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Breezy 1.2.0

Changelog

HUGE thank you to davigj for this update! Check out his mods here

Bugfixes

  • fixed static-y white particle flickering in caves/the underground
  • balloons are no longer culled when only the balloon is in the player's view
  • balloons are no longer receptive to potion effects (including instant harm)
  • balloons no longer ride other entities
  • balloons can no longer be named with name tags
  • balloons no longer rotate after being placed

Changelog

Wind Changes

  • Omnidirectional wind! Wind can now flow in the full 360 degrees
  • Each layer is separated by 60-180 degrees to any layers above and below
  • Each time a configurable amount of ticks passes (default 24000, one vanilla day duration), the wind changes a (configurable) percentage of 360 degrees per layer. default 2.5%
  • currently this means that all wind very slowly goes in a clockwise spiral over time
  • wind generates based on the world seed
  • wind intensity is influenced by biome tags, altitude (which has been changed to 12 layers instead of 24), and whether or not the balloon can see the sky
    • balloons in no_wind biomes have 0 xz momentum (but do keep their y-movement)
  • players move a little faster in balloons overall, especially at higher altitudes
  • balloons with no litness still move according to the xz wind direction, albeit with decreased momentum

Wind Particles

  • wind particles displaying is now configurable
  • particles spawn a configurable distance above sea level (20 by default, so y ~= 87)
  • biome dependent wind particle density--tags are breezy:less_wind, breezy:more_wind, and breezy:no_wind
    • particles generate with correspondent densities. (no_wind biomes get no particles.) biomes put in more than one tag always default to the lowest value. otherwise, it defaults to in-between
    • particle frequency in each tag is also configurable
  • wind particles only appear in air blocks that can see the sky (configurable)

Interaction Tweaks

  • players must no longer be passengers to light balloons, so mob passengers can be sent off. bon voyage
  • players can dye balloons by r-clicking dye items (it averages with the balloon's existing color)
    • balloons are now also dyeable in the same fashion as leather armor. coloration is preserved when broken and re-placed
  • each flint and steel click increases "litness" by two, not one
  • rclicking flint and steel + tnt in each hand while riding a balloon causes a primed tnt entity to fall. bomb voyage
  • balloon vs. basket "hitboxes"
    • flint and steel/dye must be clicked on the balloon, sand/shears/riding requires the basket
    • passengers can be interacted with/hit, projectiles go through the middle, etc

Mob Passengers

  • other entities may ride hot air balloons, similarly to boats/minecarts
  • passenger riding offset changed from 0.5 to 0.35 to accommodate
  • mobs in hot air balloons will not burn in sun
  • mobs tagged as breezy:hot_ones automatically keep balloons at a litness of 3 while riding as a passenger (unless in water/rain). includes compat with alex's mobs/caves by default
    • passengers that are on fire can also raise litness by 1 periodically (though not past 2)

Misc.

  • added config option for balloons to always render, allowing them to be seen from very far away like phantoms (true by default)
  • added hot air balloons to Neapolitan's chimpanzee_dart_targets entity type tag
  • particles spawn with flint and steel use. while lit, they periodically emit smoke. (i would like lit balloons to have a little flame particle, but the vanilla small flame lingers a touch too long)
  • balloons are very prone to lightning while aloft in thunderstorms
  • updated GeckoLib dependency to 4.4.4

Dependencies

Files

breezy-1.20.1-1.2.0.jar(359.17 KiB) Primary Download

Project members

codyhuh

Owner

davigj

Author

Details

Licensed LGPL-3.0-only
Published a year ago
Updated 5 months ago