- THANK YOU to Imri, my 3D modeling soul sister and midwest clone!
- THANK YOU to Thodor, who tolerated my 25-year lapse in Java to help me start on this project!
- THANK YOU to Ayar for helping me test this insanity!
- THANK YOU to the LDT team for creating and maintaining the MineColonies mod!
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Can you backport this to 1.yadda?
- Nope. Move forward, not backwards.
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Such and such (insert Mekanism, etc. here) are way more powerful; why don't you blarg?
- Because the point of this mod is to be a companion to MineColonies and to avoid OP mod functions.
- Added Gradient Concrete, Concrete Powder, Terracotta, Wool, and Stained Glass blocks
- Added Limestone blocks
- Added a set of 16 Test Blocks for various Ray request testings
- Added healing bed function for players 🛏️
- Added Seaglass
- 32x textures (ongoing)
- yes, Ray, I know
- 32x is a nice happy medium that gives a little more detail, a little more variation, without straying too far from the "Minecraft" feel
- 3D models for most blocks (ongoing)
- FLOOFY LEAVES! 🍃
- Lowered the Shield when equipped so you can actually, ya know, see what you're doing
- Lowered the Totem of Undying, see above
- Identified and added missing sound files (ongoing)
- Identified and added missing recipes (ongoing)
- Added the evil Hedge
- Evil Cackling Ensues
- Added custom damage for the murder plants: Flora 🌼
- Can be grown as a crop from Hedge Sprouts
- Can be harvested with a hoe to bypass damage
- Added Create support, first pass (3D models and textures for ores)
- Added Chipped support, first pass (fluffy leaves, fixed some lantern models, fixed ladders(3D))
- Added farmland protection for MineColonies crops
- Added custom schematic dimensions!
- flat
- flat w/ water
- MCol schematic dimension by Thaylar & the LDT Team with fully pregenerated templates
- Added native support for custom music 🎵
- Added copper blocks/slabs/stairs as pathblocks for MineColonies citizens
- Updated the item models for dyes
- Moved 3D texture models for external mods to a built-in resource pack to override mod load order issues
- Added new MCol specific splash texts for the main menu
- Added new skybox textures ☀️🌙
- Added new weather textures and expanded particle effects ⛅
- Added a new custom hunger/saturation/exhaustion system! 🍪
- Similar to AppleSkin but written from scratch with clean, nondeprecated code and new icons
- Used apples for the food icons in homage to AppleSkin
- Added a new custom health / hearts display to mimic Colorful Hearts ❤️
- This displays all health hearts on one hud line to clean up the display
- Each set of 20 health is a new color
- Colors follow from Red through Pink with a step between each color
- If you somehow have more than 230 health it will wrap back to red
- Also, how in nine hells do you have more than 230 health?
- Added new custom armor values display to mimic OverloadedArmorBar
- This displays all armor values on one hud line to clean up the display
- Each set of 20 armor is a new color
- Iron → Diamond Blue → Lapis Blue → Emerald Green → Gold → Purple → Red
- This covers 80 points of armor
- If you have more than 80 armor it will wrap back to Iron
- Also, if you somehow have more than 80 armor I'd love to know HOW
- Pale Garden 1:1 backport
- Because it's awesome and I want it
- Suppressed the "Experimental Features" warning for new instances
- Blocking the gates for animals so we don't have to chase livestock around 🐮
- Animals don't even acknowledge the gates, so they won't all cluster in front of it, either
- Still need to put a roof on it for goats and frogs since those buggers jump
- Adding floral hedges, blooming hedges, and creeping hedge
- Added snow under trees
- Improved village placement
- Village placement now checks for rivers, oceans, and various ravines before plopping a building down
- Farms follow their own rules so, gods speed, farmers!
- Added improved world and terrain Generation! ⛰️🌳
- Smoothed terrain overall
- Larger biomes
- Better biome placement based on temperature and humidity
- No frozen slopes next to deserts 🙄
- Better rivers and lakes
- Some rivers will cut through mountains!
- Larger cave features
- Underground rivers and lakes!
- Doubled the length of day and halved the length of night ⏳
- Added Trash Can functionality 🗑️
- A new Trash Can icon on the Inventory screen
- Clicking the Trash It button deletes the inventory of the trash
- Hitting Esc returns you and the items back into your inventory (the emergency oopsie escape)
- Removed the unnecessary Recipe Book button from the Inventory screen 📖
- Redundant and subpar as we use JEI as a dependency
- Vanilla recipes that require buckets but should not eat said buckets no longer eat the buckets
- Jukeboxes loop the disc they are playing instead if stopping at the end of the song
- Now you can set up cool ambient music in your worlds!
- No more missing discs when jukeboxes stop playing!
- Added a set of three protective lanterns
- Ranges from 2 chunk, 4 chunk, and 8 chunk radius
- Blocks all hostile monster spawns in the area
- Vaults and Ominous Vaults adjusted to be reusable after an hour
- no more single use vaults
- no more stacks of unused keys in storage
- Added the second round of gradient blocks, flipped
- DO bakes the textures in as it sees them
- When using DO to make stairs, etc, you only got one direction and not the reverse as an option
- Hey, you know that Narrator that legit bellows at you when you start a new game?
- Yeah, I shut him the hell up
- Added six new types of block textures:
- Cloud effect
- similar to the CloudFX from XyCraft
- A single color shifting cloud texture block
- similar to the CloudFX from XyCraft
- Nebula effect
- similar to the CloudFX from XyCraft
- A two color shifting nebula texture block
- similar to the CloudFX from XyCraft
- World Coordinate determined color blocks 🌈
- similar to the Aurora effect from Twilight Forest, Prismatic from Regions Unexplored, or Dusk from Eternal Starlight
- The color range transitions between two defined colors based on world position
- THREE versions for this block:
- Horizontal
- The colors only shift horizontally (sideways)
- Vertical
- The colors only shift vertically (up and down)
- Full 3D
- The colors shift in both directions (up and down and sideways)
- Horizontal
- THREE EBBING versions for the above blocks
- All three types but the texture ebbs across a wave
- similar to the Aurora effect from Twilight Forest, Prismatic from Regions Unexplored, or Dusk from Eternal Starlight
- Cloud effect