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Oceanic Expanse 1.2.0

Changelog

The MAGIC (and also Dolphins) Update!

  • Added new Entities

    • Dolphins
      • Follows players sprinting in water, granting Dolphin's Grace
      • Requires both Air and Water, and will abandon AI tasks to seek these out
      • Neutral, and calls for help of nearby Dolphins when hurt
      • Currently, can be bred using Cooked Lobster
      • Drops some Cod on death
      • 10% chance to spawn as a Baby
    • Drowned Shipmate
      • Summoned via Captain's Call
      • Will follow, attack with, and defend their Owner
      • Can be equipt with items in the Mainhand, Offhand, and Head slots
        • Headwear items, Skulls (+ Pickled Head), Pumpkins, and Glass (+ Stained Glass) are worn on the Head
        • Shield items, Arrows (+Tipped +Spectral), Conduit Charm, Conch, Nautilus Shells, and Magic Conchs are held Offhand
          • Conduit Charm is passively utilized
          • Conches and Magic Conches are utilized in combat
      • Has 4 unqiue skins, randomly chosen when spawned
  • Added new Blocks

  • Stagnant

  • Focuses a Laser on any mobs within range ~ This laser operates hte same as the Guardians: Visual charge for 2 seconds, requires line of sight

  • Requires Prismarine around it, range scales with quanity

  • 64 blocks makes it 'Elder', giving Mining Fatigue in a short range and increasing laser damage

  • Underwater TNT

  • A version of TNT that operates underwater

  • Block drop chance, and water removal chance are configurable

  • Added new Items

  • Magic Conch

    • Crafted via 1 Pearl and 1 Conch
    • When obtained, a random 'Resonance' is placed on the magic conch
    • Has 32 durability
    • When used, applies effects based on the attached 'Resonance'
      • Resonance is randomly set when obtained
    • Cannot have Unbreaking or Mending applied
  • Seeping Potions

    • A Potion, which applies Seeping, same as any other potion
    • Brewed using a Tropical Slime Block
  • Added new Effects

    • Dolphin's Grace
      • Increases Horizontal Swim Speed
    • Seeping
      • Spawns a Tropical Slime when the afflicted entity dies
        • This scales with the potion's amplifier ~ This is added as a counterpart to modern minecraft's Oozing effect
  • New Enchantment

  • Nor's Rebound

  • Exclusive to the Heavy Boots

  • Bounces the user upon landing

  • Bounce amount scales per level (2 bounces at level 2, ect)

  • If distance fallen is short, will bring you to around the height you fell from

  • This curves harshly

  • Added Resonances

    • Special effects applied by Magic Conchs
    • Brine's Breath
      • Inflicts Slowness and Descent to nearby entities
      • Non-Players are given Slowness 2
    • Captain's Call
      • Summons a Drowned Shipmate, who is owned by their summoner
      • Uses 4 durability per use, giving it only 8 overall uses ~ Damage only occurs if the entity is properly summoned
      • Summoned Shipmate inherits the name of the Conch if it is custom
    • Sea's Serenade
      • Grants Regeneration and Dolphin's Grace to nearby entities
      • Undead entities are given Instant Health, which deals 6 damage to them
    • Wave Wail
      • Forces nearby entities away from the user
  • Made many adjustments to existing content:

    • All mobs that can breed will have their children inherit persistence from their primary parent
    • All Fish now face the direction they are swimming better
    • Clams
      • Clams now convert held items, mineralizing them into Pearls
        • Fully configurable
      • Moved Clam functionality to an AI task
      • Clams no longer close when a Player is near ~ The intention was to made harvesting difficult, but combined with them opening randomly and being underwater, it was just annoying
    • Drown Converting
      • Added the vanilla sound
    • Drowned
      • Have a slowed water drag when hurt (matching standard enitites) ~ This prevents them from getting flung away when hit
      • Can now (near)fully utilize Riptide
      • Improved Targeting AI
      • Uses a unique emissive texture between the normal and Captain
      • Lowered the config Captain spawn chance to 0.01 (was 5) ~ This math scaled far differently than I initially thought
      • Captains now are given a Conch with a random Sound
      • Captains Conch usage moved to the Magic Conch AI task, so they utilize the same effects as Captain's Call
    • Dulse
      • Slowed growth speed by 75% (From 20% to 5% chance per random tick)
      • Growth speed further lowers by 1.25% per neighboring Dulse ~ This is to encourage distancing
      • Lowered drops to only 4 at full age
    • Palm Trees
      • Now only have a 75% chance to each Flowing Palm Leaves
    • Lobsters
      • Now literally equip their Saddle into the chest slot, and drop the exact Saddle on death ~ This means attached attributes are utilized by the Lobster, as it is worn
      • Molting now pulls from a Loot Table
        • Can be NBT defined in MoltLootTable, just like how the DeathLootTable works
          • This includes MoltLootTableSeed, self explaitory
    • Multiple fish (Cod, Salmon, and Tropical Fish) will now swim away from nearby players
    • Riptide
      • Added Player animations when in use (spinning w/ surrounding graphic)
      • Added a slighy jump if used on ground ~ This helps the player move when on the ground
    • Spawn Buckets
      • Added vanilla sounds for collecting and releasing entities
      • New block NBT can define the block placed by the bucket when used
    • Sea Oats
      • Are placed in their short state
    • Tropical Slimes
      • Fire Resistance now prevents evaportion from fire/the Nether
    • Turtle Eggs
      • Added all vanilla sound effects (Stomping, Breaking, cracking, Hatching)
      • Sneaking prevents breaking while standing atop
      • Spawns particles when placed atop sand
  • New Config options

    • Add a recipe for Packed Ice ~ Default disabled
    • Add XP drop on Turtle Egg smash, with configrable amount
    • Clams
      • Full conversion list of Input Item > Minutes to convert > Resulting item
    • Dolphins
      • Enabling
      • Enabling Dolphin's Grace granting
      • Enabling the requirement for Air
    • Magic Conch
      • Enabling
      • Setting durability
      • Add all Resonances to the Creative Tab
    • Seeping
      • Enabling
      • Enabling Potion Brewing
    • Stagnant
      • Enabling
      • Spawned Particles
      • Emitted light
      • Mobs to not target
    • Underwater TNT
      • Enabling
      • Chance to remove Water
      • Chance to drop destroyed blocks
  • Rewrote many parts of water dectection logic, should function far better

  • Adjusted recipe config logic to be a bit more reliable

  • All instances of Water Submerged checks replaced with isInsideOfMaterial

  • Reorganized many parts of the .lang file

  • Removed unnecessery use of setSeed for most entities
  • Fixed Entity list configs not working with modded entities
  • Fixed Icebergs improperly generating in worlds with a non-default Sea Level
  • Fixed Turtles breaking their own eggs
  • Fixed issue #119, Liquids from other mods can be bucketed again
  • Fixed issue #123, generations works perfectly with modern Fluidlogged API
  • Fixed issue #128, Drown Conversions now work in Fluidlogged Blocks
  • Fixed issue #129, Coral Blocks now properly detect Fluidlogged Blocks

Files

OceanicExpanse-1.2.0.jar(6.06 MiB) Primary Download

Project members

SirSquidly

Owner

Details

Licensed MIT
Published 2 years ago
Updated 2 months ago