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Updated the pet & breed check to be "forge:kobolds" tag instead of AbstractKoboldEntity.
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Improved ALL converts in the mod to remember armor, main-hand, and off-hand items for the progress.
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-Note: This means when zombifying, curing zombolds, and zombold to drowned converts. All held and worn items will remain. If no main hand or off hand item is available, then normal spawning mechanics will take place.
~Changed requirements for Kobold types when curing:
- Base Kobold has no requirements.
- Kobold Warrior requires the Zombold to be holding a shield in it's off-hand.
- Kobold Engineer requires a Mountain Biome, Crossbow in main-hand, and nothing in off-hand
- Kobold Pirate requires a jungle biome.
- Kobold Captain requires a jungle biome and enchanted kobold iron sword in main-hand.
Note: Kobold Enchanter can no longer come from curing a Zombold. However, Kobold Children still have their respective random chances to become any Kobold type when growing up (except for Warriors).
- Improved Prospector Code
- Increase chance for Prospector proc from 5% to 10%.
- Increase chance for Prospector proc with Luck from 15% to 25%.
- Prospector no longer procs on Villagers at all.
- Prospector now spawns the right amount of Emeralds no matter how high of a level it goes (ex. Level 64 will spawn 64 emeralds).
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Fixed sound issue related to petting.
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Removed Artifact Enchantment.
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Kobold Desert Tombs now have Prospector Kobold Axes.
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Removed RNG enchanted equipment from Kobold Enchanter's trade list (He still sells Prospector Kobold Axes, Prospector Books, and Mending Books).
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Buffed mining speed for all Kobold tools from 4 to 5 (Normal Iron is at 6 for reference). Buffed Kobold Axe speed from 1 to 5 as well.
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Added "Lorian Ross - Kobblestone" Music disc. Obtainable from normal kobold trading.
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Kobolds can now enjoy music from a jukebox.
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Kobolds can now have hats (base on their texture).
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Changed "James Bond" to just "James" nametag texture.
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Added more nametag textures.
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-Note: As a thank you for the community, I am willing to take anyone's nametag kobold texture to add to the mod if they want their own kobold in this mod. Just come to my discord and let me know.
~Added Config File:
- Three Configs are available:
- Zombies Attack Kobolds (False by Default)
- Illagers Attack Kobolds (False by Default)
- Villagers Avoids Kobolds (True by Default)
~Added Prospector Enchantment:
- Sold by Kobold Enchanters
- Applicable only to Axes and cannot be combined with Efficiency or Looting.
- Gives a small chance for any slain MONSTER entity to drop Emeralds.
~Added Artifact Enchantment:
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Obtainable in Kobold Tombs in the Desert
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If on a Crossbow, can be used for fishing.
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If on a Kobold Sword, will apply a cobweb-like effect.
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If on a Kobold Axe, will apply a fire effect on ANIMALS.
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If on a Kobold Pickaxe, will instantly kill Silverfishes.
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Added Kobold Infinity Potion of Healing
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Updated Kobold Dungeon Desert Structure
~Changes:
- Kobolds will no longer drink a potion if their off-hand is busy.
- Kobolds breeds with Diamonds now (it makes sense and was voted on).
- ANY Kobold can be used for breeding as long as a Warrior is nearby.
- Named Kobold Children will no longer age.
~The entire mod was remade from scratch for 1.17.1, and thus I did the same thing for 1.16.5 to keep 1.16.5 more in line with what 1.17.1 will be like when released~
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Cleaned out a lot of old code.
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Removed unnecessary advancements.
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Removed Wither Skelebold.
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Removed Fallen Sword.
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Removed Ocean Dungeons.
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-Note: Didn't felt right to have a Drowned spawner essentially.
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Remade all procedures and custom code.
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Kobolds can now pick-up items.
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Kobolds will no longer despawn in Peaceful mode.
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Kobolds will no longer trigger "can't sleep when monsters are nearby".
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Bread will now just heal kobolds when given to them (this will become amethyst in 1.17.1).
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Cookies can be used to speed up a Kobold Child's growth (this will become amethyst in 1.17.1).
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Apples is now used to breed kobolds again but they won't do the thing in front of the player anymore.
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The Captain's acceptable items has been updated.
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The Captain's trade system is now way better.
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The Captain now uses item tags to determined what items can be sold to him.
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-Note: This means you can now use a datapack to change his list of desired items.
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ALL kobolds now have the required animations and AI to use tridents (off-hand only), shields, and crossbows.
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Kobolds are now immune to all Kobold-Damage.
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IDs for items and blocks has changed, so old worlds will see removal of those. Kept the IDs for the kobolds but a few of them will change in the 1.17.1 port.
- Kobolds can now pick up items.
- Kobolds will no longer despawn in Peaceful Mode.
- Kobolds will no longer count as monsters when attempting to sleep in a bed.
Note: This update wasn't originally planned as I am working on the 1.17.1 but due to how big these three small changes are, I wanted to do a final update for 1.16.5 to get these in. Please be warned though that giving non-warrior kobolds a shield can have unexpected results as I didn't went through fully and redo all of the model/animation code when giving them the ability to pick up items.
~Updated Pirate Den Structure:
- Remade the Ship area entirely.
- Moved/Added some loot chests around.
~Improved trades for Kobolds and Kobold Engineers:
- The trades from kobolds has been mostly lackluster, so I improved them all overall.
~Removed scripts that added new goals to vanilla entities:
- There was an extremely rare server crash related to these goals & monsters would prioritize the kobolds over the player due to these goals.
- This means villagers will not run away from kobolds and some monsters, like zombies, will not attack kobolds first.
- Note: Iron Golems will still attack kobolds.
~Changed target goals for kobolds:
- Most kobolds will no longer target certain entities and now only target villagers, zombies, and silverfish (as that makes sense due to their lore).
- Kobold Warriors will still target most entities though as it is their duty but they will not target silverfish.
- Note: Kobolds will still defend their own if they are hit.
- Updated ALL kobold dens to be more like stone-blobs to help increase quality of world generation (no more floating cobblestone pieces in larger caves).
- Removed a random block in the Desert Dungeon
- Removed a random block in the Pirate Den
- Removed an Illager loot table chest in the Mountain Den
- Removed a set of golden armor in the Mountain Den
- Increased chunk requirement for Mountain Dens & Desert Dungeons to make them less common.
- Skelebolds now have basic spawn requirements.
- -Note: Skelebolds and Zombolds can still spawn in light for some odd reason so am looking into that.
- Updated model code a tiny bit in hopes to fix some mod conflict issues.
- Fixed an issue where curing zombolds still consumes golden apples in Creative mode.
- Updated the code for curing zombolds to now have a 10% chance of the zombold becoming an Enchanter, Engineer, or Pirate Captain base on biome.
- Cured Zombolds will also become normal Pirate Kobolds instead of normal Kobolds in Jungle biomes.
- Fixed an issue with Kobold Warriors from structures can still spawn with crossbows.
- Updated all spawn related code to greatly improve spawn chances for weapon variety. Note: Old spawn code was ignoring structure related kobolds whom had a crossbow or trident already. Now, no matter what the original structure variation had, they will always spawn with a random new weapon.
- Combined Campfire and Large dens into one, using a mixture of biomes that both originally used.
- Added a 5th Large Den variation.
- Updated Kobold Swamp Dungeons a tiny bit.
- Removed abandoned variation from the small den pool. Note: It was awful and I want to do better abandoned dens in the future for Halloween.
- Updated Spanish, French, and German localization.