* Improvements to Forge invalid loading state response
* Fix deer antlers having glitchy rendering on some hardware ([#156](https://git.sleeping.town/exa.mods/Yttr/pulls/156) - thanks, Auroali!)
* Automatic compatibility with Nether height modifying datapacks/mods that don't properly declare their logical height
* Which is all of them, as far as we know
* This includes Incendium and Amplified Nether
If you have been using the "Amplified Nether Height" fix datapack we previously recommended:
* **with Amplified Nether**: Keep using it. It fixes vanilla bugs as well.
* **with Incendium**: *Remove it*, as it's designed for a 256-height nether and Incendium is 192-height (we didn't know they were different until today). Leaving it installed makes Chorus Fruit put you on the Nether roof, among other issues.
* The Metastable ZZAZZ's name is now fully translatable including changing the word order and which words have which color
* Dyed lamps now use individual color translation strings
* We're supposed to know better <.<
* Fixed some reused sound events causing incorrect subtitles
* Fixed Canister Filler and Rifle Canister Multiplexer still using the old Rifle Canister shapes in slot ghosts
* Added compatibility with Forge's LanguageHook to Lib39 Dessicant Enhanced Lang
* Fixed non-fuel items being recognized as fuels that burn for 0 ticks under Forge
* Added every color of suit helmet to creative index
* Made Metastable ZZAZZ low ammo noise effect less intense
* Internal inventory refactors
* Fixed the Metastable ZZAZZ being unable to hit armor stands
* Modifying your health via Haemopals now starts from your first heart instead of your last heart
* This makes it work more or less correctly with other mods providing extra max health
* Haemopals now have a beating animation like they were always supposed to
* Efforts to make the jar much smaller (it is now 4.2M, down from 8.7M):
* Textures are now encoded in JPEG-XL format because it's cool and to make the mod jar smaller
* Music is now a separately downloaded resource pack to reduce jar size further
* The main mod is now distributed as a JiJ inside of a "wrapper" mod
* XM files are now compressed with OggMod
* Tracing the outside edges of the color circles in the ZZAZZ configuration screen now allows selecting shades of gray
* Added the Pallor status effect, which makes you vulnerable to sunlight and arthropods
* Replaces the Hunger effect on Rotten Flesh
* Every application of the effect increases its level and duration
* Reimplementation of the "Pale" effect from our old 1.12 mod, Iridescent
* Makes Rotten Flesh a meaningfully dangerous and mechanically interesting food rather than a self-solving problem ("Just keep eating more flesh until you don't roll the hunger effect")
* The Pixel Composering continues: New Velresin texture/animation
* We can't remember where the original texture came from? It may be a median-blurred vanilla texture
* This now has the rippling effect that the velresin animation was always supposed to have
* Untagged Black Void Glass as translucent, fixing various render glitches
* Fixed Rifle Canister Multiplexer not working under Accessories Curios compat
* Accessories does not properly implement the findFirstCurio API, so we're now doing the inventory scanning logic manually
* Continuous Platforms no longer activate while in magnetic antigravity
* Added a new music disc
* Redesigned the creative menu
* Creative menu subtabs now support Unicode characters
* **Rebalanced Neodymium — magchambers are now 9x cheaper**
* Break placed Neodymium slabs to reimburse their value, or uncraft Ultradense Slabs/Blocks that you have stored away already
* You can do this en-masse and in-place using the Continuous Shifter
* If your server was already running a rebalance patch, add `-Dyttr.alreadyRebalancedNeodymium=true` to your JVM arguments to make existing slabs not drop 9x the loot
* Holding a Cleaver in your offhand now inverts the cut orientation
* This means you can press Swap Hands to invert a cleave rather than figuring out whether your points are clockwise or not
* New Rifle Canister texture
* We bought Pixel Composer
* New Void fluid texture
* New Spark texture
* New Delicace block texture
* New glowstone fluid texture in the Suit Station GUI
* Added a swing particle animation when blocks are cleaved
* Fix alignment of textures in Centrifuging EMI plugin
* Updated Chinese translation (thanks, ChuijkYahus! — [#144](https://git.sleeping.town/exa.mods/Yttr/pulls/144))
* Removed all Yttr biomes from `#minecraft:is_nether` and `#minecraft:is_overworld`
* This is to fix an incompatibility with BCLib's "[BiomeRepairHelper](https://github.com/quiqueck/BCLib/blob/139589808b2d959d80b9fe7a74af97347d6fc244/src/main/java/org/betterx/worlds/together/levelgen/BiomeRepairHelper.java)" which causes these biomes to wrongly start generating outside of the control of our own generation logic
* This would create very small Wastelands in the Overworld, and cause random broken Scorched Summit/Terminus biomes to spawn in the regular Nether (outside of the Scorched dimension)
* This will likely break other mods, and we can't really know which ones. Sorry.
* Fixed builds not being reproducible on machines with a non-UTC timezone
* Diving suit now renders on armor stands
* Fixed incorrect shift-click behavior in Boxe® inventory
* Added a "launch checks" system that will halt game launch early on in these conditions:
* Running under Connector without Connector Extras
* Sodium is installed, but not Indium
* Running under Connector and Forge is in a broken loading state
* Previously, this would result in a random crash some time late during loading, often `java.lang.IllegalStateException: Missing layer definitions: [yttr:deer#main]` — this masks the real error and confuses people
* Removed No Indium in favor of launch checks
* Fixed rifle scope getting "stuck" when switching off it or hiding the HUD
* Allowed changing scope state on a rifle that's cooling down
* Reduce inertia in magchambers
* Allow sneaking in magchambers
* Projector blocks can now be dyed
* Right-click an existing block with dye (does not consume the dye) or hold a dye in your offhand while using the Projector
* Fixed wearable items being given both Trinket and ICurioItem interfaces when both are present (e.g. Connector)
* New diving suit item textures by Roselace
* New Pinching EMI icon by Roselace
* Fixed diving suit suppressing Ears chest render
* Added Switchy 3 support for soul colors
* Don't disable world rendering for Void fluid/diving/etc while in VR (currently can detect Vivecraft and Visor) as this makes the game unplayable
* Fix liquids destroying scorched portals
* Refactored LatchHolder to avoid a Mojmap conflict causing heap pollution under Connector
* Added the Boxe®, a new storage device similar to a barrel that can be dyed any color
* Fixed XM music discs playing in stereo by moving mono support to Lib39 Keygen (broke in the 1.20 port)
* Fixed putting more than 1 neodymium in a jukebox duplicating items
* Fixed Centrifuge animation being misaligned after the GUI makeover
* Fixed some more edge cases that could result in the removal of Core Lava (thanks, aqua!)
* Fixed slot sizes mismatching with inventory textures (vanilla issue, only fixed in Yttr GUIs)
* Continuous sounds now attempt to follow a melody
* Fixed item deletion edgecases related to mixing multiple inventory sizes on a single Pinch Glom channel
* Fixed breaking Big Cuprosteel Conductive Plates while they're powered making them only half break, leaving behind a buggy single block
* Directional velresin now also multiplies velocity like undirectional does
* Fixed a crash related to the rifle canister multiplexer (possibly Curios-specific)
* Do a weird hack with SSDs to maybe get other mods to honor its max stack
* Fixed Void Effector rendering in the farlands — other render issues in the farlands are unlikely to be fixed and should be considered features
* Fixed the Spectrum hazardous fluid containment advancement not working
* Marked Continuous Platforms and Void Glass as impermeable
* Fixed Pinch Gloms leaving behind a ghost block entity (thanks, Astra!)
* Fixed air debug rendering being enabled by default on first launch
* This was causing *severe* lag. Extremely sorry this shipped in "release" builds.
* Tightened Minecraft version dependency
* Added Connector dummy mod
* Fixed other mods breaking depth test on the Pinch Point
* Increased resolution of Pinch Point distortion map
* Fixed Pinch Glom advancement being granted by any item
This release is **way too big** but it's been blocked for a while on the Scorched rework. Please enjoy, and report bugs.
New Features:
* Major rework to the Metastable ZZAZZ (existing items will be converted)
* It is now intrinsically bound to you and can be summoned at any time when your hands are empty, even immediately after respawning
* Its colors can now be customized
* New theming
* The Scorched Summit is now an independent dimension, accessed by using the Void rifle mode on the new block that covers the Nether: Upstrate
* This makes the Summit a progression gate and resolves various worldgen incompatibility issues
* For compatibility with Amplified Nether, you must also install this fix datapack that makes it properly declare the logical height: https://modrinth.com/datapack/amplified-nether-height
* Terminus Houses have been ported over to the new dimension, but entirely new and more interesting worldgen is pending to replace them
* Sneaking while placing a Screeper Nest will now place it facing away from you
* Redesigned the Wasteland generator so it actually functions again
* Added the Pinch Point, a new crafting station crafted with a Spark
* The Metastable ZZAZZ is now crafted at the Pinch Point
* Added Pinch Gloms, a way to quantum-entangle inventories in the same dimension across any distance
* This is the Yttr spin on Tesseracts/Ender Chests/wireless redstone/et al
* Inventories must be tagged as "glommable" for this to work
* Most GUIs have been redesigned with a new art style that we believe still fits in fairly well with vanilla
* Added the Index, an 81-slot inventory that can only have up to a stack of any given unique item type and remembers what items went in which slots
* Yttr's take on a rationing pipe, effectively
* Works great in combination with Pinch Gloms
Highlighted Changes:
* Fixed light air not allowing blocks to be placed in it and blocking tree growth
* Added an option to change between worldspace and cameraspace controls for magnetic antigravity
* Graspers now *reduce* their range on a redstone signal, instead of turning completely off. Every unit of power reduces the radius by one block, meaning a signal >=12 is needed to turn them off\
* Plastic potions can now be dyed to change the resulting antler color
* Fixed Metastable ZZAZZ ranged shots not going through flowers/tall grass
* Made the Projector 2.5× faster
* Fixed lamp recipes not working consistently
* Lazors now only blind you if you're actually looking into them (thanks Alwinfy)
* Increased the vertical range of the Screeper Nest from 32 to 48
* Fixed DSUs letting you click >64 stacks out of them
* Chutes now do not dispense items into rails so they can be used for minecart stations
And The Rest:
* Fixed some localization errors with rifle backfire
* Fixed Diffractor cloaking causing crashes with some other mods
* Malum compatibility for the Screeper Nest
* Added an internal abstraction for items that contain items, currently only used by the Shifter
* If Spectrum is installed, this will share its registered "ItemProvider"s
* Chutes are now one tick slower, but are real inventories and won't dupe things anymore
* Graspers now properly check restrictions of inventories they insert into
* Really hacky workaround for the Dopper and Flopper not working correctly
* Fixed creative tabs not initializing correctly, preventing lamps from showing in EMI
* Fixed Diffractor uncloak sound being global for others in multiplayer
* Restored Diffractor control hints (broke in the 1.20 port)
* Added a ton of new advancements
* Added some new stats:
* Blocks projected with the Continuous Projector
* Game events suppressed with the Continuous Diffractor
* Distance traveled in magnetic levitation
* Volume of mercury drank
* Volume of plastic eaten
* Increased the stack limit of Aware Hoppers and Incomplete Graspers
* Added EMI world interaction recipes for Dry Ice water interactions
* Cage lamps are now blast resistant
* Fixed some DSU logic bugs (thanks Villhume)
* Fixed a Levitation Chamber render crash under Sinytra Connector (thanks Villhume)
* Finally fixed rifle teleportation clipping you part-way into blocks
* Flopper model improvements
* Added a `yttr:unvelic` entity tag for preventing Hypervelic Resin impulse
* Fixed the Continuous Projector not casting when clicked onto an immortalized Platform block
* Many fixes to the Centrifuge's usability in automation, such as allowing buckets to be pulled out
* Snares now tick status effects
* Spectrum Velvet Magic now affects Snare timers
* All Snare status effect handling now uses tags
* Fix game crash when OpenGL Compat Profile doesn't initialize correctly and something that uses it renders (e.g. Sinytra Connector, Continuous Shifter)
* Continuous Platforms trinket no longer activates while in water
* Bugfixes related to Continuous Platforms trinket rendering
* Diamonds are now flammable
* Fix Continuous Diffractor not always setting cooldowns
* Fix Void fluid being displaced by water
* Plated chutes can now support rails and similar blocks
* Fixed Yttric Rifle centrifuge and ammo bar not being visible in the left hand
* Control Hints have been moved to a new Lib39 module: Wrangle
* Vorpal is no longer tagged as a treasure enchantment
* Added "sketch" recipes to EMI that display obscure mechanics in a somewhat mysterious manner
* Added EMI integration for the canister filler
* Which blocks fall when a Root of Continuity is broken are now a customizable tag instead of hardcoded to End Stone
* Added native Curios support when running under Connector
* Haemopal holsters are now legally unbreakable which should fix various mod interactions
* Bugfixes for big blocks and centered placement (thanks Astra)
* Split out the substitutions system into a Lib39 module
* Start internally refactoring items to use something that resembles 1.21 components
* Don't hold your breath for a 1.21 port, though.
* Reworked the Crafter Rafter, making it function properly again and be larger
* Unmark the Diving Suit as magnetic
* Yttrium is not magnetic
* Added deer, a cute passive mob that wander around and eat flowers
* Added EMI aliases for searchability — originally implemented in 1.16 with annoying stilted tooltips
* Fix many animations not being smooth
* Fix untranslated string in Piston Smashing recipes
* Reorganize creative tabs
* Made Core Lava considerably less unstable
* Fix config menu animation when clicking a button on the left side of the screen
* Fix crash when Trinkets isn't installed
* Make IR lazors visible
* Gadolinite now gives half as much iron
* Added Nooch, a cheese substitute obtained by smashing End Stone
* Added Dry Ice, which can be used to supercool Neodymium to allow creative-like flight for players wearing magnetic armor
* Obtained by drying out Blue Ice in the End with no solid blocks around it
* License for code is MIT again
* New custom diving suit model somewhat inspired by [a drawing by Aquaholic](https://sleeping.town/@unascribed/110098955281664992)
* Added the Grasper, an abomination that picks up items within its range, and stows them in an associated inventory
* The Studious Grasper only picks up items that are already in the inventory
* Added plastic potions, which gives you randomly generated antlers when drunk
* Tons of assorted bugfixes
* Added integration with Spectrum and Revelationary
***Yttr now officially supports Sinytra Connector thanks to effort by unilock.***
* Added deer, a cute passive mob that wander around and eat flowers
* Added EMI aliases for searchability — originally implemented in 1.16 with annoying stilted tooltips
* Fix many animations not being smooth
* Fix untranslated string in Piston Smashing recipes
* Reorganize creative tabs
* Made Core Lava considerably less unstable
* Fix config menu animation when clicking a button on the left side of the screen
* Fix crash when Trinkets isn't installed
* Make IR lazors visible
* Gadolinite now gives half as much iron
* Added Nooch, a cheese substitute obtained by smashing End Stone
* Added Dry Ice, which can be used to supercool Neodymium to allow creative-like flight for players wearing magnetic armor
* Obtained by drying out Blue Ice in the End with no solid blocks around it
* License for code is MIT again
* New custom diving suit model somewhat inspired by [a drawing by Aquaholic](https://sleeping.town/@unascribed/110098955281664992)
* Added the Grasper, an abomination that picks up items within its range, and stows them in an associated inventory
* The Studious Grasper only picks up items that are already in the inventory
* Added plastic potions, which gives you randomly generated antlers when drunk
* Tons of assorted bugfixes
* Added integration with Spectrum and Revelationary
* Added the Metastable ZZAZZ, a glitchy weapon that's a combination sword/gun, refilling gun ammo by doing melee (or throwing the weapon itself like a grenade)
* Obtained by blowing up a Bedrock-Reinforced Yttric Rifle, Reinforced Void Cleaver, and Spark.
Also probably other stuff, I have no idea. 2024 was a very bad year for me and I don't remember what else might have changed.
* Pretty experimental 1.20.1 port, originally scrapped together for Blanketcon 23 and refined to the point of decent survival usability by unilock.
* unilock has put SO MUCH work into this. This wouldn't exist without them.
It's been so long since I touched Yttr (2024 was a very bad year for me) that I legit have no idea what changed and what is still broken. Sorry.
* Tag lazor beams as air blocks so that trees can grow through them
* Added more inanimate entities to the screeper_immune tag; minecarts, armor stands, xp orbs
* The following only apply if you use a datapack to add spawners to the yttr:snareable block tag:
* Snared spawners will continue to tick, spawning mobs
* Snared spawners are no longer stable, breaking containment after ~2:20
* Removed some obsolete mixins and utilities now handled by Lib39
* Might fix networking jank
* New texture for carbon blocks
* Haemopal is now a piece of your soul
* Continuous Platform blocks are now broken with *left*-click, and break instantly if not immortal
* You can now replace your soul with soup
* Fixed lazor emitters being half waterloggable
* Added Continuous Platforms, a new sole-slot trinket that lets you sneak to walk on air anywhere
* Fixed ore recipes not recognizing deepslate ores
* Fixed cleaved block mesh caching
* Fixed rifle scope persisting when switching items
* Rifle now unscopes on overcharge
* Fixed cleaved block collision sometimes bugging out
* Reimplemented Disjunction and Vorpal to be less janky
* Disjunction now uses the #yttr:disjunctible entity tag instead of being hardcoded
* Control hints are no longer blurry on some GUI scales alongside QDAA
* Updated Lib39 to 1.5.0-pre3
* Fix Shifter-immortalized Continuous Platform blocks keeping their speedy state
* Added the Continuous Diffractor, an active cloaking device that's better than invisibility potions
* Fix on servers. Again
* Added a new "Break Bedrock Anywhere" config option
* Hypervelic Resin now has no collision, allowing pushing items in from the side or transferring from ice streams
* Various mechanisms are now valid bases for Hypervelic Resin (such as pistons and hoppers)
* Glowdamp can now be thrown, creating a cloud of temporary light and harming undead
* Glowdamp now stacks to 64 (consistent with Dragon's Breath)
* Transferent Fungus spore placement on piston retraction is now much more reliable
* Added IR lazors, which are invisible, do not emit light, and do not harm entities, but are still detectable with redstone
* Added missing EMI recipe defaults
* Slightly reduced lazor brightness for less lag; the full 15 isn't necessary with 1.18 spawn rules
* Possible fix for dyed project tables not showing as dyed in some cases
* Chutes can now be put below replicators to intelligently keep dropped items stocked
* Hypervelic Resin now has no collision, allowing pushing items in from the side or transferring from ice streams
* Various mechanisms are now valid bases for Hypervelic Resin (such as pistons and hoppers)
* Glowdamp can now be thrown, creating a cloud of temporary light and harming undead
* Glowdamp now stacks to 64 (consistent with Dragon's Breath)
* Transferent Fungus spore placement on piston retraction is now much more reliable
* Added IR lazors, which are invisible, do not emit light, and do not harm entities, but are still detectable with redstone
* Added missing EMI recipe defaults
* Slightly reduced lazor brightness for less lag; the full 15 isn't necessary with 1.18 spawn rules
* Possible fix for dyed project tables not showing as dyed in some cases
* Chutes can now be put below replicators to intelligently keep dropped items stocked