze Rods
- Has small inventory space
- Can be put on head
- When on head and has furnace fuel items in inventory, dragon will attempt to consume those items to apply Fire Resistance effect on owner in case if they catch on fire. Duration of the effect depends on fuel item efficiency (can be adjusted via config or completely turned off)
- Hates Magma Cubes
- Can be fed either Magma Cream or Magma Blocks to restore health
- Sometimes can dig up Magma Blocks, turning those into Depleted Magma. May dig up Coal with a small chance (controlled by loot table)
- New block: Depleted Magma
- Can be created by Magmamuncher when digging up Magma Block
- Visually looks like normal Netherrack block and (mostly) behaves the same
- When destroyed drops Netherrack even with Silk Touch
- Can turn back into Magma Block over time if it's either in The Nether or near lava
- Added new fields to variant data file:
- `base_taming_progress` - defines starting taming progress for variant. Can be set to -1 to make variant untameable. **This field is mandatory for all variants**
- `taming_items` - defines items with which variant can be tamed. Allows specifying taming progress change for item id or tag. Note: for Lightning Chaser by default those lists are empty, but you can fill them yourself to make dragon tameable by giving it something instead of fighting it
- `food_items` - defines items with which variant can be healed. Allows specifying amount of health that is going to be restored for item id or tag
- For more info check out example data pack [README](https://github.com/NordAct/useless-reptile/tree/1.21.8/Example-Data-Pack/README.md)
- Removed taming item and food item tags for all dragons since those have been moved to variant data
- Removed `uselessreptile:dragon.regeneration_from_food` attribute and all respective config options since its functionality has been moved to variant data
- Altitude restriction in spawn conditions now can be specified as 2-sized integer array instead on an object
- Sounds in dragon model now have a field `pitch_deviation` that allows to specify range of how much played sound pitch can change. If not specified, default value will be 0.125. Example: if sound pitch is 1 and range is 0.125, played sound pitch can vary between 0.9375 and 1.0625
- Major pathfinding improvements for all dragons. Now poor Pikehorns should get stuck underwater much less often, as well as others in other not convenient places
- Rideable dragons no longer can be leashed due some unintended behaviour that came with 1.21.8 leash rework
- Now attempting to lift off the ground on flying dragon is done by sending request packet from client side instead of checking jump window it from server side. This is done because playing on servers with high ping makes problematic to hit this window
- When bailing out, Lightning Chaser no longer should attempt to pathfind into unloaded chunks. This should fix some scenarios where this behaviour caused too much lag
- Maximum capacity of Vortex Horns is no longer hardcoded and controlled by component `uselessreptile:vortex_horn_capacity`. Note: since this component is also used to track current occupied capacity, due it being changed when updating world to newer mod version you may see that your already existing Vortex horn current occupied capacity was reset to 0. To fix this, simply pick up any dragon in horn or put any dragon out of the horn. After this, horn will update information on current capacity correctly
- Added several new advancements to make it easier to get familiar with some features of the mod that involve interaction with dragons
- Added 2 new modes for Flute: Sit Down and Stand Up. Each mode sits down or stands up all River Pikehorns in flute work radius respectively
- Fixed dragons eating buckets, bowls, bottles and other things that should not be eaten and left out from food items when eating from their inventories
- When giving either food item or taming item to dragon, its remnant (such as bucket from bucket with fish) will correctly be placed in current slot in case if it was last item in the stack instead of slipping in other first available slot in inventory
- Fixed Moleclaw strong attack box block breaking area being inconsistent
- Moleclaw's strong attack box Y coordinate change is now clamped and changes on either +1 or -1 if you're either looking up or down and pass certain threshold in pitch angle when riding it
- Some internal rework has been done for inventory system in order to fix some bugs. This may cause items to end up in wrong slots or being completely lost. **Please remove any items from your dragon inventories before updating**
- Fixed crash if you had River Pikehorn on your head while riding the dragon and entering the world for first time during session while having auto perspective switch turned on
- Fixed crash if you had River Pikehorn on your head while riding the dragon and entering the world for first time during session while having auto perspective switch turned on
- Fixed not working perspective change back to first person when automatic perspective switch is enabled and playing on either server or when using Sinytra Connector
- (Backport for 1.21.1 version) Untamed River Pikehorns will now return to place where they have spawned at when finishing fishing
- (Backport for 1.21.1 version) Controller support
- (Backport for 1.21.1 version) Added free look around option
- (Backport for 1.21.1 version) More clear interaction logic for opening inventory or starting to ride dragon
- Fixed not working perspective change back to first person when automatic perspective switch is enabled and playing on either server or when using Sinytra Connector
- (Backport for 1.21.1 version) Untamed River Pikehorns will now return to place where they have spawned at when finishing fishing
- (Backport for 1.21.1 version) Controller support
- (Backport for 1.21.1 version) Added free look around option
- (Backport for 1.21.1 version) More clear interaction logic for opening inventory or starting to ride dragon
- Fixed not working perspective change back to first person when automatic perspective switch is enabled and playing on either server or when using Sinytra Connector
- (Backport for 1.21.1 version) Untamed River Pikehorns will now return to place where they have spawned at when finishing fishing
- (Backport for 1.21.1 version) Controller support
- (Backport for 1.21.1 version) Added free look around option
- (Backport for 1.21.1 version) More clear interaction logic for opening inventory or starting to ride dragon
- Fixed not working perspective change back to first person when automatic perspective switch is enabled and playing on either server or when using Sinytra Connector
- (Backport for 1.21.1 version) Untamed River Pikehorns will now return to place where they have spawned at when finishing fishing
- (Backport for 1.21.1 version) Controller support
- (Backport for 1.21.1 version) Added free look around option
- (Backport for 1.21.1 version) More clear interaction logic for opening inventory or starting to ride dragon
- Added hotkey for free look around. When held, dragon will no longer respond to changing camera angle. Default hotkey is Z
- Added config options for vertical input control with camera
- Fixed missing tooltip on flute
- Input from controllers when using mod for controller compatibility now should be registered correctly when riding dragon
- Changed the way inventory is stored. **REMOVE ALL ITEMS OUT OF DRAGON INVENTORY BEFORE UPDATING YOUR WORLD OR ALL OF THEM WILL BE LOST**
- New variant system. Packs made for previous versions will no longer work
- Docs and examples: [Example Data Pack](https://github.com/NordAct/useless-reptile/tree/1.21.5/Example-Data-Pack), [Example Resource Pack](https://github.com/NordAct/useless-reptile/tree/1.21.5/Example-Resource-Pack)
- To make making variant more organised process and to deal with some limitations of previous approach, all information about variants is now defined in data pack
- Actual variants and ones that available via custom name are now defined separately
- You now can define display name for variant via providing localisation key
- It's now possible to add new sound keyframes to animations of dragons and make them play sound you want
- Dragons now can have attribute modifiers based on their variant
- Other features for new system are still yet to come
- Dragons will no longer stand up in some cases if you try to access inventory while not riding
- You now can access dragon's inventory even if both of your hands are full of items (as long as none of them are interactable ones)
- Untamed River Pikehorns will now return to place where they have spawned at when finishing fishing
- Updated spawn egg item icons ~~because spawn egg template is no longer a thing *cries*~~
- Flute sound distance is now limited to 32 (this doesn't affect its actual working range)
- Added client config option to hide passengers on dragons
- (1.21.4 only) fixed items without consumable component not being consumed when fed to dragons
- Flute sound distance is now limited to 32 (this doesn't affect its actual working range)
- Added client config option to hide passengers on dragons
- (1.21.4 only) fixed items without consumable component not being consumed when fed to dragons
- Fixed inability to craft more Vortex Horns of the same type after crafting one
- Fixed River Pikehorns not defending its owner when attacked
- Fixed dragons not teleporting to owner when they stuck when following
- Minimal River Pikehorn distance to start following was decreased from 20 to 16 blocks
- Fixed inability to craft more Vortex Horns of the same type after crafting one
- Fixed River Pikehorns not defending its owner when attacked
- Fixed dragons not teleporting to owner when they stuck when following
- Minimal River Pikehorn distance to start following was decreased from 20 to 16 blocks
- Fixed home position being set incorrectly for rideable dragons
- Fixed River Pikehorns dropping fish after they have been tamed and fish was eaten
- River Pikehorns now will drop fish in direction of their owner
- Updated sitting animation of River Pikehorn to make it more distinguishable from idle animation
- Panicking Moleclaws now break blocks when panicking more consistently
- Fixed Moleclaws being in constant sprint mode if they ever entered it
- Ridden Moleclaws will now break one extra block above to avoid rider's head being stuck in blocks when digging up or down
- Fixed home position being set incorrectly for rideable dragons
- Fixed River Pikehorns dropping fish after they have been tamed and fish was eaten
- River Pikehorns now will drop fish in direction of their owner
- Updated sitting animation of River Pikehorn to make it more distinguishable from idle animation
- Panicking Moleclaws now break blocks when panicking more consistently
- Fixed Moleclaws being in constant sprint mode if they ever entered it
- Ridden Moleclaws will now break one extra block above to avoid rider's head being stuck in blocks when digging up or down
- Rideable dragons no longer spam key input packets from client, but rather only when any of inputs changed its state
- Removed ugly hack to ensure that rideable dragon position is consistent across clients when in multiplayer (it just spammed packet that corrected position each tick when ridden, ik it's bad)
- River Pikehorn is now removed with owner if it's on the owner's head when owner disconnects. And as well it will appear riding head of the owner on reconnect
- Rideable dragons no longer spam key input packets from client, but rather only when any of inputs changed its state
- Removed ugly hack to ensure that rideable dragon position is consistent across clients when in multiplayer (it just spammed packet that corrected position each tick when ridden, ik it's bad)
- River Pikehorn is now removed with owner if it's on the owner's head when owner disconnects. And as well it will appear riding head of the owner on reconnect
- 1.21.4 port
- Changed dragon equipment directory from `dragon_model_data/equipment_model_data` to `dragon_equipment_model_data`
- Some other changes in asset structure to accompany changes within game from 1.21.1 to 1.21.4
- Added Vortex Horn
- Vortex Horn is an upgraded version of normal Goat Horn that besides usual functional can store dragons inside and has no cooldown on use, so if you don't have dragons you can just annoy your friends if you have any
- When dragon is stored inside the horn, it'll take up some capacity. If horn is full, it won't be able to store more dragons
- Different dragons take up different amount of capacity. Small dragons take only 1, big dragons take up 3
- To store dragon inside the horn just use it on __your__ dragon, to release the dragon click on the block. When released, last added dragon will always be released first
- You also can mass capture/release your dragons when crouching
- When attempting to dp this, sitting dragons will be skipped. You still can capture them in horn individually
- When released, dragon will automatically be bound to the sound of Vortex Horn in which it was stored in
- Attempting to release not your dragon may result in an injury
- Vortex Horn has 5 tiers: normal, iron, gold, diamond and netherite. Each tier increases capacity of the horn
- Normal Vortex Horn can be crafted combining Breeze Rods with Goat Horn, and Vortex Horn will inherit horn's sound (or any other instrument if you happen to change the recipe). Upgrading it will also require respective to its tier materials and horn of previous tier
- Added `#uselessreptile:moleclaw_saddles`, `#uselessreptile:lightning_chaser_saddles`, `#uselessreptile:lightning_chaser_saddles`, `#uselessreptile:wyvern_saddles` and `#uselessreptile:dragon_saddles` item tags
- `#uselessreptile:dragon_saddles` is required for correct rendering when saddle is equipped
- `#uselessreptile:moleclaw_saddles`, `#uselessreptile:lightning_chaser_saddles`, `#uselessreptile:lightning_chaser_saddles` and `#uselessreptile:wyvern_saddles` are tags for items that can be equipped and used as a saddle on dragon. Each tag is responsible for respective dragon. All those tags are by default in `#uselessreptile:dragon_saddles`
- Added Netherite Dragon Armor
- It can be crafted from Diamond Dragon Armor by applying Netherite Upgrade Template and Netherite ingot in Smiting Table to piece you want to upgrade to netherite
- Netherite variant of armor not only got better bonuses, but also got different appearance on dragons relative to their normal armor
- Improved logging in case of missing assets specified in model data files
- Fixed z-fighting on Swamp Wyvern's saddle model
- Added `DragonOnItemConsumedEvent` event that fires whenever dragon may consume an item
- Added `#uselessreptile:wyvern_taming_item`, `#uselessreptile:moleclaw_taming_item`, `#uselessreptile:river_pikehorn_taming_item`, `#uselessreptile:wyvern_food`, `#uselessreptile:moleclaw_food`, `#uselessreptile:river_pikehorn_food` and `#uselessreptile:lightning_chaser_food` item tags
- Food items tags represent items that can be used by or on dragon to heal it
- In case of River Pikehorn, those are also items that it'll seek during hunt
- Taming items tags represent items that can be used to tame certain dragons. Note that since Lightning Chaser is tamed in different way, there's no taming item for it, but you still can use its food to instantly tame it
- Remove all attribute multipliers except speed ones, since there's no practical reason to keep those
- Walking animation speed will now account for speed multiplier and changes in base ground speed
- Fix River Pikehorn always having incorrect flying speed and inability to affect those via configs
- Fix River Pikehorn occasionally suffocating in walls
- Dragons now can teleport to owner if they attempt to follow when happen to be too far or stuck. If you don't like this behaviour, you can disable it in config
- `pikehornMinGroupSize` and `pikehornMaxGroupSize` config options were renamed to `riverPikehornMinGroupSize` and `riverPikehornMaxGroupSize` respectively for consistency
- Replaced spawn weight config options with boolean fields that define if dragon can spawn naturally. This change was made since changing spawn weight wasn't actually changing much in terms of spawning and at best could only disable it
- Added client config option to hide info about which dragons can equip specific item
- Fixed issue caused other mods that add new layers to player model to display those incorrectly when River Pikehorn was on player's head
- Fixed glowing layer not working with shaders on
- Fixed Swamp Wyvern's easter egg variant "jeb_" not being applicable via nametag
### Known Issues:
- Dragon rotations in some scenarios may be very out of sync with the server
### 0.8.1
- Fixed crash when either Lightning Chaser or Swamp Wyvern tried to shoot
### 0.8.0
- Added Lightning Chaser (as playable dragon). It can sometimes appear during thunderstorms near random player as long as it's on surface
- Added Shock status effect. It can be only inflicted by Lightning Chaser's attacks
- Added tags for respective armor slots for all dragons that can wear armor, so custom items can be added
- New spawning system:
- If there's no available variants for spot, game won't attempt to spawn a dragon
- Spawn entries are now defined in individual files
- There can be several entries for same variant
- File names for entries don't matter
- All entries are stored in `dragon_spawns` folder in folders named after dragon's id
- Now you can pass allowed and banned blocks as spawn conditions
- Ids and tags are now listed in similar manner as in vanilla tags
- Removed block tags that were responsible for blocks on which specific types of dragons could spawn
- Removed biome whitelist tags for dragons
- Rotation speeds, vertical speed, acceleration time, attack cooldowns are all now stored as attributes
- Added attribute for Moleclaw's mining level
- Added event to define mining level for blocks that is used by Moleclaw
- Items that can be equipped as armor for dragons now will have special tooltip
- Added item tag to define which items can protect Moleclaw from light
- Now if tamed dragon that doesn't follow you was left around some spot without being put in sit mode, it'll move only around this spot, so it won't run to Brazil leaving you behind
- Reduced required distance for River Pikehorn to start follow you
- You now can dismount River Pikehorn on your head even if you got an item in your hand (block placing action still will be prioritized)
- River Pikehorns are now immune to suffocation damage if they are riding the player
- Fixed potion giving to dragons
- River Pikehorn model on head now displays correctly if it was changed
- Improved rendering of dragon passengers
- Fixed bug that caused Swamp Wyverns being tamable with just 1 chicken in survival
- Added Saddle, Raw Chicken, Bucket of Tropical Fish and Beetroot to the mod item tab
- Moleclaw will no longer panic sliding its butt on the ground if it was left sitting
### Known Issues:
- Glowing layer doesn't display with shaders turned on
- When Lightning Chaser has surrendered, it takes 2 clicks to actually claim it
- Dragon rotations in some scenarios may be very out of sync with the server
- If there's no available variants for the spot where dragon managed to spawn, mod will set default variant and print warn in the log rather than throwing an exception
- If there's no available variants for the spot where dragon managed to spawn, mod will set default variant and print warn in the log rather than throwing an exception
- If there's no available variants for the spot where dragon managed to spawn, mod will set default variant and print warn in the log rather than throwing an exception
- If there's no available variants for the spot where dragon managed to spawn, mod will set default variant and print warn in the log rather than throwing an exception
- Updated flute and dragon armor item textures
- Added triggers for unlocking dragon armor and flute recipes
- Fixed issue when you could hit multipart dragon while riding it
- 1.20.6 port
- Updated flute and dragon armor item textures
- Added triggers for unlocking dragon armor and flute recipes
- Fixed issue when you could hit multipart dragon while riding it
- 1.20.6 port
- Updated flute and dragon armor item textures
- Added triggers for unlocking dragon armor and flute recipes
- Fixed issue when you could hit multipart dragon while riding it
- 1.20.6 port
- Updated flute and dragon armor item textures
- Added triggers for unlocking dragon armor and flute recipes
- Fixed issue when you could hit multipart dragon while riding it
- 1.20.6 port
- Fix crash on dedicated servers
- Added Vietnamise translation (thanks godkyo98)
- (1.19.2 only) fixed model shadow flickering when dragon's inventory is open
- Fix crash on dedicated servers
- Added Vietnamise translation (thanks godkyo98)
- (1.19.2 only) fixed model shadow flickering when dragon's inventory is open
- Fix crash on dedicated servers
- Added Vietnamise translation (thanks godkyo98)
- (1.19.2 only) fixed model shadow flickering when dragon's inventory is open
## The update I have been procrastinating since October and still didn't finish
Aka 0.7.0 update
## Changelog:
### Customization:
- Replaced model redirects system with model data (No example packs yet, sorry! But you can take a look at mod's assets)
- Dragon's equipment now can have its own model
- Equipment model can have its own glow layer. To add it just add texture with _glowing suffix in the end in the name of glowing texture (first part of texture's name must be same as original's texture one)
- You can override equipment model data per dragon variant within "equipment_model_overrides" block (defined as array)
- Changed rider's renderer, so it sticks to position of rider's bone correctly on the model
- Banner and rider can now only be rendered if saddle is equpped
### Configs:
- Config file has been split to main config file, client config file and mob attributes config file
- Added mob attributes config for each dragon in the mod currently, so people can stop begging me about it
- Added "Dragon Madness" config option for masochists
- Added attack hitbox render option when hitbox debug is on (off by default in config)
- Added group sizes config options
### Spawning:
- All dragons now are part of custom spawn groups added by this mod
- Dragons are no longer require high light level or grass block in order to be able to spawn
- Dragons now require blocks from respective to dragon block tag below them in order to spawn
### Other:
- Moleclaw now breaks blocks depending not on hardness, but mining level. By default Moleclaw is able to break blocks that are breakable by wooden tool. Using strength potion of level 1 upgrades it to level of stone tool and level 2 to level of iron tool. If you somehow manage to get level 3 strength on your Moleclaw, it will be diamond tool level and so on
- Added description for flute item to make it more obvious on how to use it
- Changed textures for dragon helmets, so it's harder to confuse them with Moleclaw ones
- Mod now bundles newer version of Primitive Multipart Entities library
- (1.19.2 only) Switched Geckolib for AzureLib since it's basically Geckolib 4 port for older game versions. Mod versions for newer game versions will continue to use Geckolib
- ~~I broke my promise of not supporting 1.19.2 again~~
### WIP:
- Added Lightning Chaser for demonstration purposes
- Currently you can summon it only via commands or spawn egg in creative, because it's still unfinished
## The update I have been procrastinating since October and still didn't finish
Aka 0.7.0 update
## Changelog:
### Customization:
- Replaced model redirects system with model data (No example packs yet, sorry! But you can take a look at mod's assets)
- Dragon's equipment now can have its own model
- Equipment model can have its own glow layer. To add it just add texture with _glowing suffix in the end in the name of glowing texture (first part of texture's name must be same as original's texture one)
- You can override equipment model data per dragon variant within "equipment_model_overrides" block (defined as array)
- Changed rider's renderer, so it sticks to position of rider's bone correctly on the model
- Banner and rider can now only be rendered if saddle is equpped
### Configs:
- Config file has been split to main config file, client config file and mob attributes config file
- Added mob attributes config for each dragon in the mod currently, so people can stop begging me about it
- Added "Dragon Madness" config option for masochists
- Added attack hitbox render option when hitbox debug is on (off by default in config)
- Added group sizes config options
### Spawning:
- All dragons now are part of custom spawn groups added by this mod
- Dragons are no longer require high light level or grass block in order to be able to spawn
- Dragons now require blocks from respective to dragon block tag below them in order to spawn
### Other:
- Moleclaw now breaks blocks depending not on hardness, but mining level. By default Moleclaw is able to break blocks that are breakable by wooden tool. Using strength potion of level 1 upgrades it to level of stone tool and level 2 to level of iron tool. If you somehow manage to get level 3 strength on your Moleclaw, it will be diamond tool level and so on
- Added description for flute item to make it more obvious on how to use it
- Changed textures for dragon helmets, so it's harder to confuse them with Moleclaw ones
- Mod now bundles newer version of Primitive Multipart Entities library
- (1.19.2 only) Switched Geckolib for AzureLib since it's basically Geckolib 4 port for older game versions. Mod versions for newer game versions will continue to use Geckolib
- ~~I broke my promise of not supporting 1.19.2 again~~
### WIP:
- Added Lightning Chaser for demonstration purposes
- Currently you can summon it only via commands or spawn egg in creative, because it's still unfinished
## The update I have been procrastinating since October and still didn't finish
Aka 0.7.0 update
## Changelog:
### Customization:
- Replaced model redirects system with model data (No example packs yet, sorry! But you can take a look at mod's assets)
- Dragon's equipment now can have its own model
- Equipment model can have its own glow layer. To add it just add texture with _glowing suffix in the end in the name of glowing texture (first part of texture's name must be same as original's texture one)
- You can override equipment model data per dragon variant within "equipment_model_overrides" block (defined as array)
- Changed rider's renderer, so it sticks to position of rider's bone correctly on the model
- Banner and rider can now only be rendered if saddle is equpped
### Configs:
- Config file has been split to main config file, client config file and mob attributes config file
- Added mob attributes config for each dragon in the mod currently, so people can stop begging me about it
- Added "Dragon Madness" config option for masochists
- Added attack hitbox render option when hitbox debug is on (off by default in config)
- Added group sizes config options
### Spawning:
- All dragons now are part of custom spawn groups added by this mod
- Dragons are no longer require high light level or grass block in order to be able to spawn
- Dragons now require blocks from respective to dragon block tag below them in order to spawn
### Other:
- Moleclaw now breaks blocks depending not on hardness, but mining level. By default Moleclaw is able to break blocks that are breakable by wooden tool. Using strength potion of level 1 upgrades it to level of stone tool and level 2 to level of iron tool. If you somehow manage to get level 3 strength on your Moleclaw, it will be diamond tool level and so on
- Added description for flute item to make it more obvious on how to use it
- Changed textures for dragon helmets, so it's harder to confuse them with Moleclaw ones
- Mod now bundles newer version of Primitive Multipart Entities library
- (1.19.2 only) Switched Geckolib for AzureLib since it's basically Geckolib 4 port for older game versions. Mod versions for newer game versions will continue to use Geckolib
- ~~I broke my promise of not supporting 1.19.2 again~~
### WIP:
- Added Lightning Chaser for demonstration purposes
- Currently you can summon it only via commands or spawn egg in creative, because it's still unfinished
- Improved multipart entity handling
- Fixed crash when killing Swamp Wyvern with C2ME installed
- Increased Moleclaw's base speed
- Decreased Moleclaw's strong attack base cooldown from 100 to 60 ticks
- Decreased Moleclaw's normal attack base cooldown from 50 to 30 ticks
- Increased Moleclaw's base damage from 7 to 8 points
- Improved attack animation handling for all dragons
- Improved multipart entity handling
- Fixed crash when killing Swamp Wyvern with C2ME installed
- Increased Moleclaw's base speed
- Decreased Moleclaw's strong attack base cooldown from 100 to 60 ticks
- Decreased Moleclaw's normal attack base cooldown from 50 to 30 ticks
- Increased Moleclaw's base damage from 7 to 8 points
- Improved attack animation handling for all dragons
- Improved multipart entity handling
- Fixed crash when killing Swamp Wyvern with C2ME installed
- Increased Moleclaw's base speed
- Decreased Moleclaw's strong attack base cooldown from 100 to 60 ticks
- Decreased Moleclaw's normal attack base cooldown from 50 to 30 ticks
- Increased Moleclaw's base damage from 7 to 8 points
- Improved attack animation handling for all dragons
- Added black list of biomes ("banned_biomes") and altitude as supported condition for variant spawn requirement (works similarly to [Isle of Berk Variant Loader](https://modrinth.com/mod/isle-of-berk-variant-loader))
- Added possibility to redirect animation and model files via variants and nametags with use of resource packs (works similarly to Isle of Berk Variant Loader)
- Added possibility to prevent certain textures from applying via resource packs
- 1.19.2 one time backport because I felt generous (I'll not accept any bug reports related to this version of the mod)
- All default variants of dragons are no longer accessible via nametag
- "Disable named textures" config option was changed to "Disable named models"
- Mod now requires YetAnotherConfigLib of version 3.2 or above (except 1.19.2)
- (1.19.2 only) Removed ability to put banner on dragon and fish renderer on Pikehorn's horn due complications with making them render properly
- Added black list of biomes ("banned_biomes") and altitude as supported condition for variant spawn requirement (works similarly to [Isle of Berk Variant Loader](https://modrinth.com/mod/isle-of-berk-variant-loader))
- Added possibility to redirect animation and model files via variants and nametags with use of resource packs (works similarly to Isle of Berk Variant Loader)
- Added possibility to prevent certain textures from applying via resource packs
- 1.19.2 one time backport because I felt generous (I'll not accept any bug reports related to this version of the mod)
- All default variants of dragons are no longer accessible via nametag
- "Disable named textures" config option was changed to "Disable named models"
- Mod now requires YetAnotherConfigLib of version 3.2 or above (except 1.19.2)
- (1.19.2 only) Removed ability to put banner on dragon and fish renderer on Pikehorn's horn due complications with making them render properly
- Added black list of biomes ("banned_biomes") and altitude as supported condition for variant spawn requirement (works similarly to [Isle of Berk Variant Loader](https://modrinth.com/mod/isle-of-berk-variant-loader))
- Added possibility to redirect animation and model files via variants and nametags with use of resource packs (works similarly to Isle of Berk Variant Loader)
- Added possibility to prevent certain textures from applying via resource packs
- 1.19.2 one time backport because I felt generous (I'll not accept any bug reports related to this version of the mod)
- All default variants of dragons are no longer accessible via nametag
- "Disable named textures" config option was changed to "Disable named models"
- Mod now requires YetAnotherConfigLib of version 3.2 or above (except 1.19.2)
- (1.19.2 only) Removed ability to put banner on dragon and fish renderer on Pikehorn's horn due complications with making them render properly
- Added black and white lists biome tags for defining spawns of dragons
- Added several tags for dragon armor
- Added emissive/glowing layer support (requires to add glowmask via resource pack to work)
- Now hitboxes are calculated without constant pose changing
- Slightly tweaked rider's renderer
- Changed distribution of options in config to simplify navigation around them
- Changed the way of defining dragon for render in the dragon inventory
- Swamp Wyvern is now a multipart entity
- Biomes where dragons can spawn are now purely defined by their respective white and black lists biome tags
- Fixed crash when someone else on multiplayer server had River Pikehorn on their head
- Removed debug text pop-up while having River Pikehorn on your head
- Added Common Protection API support
- Changed way of rendering River Pikehorn while it's on the head, so now it's more smooth
- Sounds that dragons emit are now classified as sounds of passive entities
- Fixed last bottle in stack vanishing to Ohio if you attempted to gather some acid with it
- New dragon: River Pikehorn
- Now you can define which variants of dragons can natuarlly spawn via data packs
- Flying dragons now spin around on the same place much less
- Improved flying dragons navigation
- Dragons now write a bit less of useless NBT data into inventory data
- Flying dragons without rider now have limited turn speed
- Fixed bug prevented spikes on Swamp Wyvern's back from hiding when it had saddle on it
- You now can put a banner on dragon
- Tamed dragon will attempt to eat food from inventory if health is not full approximately every 10 seconds. Use same food as for taming to regenerate health
- You now can call dragon with not just a goat horn, but any item that considered an instrument (has "instrument" NBT tag)
- Improved landing spot search for flying dragons
- Updated Polish translation (karolofgutovo)
- Updated French translation (carputelechat)
- Updated Portuguese translation (rauanrochabarbosa)
- Yet Another Config Lib is now used instead of Cloth Config. Old config values will not transfer
- Changed some default values for config options
- Now speed and slowness effects affect attack speed rather than haste and mining fatigue
- You no longer will be able to remove saddle while riding the dragon
- Updated mob's textures and models
- Fixed bug caused flying dragon with no rider to have speed equal to queue of 5 people in grocery store when all you want is just to buy bottle of water rather than equal as with rider one
- Fixed rare crash caused with incorrect work of dragon's attack goal if target somehow managed to become null
- Added Spanish translation (kota_araya)
- Added Polish translation (karolofgutovo)
- Added French translation (thefiredragon)
- Added "Dragon Health Multiplier" and "Dragon Damage Multiplier" config options
- New advancements added with tips tips for possible interactions with dragons, including how to tame
- Now you can give a potion to your dragon by clicking with it on your dragon while crouching. You cannot give potions that have only negative effects
- Mod items now have their own item group
- Moleclaw spawn conditions changed. It ignores light from blocks again, but Moleclaw no longer can spawn in chunks that were loaded for more than 2.5 minutes (3000 ticks). The last change were made in order to prevent Moleclaw from spawning in places where players builds are
- Acid effect now uses namespace of the mod rather than namespace of the Minecraft
- (1.19.4 only) Fixed error causing incorrect work of acid damage type
- Fixed recipe for Diamond Dragon Tail Armor
- Added Spanish translation (kota_araya)
- Added Polish translation (karolofgutovo)
- Added French translation (thefiredragon)
- Added "Dragon Health Multiplier" and "Dragon Damage Multiplier" config options
- New advancements added with tips tips for possible interactions with dragons, including how to tame
- Now you can give a potion to your dragon by clicking with it on your dragon while crouching. You cannot give potions that have only negative effects
- Mod items now have their own item group
- Moleclaw spawn conditions changed. It ignores light from blocks again, but Moleclaw no longer can spawn in chunks that were loaded for more than 2.5 minutes (3000 ticks). The last change were made in order to prevent Moleclaw from spawning in places where players builds are
- Acid effect now uses namespace of the mod rather than namespace of the Minecraft
- (1.19.4 only) Fixed error causing incorrect work of acid damage type
- Fixed recipe for Diamond Dragon Tail Armor
- Now Moleclaw requires specific block under and above it to spawn (defined by uselessreptile:allows_moleclaw_spawn block tag)
- Fixed bug caused Moleclaw to ignore light from blocks when checking conditions to spawn. I hope your houses didn't suffer too much damage
- Rewritten method of handling movement inputs of dragon
- 1.19.4 port
- Now Moleclaw requires specific block under and above it to spawn (defined by uselessreptile:allows_moleclaw_spawn block tag)
- Fixed bug caused Moleclaw to ignore light from blocks when checking conditions to spawn. I hope your houses didn't suffer too much damage
- Rewritten method of handling movement inputs of dragon
- 1.19.4 port
- Added Custom Named Texture support
- New dragon: Moleclaw
- Now upon applying acid effect custom sound is played
- Animations in ReplayMod are now working (almost) correctly
- Now when Wyvern's projectile hits something, it'll have its own sound instead of thorns sound
- You now can sit down with use of goat horn too, but you also need to crouch to perform this
- Swamp Wyvern attack zone is now bigger when flying
- Biomes, where Swamp Wyvern can appear, are now defined by "uselessreptile:swamp_wyvern_spawn_whitelist" tag
- Now if you sit down your dragon it'll loose its target
- Sound of bite and shoot is now played not only when you control the Wyvern
- Fixed a bug, caused dragons to not fight back
- Deleted "Horn Work Distance Multiplier" config option
- Updated Portuguese translation
- Updated Swamp Wyvern model and animations
- Fixed crash when using Xaero's Minimap
- (1.19.3 only) removed alternative rider render option in config
- (1.19.3 only) rider's model now follows dragon's model more precisely
- Updated Portuguese translation
- Updated Swamp Wyvern model and animations
- Fixed crash when using Xaero's Minimap
- (1.19.3 only) removed alternative rider render option in config
- (1.19.3 only) rider's model now follows dragon's model more precisely
- Added ability to turn on crosshair in a 3rd view perspective while riding the dragon (can be turned in config)
- Added ability to change camera offset in a 3rd view perspective while riding the dragon (can be turned in config)
- Added ability to automatically switch between 3rd view and 1st view perspectives while climbing on and off the dragon (can be turned in config)
- (Only 1.19.3) For test was added an option of alternative rider rendering. Due changes and unfinishedness of Geckolib 4, I can't really use previously used for 1.19.2 rider render method, but the one made made specifically for this version is also does not really satisfies me. Thus I added a config option for those who wishes to test it out
- Wyverns regenerate health passively every 20 seconds (400 ticks) instead of 30
- Fixed bug caused Wyverns to never passively regenerate health (I hope it's fixed)
- (Only 1.19.3) Fixed Z-fighting on too thin model parts
- Fixed incorrect tooltip for "Swamp Wyvern Spawn Weight" config option (for Russian and English)
- Added ability to turn on crosshair in a 3rd view perspective while riding the dragon (can be turned in config)
- Added ability to change camera offset in a 3rd view perspective while riding the dragon (can be turned in config)
- Added ability to automatically switch between 3rd view and 1st view perspectives while climbing on and off the dragon (can be turned in config)
- (Only 1.19.3) For test was added an option of alternative rider rendering. Due changes and unfinishedness of Geckolib 4, I can't really use previously used for 1.19.2 rider render method, but the one made made specifically for this version is also does not really satisfies me. Thus I added a config option for those who wishes to test it out
- Wyverns regenerate health passively every 20 seconds (400 ticks) instead of 30
- Fixed bug caused Wyverns to never passively regenerate health (I hope it's fixed)
- (Only 1.19.3) Fixed Z-fighting on too thin model parts
- Fixed incorrect tooltip for "Swamp Wyvern Spawn Weight" config option (for Russian and English)
- I finally found a super glue that is able to stick rider's model to the model of the dragon and follow it properly (P.S. new Wyrmroost coders are really cool guys)
- Slight tweaks in animations due change above
- Swamp Wyverns now spawn in any biome with #c:swamp tag (except Mangrove Swamp)
- Dragons will no longer try to attack owner and their pets
- Fixed bug that caused Swamp Wyverns to constantly jump on non-full blocks
- Fixed bug that caused Swamp Wyverns to not being able to find landing position at all
- Swamp Wyvern now jumps up to 2 blocks instead of 3
P.S. Originally was planned to release those changes with new dragon, but I might be not able to finish it before this year ends
- Ported to 1.19.3
- Swamp Wyverns now can spawn in any biome (except Mangrove Swamp) with #c:swamp tag. This should allow them to spawn in non-vanilla swamp biomes too (as long as developer didn't forget to put biome in tag)
- Mod now requires Geckolib of version 4.0.0 or higher
- Some serious changes in assets file structure due this
- Temporary disabled eye blink for Swamp Wyverns due some issues with animations
Due some massive changes within both 1.19.3 and Geckolib, there's a big chance that something borked. If it did, please report at Discord server
- Ported to 22w45a
- Mod Menu integration was re-enabled
Port for this version of the game was made purely for testing purposes due upcoming changes in 1.19.3 and mod will not be supported for it. If something broke, please report at Discord server
- Ported to 22w43a
- Swamp Wyvern Skin was moved to Crafting category
- Swamp Wyvern Spawn Egg was moved to Spawn Eggs category
- Temporary disabled Mod Menu integration
Port for this version of the game was made purely for testing purposes due upcoming changes in 1.19.3 and mod will not be supported for it. If something broke, please report at Discord server
- Wyvern is now called Swamp Wyvern
- Swamp Wyvern now dances to the music
- Swamp Wyvern now can blink
- Swamp Wyvern now has some armor points
- Swamp Wyvern now will regenerate 1 HP every 30 seconds
- Fixed possibility to infinitely jump in the air if you press jump button too fast
- Haste and Mining Fatigue effects now affect attack cooldowns increasing or decreasing those by 10% per level. Minimal cooldown can't be lower than 10% from base one
- Effects, that affect movement speed, now also affect turn speed and time needed to reach max speed
- Base jump height for Swamp Wyvern is now 2 blocks
- Swamp Wyvern now can step over to block that placed higher if difference between current position of the Swamp Wyvern and the block is not greater than 1 (TL;DR - step like horses)
- Added clarification in "Spawn Weight" config parameter for Swamp Wyvern that Swamp Wyverns can spawn only at normal swamps
- Time needed to reach max speed for Swamp Wyvern was doubled
- Transitions between animations are now smoother
- Mod now requires Geckolib of version 3.1.28 or higher
- Improved pathfinding
- Swamp Wyvern animations now should play more correctly when using ReplayMod
- Using empty bottle on your tamed Wyvern now allows you to store acid and use it later like any other potion
- Changed way of how Acid effect works. Now damage from it will depend on how much elements of armor entity has equipped (`damage = effect level * (1 + amount of empty armor slots) / 3`)
- Total damage to equipped armor durability from Acid effect is now constant. It means less elements you have on you more durability damage remaining ones will get.
- Durability damage to armor from Acid effect is now 2 times bigger
- Base damage from Wyvern range attack (when projectile hits the target) is now 2 times less
- Fixed issue, that caused Wyvern range attack to apply Acid effect of level 3 instead of level 2
- Fixed incorrect projectile model rotation from Wyvern range attack
- Base horn response distance for Wyvern was increased by 3 times
- Added config option "Horn Work Distance Multiplier" that allows you to control the distance from which your dragon will respond to the horn call
- Added Wyvern Skin. Currently can be only exchanged for 2 leather, but in future will be a component for an armor set
- Wyverns now drop Wyvern Skin instead of leather
- Particles on dragon liftoff now showing to all players around rather than just the client
- Starting to work on new dragon: Moleclaw. Currenty can be summoned only trough commands and there's nothing to look at atm. Absolutely nothing
P.S. Don't be fooled by such quick release of update. That's only happens if I have some free time and energy.
P.S.S. I still can't come up with a good name for the Wyvern. Also reminder that the current one is a placeholder. Feel free to suggest your ideas at [Discord](https://discord.gg/JjYE4vEf3s) server
- Added Acid status effect. Acid deals damage to armor equal to effect level every second and 3 times less damage to its victim. Acid damage ignores armor and enchants
- New death messages when killed by acid damage
- Wyverns are now immune to Acid effect
- Cloud effect after Wyvern ranged attack now inflicts acid effect of level 2 for 10 seconds instead of Poison and Instant Damage
- Fixed issue, that caused all projectiles from ranged attack to be launched under 0 degree pitch while diving or flying up and forward, while riding the Wyvern
- Wyvern ranged attack projectiles should no longer ricochet from other entities
- Slightly changed way how input packets are sent to the server
- Fixed dependencies to actually request version of Geckolib 3.1.20 or newer instead of just 3.1
- Massive code cleanup was done in preparation for future updates. If something broke, then please don't hesitate to report at mod Discord server