Need to Breathe!

Need to Breathe!

Mod

This mod makes the world a poisonous place to live

Client and server AdventureGame Mechanics

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Need to Breathe! has been archived. Need to Breathe! will not receive any further updates unless the author decides to unarchive the project.
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NeedToBreathe 1.12-0.4.0


   - Depends on McJtyLib 3.5.0!
   - Fixed a bug with the hazmat suit where air level could get below zero
   - Fixed a bug with the air compressor GUI not correctly showing the amount of power

NeedToBreathe 1.12-0.3.1


   - Needs McJtyLib 3.1.0
   - Support for COFH RF API is removed. Only Forge Energy is supported now

NeedToBreathe 1.12-0.3.0


   - Using the floating point 'ntbProtectiveFactor' tag in a helmet other helmets can make sure they provide air protection. A factor of 0 means full protection. A factor of 1 means no protection
   - New 'helmetsWithProtection' config which gives modpack makers the option to give some poison protection to other mods helmets. This is a stringlist with the format: <modid>:<helmet>=<factor>. For example, an entry of 'armormod:superhelmet=.3' would reduce poison to 30%
   - New 'protective_helmet' recipe factory that can be used to attach the NBT tag to helmets. Recipes using this type can also use the 'factor' floating point NBT tag to indicate the poison reduction factor
   - New protection bauble

NeedToBreathe 1.12-0.2.0


   - Made compatible with the latest McJtyLib (3.0.0)
   - Support for per-biome poison
   - Support for poison outside vs inside
   - Fixed the GUI/energybar not syncing

NeedToBreathe 1.12-0.2.0-alpha


   - Made compatible with the latest McJtyLib (3.0.0)
   - Support for per-biome poison
   - Support for poison outside vs inside
   - Fixed the GUI/energybar not syncing

0.1.4beta:

  • New API to allow other mods to add NtB compatible hazmat suits
  • Added immunity list for entities that you don't want to be affected by Need to Breathe

1.1.3beta:

  • Fixed a potentially rare concurrent modification exception when starting up
  • Fixed a crash on servers with bonemeal

0.1.2beta:

  • Use the new Lost Cities API which should make things compatible with sponge
  • Requires Lost Cities 2.0.3
  • Fix the air compressor not appearing in the creative tab
  • Fix the localized name of insulated leather

0.1.1beta:

  • New hazmat suit. The suit gives full protection but the chestplate has to be filled with compressed air (using the air compressor) and the suit has to be complete (i.e. all pieces must be worn)
  • More optimal (but less accurate) algorithm for handling clean air in spheres. If you have an existing world you *must* remove needtobreathe.dat for this to work! You can also go back to the original (slower) algorithm in the config
  • Note that the information glasses don't show anything about the clean air with the new algorithm. That's a todo

0.1.0beta:

  • First beta release
  • Optional support for Lost Cities spheres if present (note that by default Need To Breathe does not handle the overworld so you'll have to alter the config to add dimension 0 to the list of poisoned dimensions)
  • Thanks to wiiv and mallrat there are now nice models for the information glasses and helmet
  • New advanced purifier that can purify bigger areas
  • New creative purifier that will purify a Lost City sphere
  • Many many internal changes. If you were using this mod before it is possible you will have to start a new world or else remove the NeedToBreathe.dat file

0.0.3alpha:

  • This version requires McJtyLib 2.6.0!

0.0.2alpha:

  • The poison is now configurable per dimension and by default only the nether is configured. So the overworld is safe
  • Fixed a bug where air in solid blocks was 'trapped' and constantly generating new air
  • Various tweaks to the purifying and dissipating of clean air
  • The overlay with poison indication now shows with both the glasses and protective helmet

0.0.1alpha:

  • First alpha release. Use at your own risk!

Project members

McJty

Owner

Details

Licensed MIT
Published 2 years ago
Updated 2 years ago