MC 1.16.5, Version 0.4.7
Power Types
- Added
modify_xp_gain
power type - Added
modify_player_spawn
power type (thanks Mistery Man) - All power types which are active powers now support a
key
field, which is either"primary"
(default) or"secondary"
- Fixed
stack
object instarting_equipment
power type not working when not applied with aslot
field
- Removed
nether_spawn
power type in favor of more generalmodify_player_spawn
Conditions
-
(Re-)Added
in_block
player condition -
Added
dimension
player condition -
Added
biome
player condition -
Added
xp_levels
player condition -
Added
xp_points
player condition -
Added
health
player condition -
Added
relative_health
player condition -
Added
enchantment
item condition -
Added
movement_blocking
block condition -
Added
light_blocking
block condition -
Added
water_loggable
block condition
- Fixed
projectile
damage condition requiring aprojectile
field even though it was marked as optional
Actions
- Added
add_xp
entity action - Added
choice
meta-actions, which randomly select an action from a weighted list
- Fixed
spawn_entity
entity action requiring an invalid parameter and thus not working
Layers
- Added the possibility to choose a random origin in any layer, configurable per layer
Translations
- Added missing translations for death message variants which would appear while fighting:
death.attack.no_water_for_gills.player
,death.attack.hurt_by_water.player
,death.attack.genericDamageOverTime.player
- Added translation key for the "random" origin choice:
origin.origins.random.name
andorigin.origins.random.description
- Added translation key for secondary active power:
key.origins.secondary_active
- Changed translation key
key.origins.active_power
tokey.origins.primary_active
- Added Turkish translation (thanks Musta_a16)
- Updated Russian translation (thanks Yuvental)
Miscellaneous
- Added secondary keybind, unbound by default.
- Added
onLose
callback to powers, which is only called when the player loses the power (unlikeonRemoved
, which is also called when they log out)
- Made
water_vision
power of Merlings active by default, so players don't come to the Discord asking for why it does not work ;) - Extracted conduits affecting players on land from
water_breathing
toconduit_power_on_land
- Use
isBeingRainedOn
forin_rain
andexposed_to_sun
conditions for better mod compatibility (thanks florensie) - Fixed water protection enchantment not being compatible with feather falling
- Fixed crash which occurred when selecting an Origin which you already were before switching (e.g. switching from Avian to Avian with an Orb of Origin)