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Changelog
Hopefully a performance update for Guard Villagers! :) Give your feedback over here
Big changes:
- Guard with a swords in main hand models do not support every weapons.
- Instead the support for all the other weapons has been moved to another models.
- This means the code has been reduced from a lot of variables for the swordsmens. This also means if you have all your guards with custom weapons the perfs won't be better than 1.6.3
- But I realised most people play with only swords/crossbows weapon anyways.
- This mean there is now 4 set of models. One for swords, one for Bows and Crossbows, one for any other melee weapons (axes, trident, mace, scythe or custom named ones) and finnaly one model for the gunpowder of the musket mod (more weapon mod might come soon).
- The code also has been cleaned up of the
.sx, .sy, .sz
line as they were always set to 1 anyway. - Guard models now have a LOD logic. Guards between 12 and 32 blocks now don't have eyes animations. Guard above 32 blocks don't have any fancy animations at all. They just carry they're weapon in the custom location. (this is broken for Forge tho, so instead it use the default model for now)
- For people using better mob combat, there is only two models, my custom one from 0 to 24 blocks, and the defaut guard above the later
- Feel free to give you feedback on those distances with the link above
- Make sure EMF option of the model rate is NOT set to never in the performance settings!
Small Changes :
- Fixed UV mapping on guard armor
- Fxed some Z fighting on one eyes of guards
- Updated the Mcmeta file with the new snapshot formats. This means 1.20.1 is now marked red, but the pack is still working!
- Fixed Moobloom not loading the correct model on 1.21.5+?
Dependencies
Files
FMRP 1.6.4 Beta.zip(389.57 KiB) Primary Download
Links
Details
Licensed CC-BY-NC-SA-4.0
Published 2 years ago
Updated 2 days ago