Additions
-
Added the Ostrich!
- Ostriches are a feathery new mob with a passion for fighting.
- Is tamed the same way as Horses, but takes a bit longer due to their feistier nature.
- Instead of charging a jump while being ridden it will attack with its beak, the strength depending on how high the meter was charged.
- If its beak hits a softer block while trying to attack, it may get stuck temporarily.
- Added the
wilderwild:ostrich_beak_buryable
tag to control which blocks these are, currently containing the tagsminecraft:mineable/shovel,
minecraft:mineable/hoe,
andminecraft:wool.
- Added the
- Added a new
Ostrich Peck Attack
config option to control whether or not players can use the Ostrich's attack while riding one.
- If its beak hits a softer block while trying to attack, it may get stuck temporarily.
- Can be bred with Bushes.
- Will lay an egg upon breeding.
- Does not require Silk Touch to be obtained.
- Requires a solid surface below in order to hatch.
- Will lay an egg upon breeding.
- Naturally spawns in the Savanna, Savanna Plateau, and Windswept Savanna biomes.
- Added the
wilderwild:has_ostrich
biome tag to control which biomes they will spawn in. - Added the
Spawn Ostriches
config option to control whether or not Ostriches will spawn naturally.
- Added the
- If attacked and not tamed, it will chase after its attacker and peck them to death.
- If they are tamed, this behavior will only apply to non-player mobs.
- Will call other Ostriches for backup, like Wolves and Crabs.
- While provoked, cannot be ridden or fed unless it's already tamed.
- If tamed, can be fed or ridden while provoked to calm down.
-
Added the Dying Forest!
- New Fall-based grounds for all Fall enjoyers!
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, and few Living Trees.
- The Grass and Foliage color is similar to that of Forests, but warmer and more mute.
- All regular Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Large Mushrooms generate just as they do in Forests here.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
-
Added the Snowy Dying Forest!
- A mixture of death and snow. Perfect.
- Contains only Dead Trees, Semi-Dead Trees, and Fallen Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
-
Added the Dying Mixed Forest!
- I couldn't think of anything for this one.
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, few Living Trees, and regular Spruce Trees.
- All regular Mixed Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
-
Added the Snowy Dying Mixed Forest!
- Be patient with it, it has very mixed feelings about dying to frostbite.
- Contains only Dead Trees, Semi-Dead Trees, Fallen Trees, and regular Spruce Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
Bug Fixes & Changes
- Updated the protocol version to 3.
- Removed the Coated Sculk item model.
- Added a new main menu panorama.
- Added codecs to as many blocks as possible.
- This has resulted in some blocks receiving reorganized and/or new constructor parameters.
- Removed the
FloweringLilyPadBlock
class as it was redundant.- Please note that this will not impact the block itself in any way.
- Added many public static fields to blocks for better code readability and editability.
- Significantly improved the
OsseousSculkBlock
class and merged both growing methods into one. - Sculk Charges will now move to newly placed blocks in Osseous Sculk pillars upon growth.
- Osseous Sculk no longer strictly requires a Hoe in order to drop, and now only looks for the Silk Touch enchantment.
- This doesn't mean they'll only move in one direction, they'll just be snapped to that position initially as the block is set and can still move downwards afterward.
- Echo Glass will now drop itself upon cracking if not hit by a Sonic Boom.
- Stripped Logs can now once again be hollowed with an Axe.
- Made the subtitle for hollowing a Log more consistent with the subtitle for stripping a Log.
- Baobab Nuts and Palm Fronds are now compostable.
- Changed the minimum and maximum amount of Milkweed Pods obtainable by shearing Milkweed to 1 and 3 respectively, previously being 2 and 5.
- The Milkweed Pod to String recipe now requires 9 Milkweed Pods instead of just 1.
- The Cattail to String recipe now only yields 1 String as opposed to 3.
- This recipe now requires 4 Cattails instead of just 1.
- Tweaked how Pollen chooses where to spawn particles, now being able to spawn particles above itself.
- Fixed the placement of the seed particle created when a Seeding Dandelion random ticks.
- Added the Bush, Tumbleweed, Tumbleweed Stem, Milkweed, Datura, Cattail, Flowering Lily Pad, Algae, Shelf Fungus, Small Sponge, Prickly Pear Cactus, and Nematocyst blocks to the
minecraft:sword_efficient
tag. - Potted Small Dripleaves now use their loot table (renamed
wilderwild:blocks/potted_small.dripleaf
towilderwild:blocks/potted_small_dripleaf.
) - Optimized how the Tumbleweed Stem's selects its outline/collision shape.
- Reworked the
LiquidBlockRendererMixin
for making the underside of Water smooth to now be extremely reliable and much safer.- This also fixes an issue where other liquids like Lava could incorrectly be assigned different textures on occasion.
- Removed the
Goat Horn Symphony
andBack
discs as they didn't feel like necessary additions, nor did they fit Vanilla.- These will be datafixed into Lena Raine's
Otherside
and Samuel Ã…berg's5
respectively.
- These will be datafixed into Lena Raine's
- Renamed the
Ancient Horn Projectile
toAncient Horn Vibration.
- Ancient Horn Vibrations will now spawn particles upon dissipating.
- Ancient Horn Vibrations will no longer play the dissipation sound upon hitting an entity.
- Fixed Floating Sculk Bubbles spawned from an Ancient Horn Vibration always being the same size each tick.
- Changed the default size growth of the Ancient Horn Vibration from 0 to 0.01 per tick.
- This is adjustable in the
Ancient Horn Size Multiplier
config, which used to be 0 by default. - You will likely need to manually edit this value if you've played with Wilder Wild before, as the config will likely have 0 saved from a previous version.
- This is adjustable in the
- Made the visual scaling of Ancient Horn Vibrations much smoother.
- Fixed the visual scaling of Ancient Horn Vibrations to match their bounding boxes.
- Made Ancient Horn Fragments slightly rarer in Ancient City loot tables.
- Defined the Random Sequence for every one of Wilder Wild's loot tables.
- Added the Palm Hanging Sign to the
wilderwild:hanging_signs
item tag. - Added the Palm Crown to the
wilderwild:palm_logs
item tag. - Thrown Coconuts will no longer play multiple sounds at once upon hitting entities and/or breaking.
- Optimized the file size of many Block and Item models.
- Firework Rockets are now impacted by wind.
- Added a
Firework Rocket Wind Intensity
config option to theMisc
tab to control the percentage of how intense wind will act upon them. - Added
entity_firework_rocket
to the Mixins config to optionally force-disable this.
- Added a
- Reimplemented the custom Warden dying sound after it was accidentally removed during a bugfix.
- The Warden's regular death sound will now play on top of its underwater dying sound once again.
- Wardens are no longer considered alive during the custom death animation.
- The Warden will no longer play heartbeat sounds while it is dying.
- Prevented the Warden from moving while it is digging or emerging.
- Changed the Warden's secret death sound from stereo to mono.
- Refactored mobs'
canSpawn
methods to reflect Vanilla's, following the templatecheckXSpawnRules.
- Crabs are now impacted by both the
Impaling
andBane of Arthropods
enchantments in 24w03a+. - Fixed Crabs not properly latching onto walls if they're about to fall, but an entity is below them in 1.20.1.
- Baby Jellyfish now always give Poison I with a duration of 4 seconds, while Adult Jellyfish now always give Poison I with a duration of 10 seconds.
- This used to be a random range of time in previous versions.
- The Jellyfish sting sound no longer plays at random pitches to be more consistent with Pufferfish.
- Bubbles will spawn behind Jellyfish less frequently.
- The Baby Jellyfish's movement speed is now determined with an attribute modifier instead of repeatedly setting the base attribute, making this attribute properly modifiable.
- Jellyfish are no longer considered scary to Pufferfish.
- Jellyfish stings no longer crash servers. (#329)
- Changed the title of the advancement for capturing a Firefly from
Bottle of Lightning
toLightning in a Bottle.
- Fixed the
Restrict Instrument Sounds
config lang reading asRestrict Instrument Sound.
- Significantly improved Wilder Wild's biome parameter modifications and cut down
OverworldBiomeBuilderMixin
in size in the process. - Moved all biome parameters, feature/spawn building, and most worldgen injects to individual biome classes.
- This means
WilderSharedWorldgen
will only contain parameters for modified Vanilla biome placement from now on.
- This means
- Expanded the depth at which Jellyfish Caves can generate.
- Pumpkins now generate much more frequently in Old Growth Dark Forests.
- Changed the
Cherry Grove Placement
config to be disabled by default as it wasn't as immersive as anticipated. - Fixed the
Stony Shore Placement
config lang reading asCStony Shore Placement.
- Added the Arid Forest, Arid Savanna, and Oasis biomes to the
minecraft:snow_golem_melts
tag. - Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the
minecraft:spawns_snow_foxes
tag. - Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the
minecraft:spawns_white_rabbit
tag. - Added even more splashes, bringing the total of custom splashes to 271!
- Removed all custom packets related to particles in favor of the regular Vanilla particle packet:
WilderSeedParticlePacket
WilderControlledSeedParticlePacket
- This change has resulted in the
SeedParticleOptions
class receiving two new invocation methods and new constructor parameters.
- This change has resulted in the
WilderTermiteParticlePacket
WilderFloatingSculkBubbleParticlePacket
- All custom
EntityDataSerializers
have been removed and replaced with regular String serializers in order to prevent possible issues. (#333) - Significantly cleaned up and reduced the amount of duplicated code in the
SimpleCopperPipesIntegration
class. - Much more refactoring, reorganization, cleanup and many small fixes!
- Fixed Crabs not dropping cooked crab claws when killed whilst on fire
- Updated the Crab's digging and emerging sounds to sound slightly more Minecrafty
- Stopped Crabs from moving when they aren't supposed to
- Renamed the
wilderwild:crab_tempt_items
tag towilderwild:crab_food
- Fixed the Looting enchantment not affecting the Crab claw loot table
- Fixed Display Lanterns not properly saving Fireflies to the item when broken with Silk Touch, and not spawning Fireflies upon breaking without Silk Touch
- Fixed log spam of the Enderman anger sound predicate
- Fixed tags on 1.20.4
- Fixed potted grass loot table on 1.20.4
- Fixed compat with Simple Copper Pipes to now work 100% of the time
- Requires Simple Copper Pipes 1.16+ (compat id 3)
- Removed embedded Reach Entity Attributes on 1.20.5
- Updated embedded FrozenLib to 1.5.4
- Bumped the protocol version to 2
- Fixed Crab idle activities
2.2 Changelog:
Additions
-
Added the Crab!
- Crabs are neutral mobs that spawn in Mangrove Swamps, Warm Oceans, Lukewarm Oceans, Deep Lukewarm Oceans, Oceans, Deep Oceans, Warm Beaches, Beaches, and Cypress Wetlands.
- If no players are close to a Crab and it's not been disturbed for a while, the Crab will hide in the ground.
- If a player comes nearby or a loud vibration occurs, the Crab will come back out of hiding.
- When attacked, the Crab will run towards its attacker and call all other Crabs nearby, even those in hiding, for backup.
- Baby Crabs cannot attack, and will instead panic.
- Can be bred with Kelp.
- Can climb up walls.
- Can be scooped up in Buckets.
- Has a chance to drop its Claw upon death (only when killed by a player), which can be cooked.
- The Crab's Claw can also be brewed with an Awkward potion to create a Potion of Reaching.
-
Added the Reach Boost effect!
- Extends the player's reach by 1 block per level.
- Does not affect attacking, only impacts interactions with Items and Blocks including both placing and breaking.
- There is, however, a config option to let this impact attack reach.
Bug Fixes & Changes
-
Added partial Japanese language support
- Thank you mayonaka8478
-
Tweaked leaf decay distance to 12 in order to accommodate for Palm Fronds, so they now work like regular leaves
- Other leaf types will still cap out at 7, but can be changed with commands or a Debug Stick to go up to 12
-
Made Palm Fronds less dense on average
-
Removed the custom distance detection from Palm Crowns
-
Added Palm Crowns to tags it was missing from
-
Reworked how Coconuts are placed on Palms, so they should no longer break upon generation
-
Added PalmTreeFeature to handle Palms' unique Coconut growth and Frond distance detection
-
Added a translation string for Coconut projectiles
-
Fixed compatibility between Wilder Wild's Stripped Logs and Create
-
Milkweed now plays a sound when rustled
-
Milkweed can now be sheared with a Dispenser
-
Glory of the Snow can now be sheared with a Dispenser
-
Prickly Pear's Damage Source has been added to the bypasses_armor tag
-
Tumbleweed entities will now drop themselves if killed by any entity with Silk Touch, instead of only doing so when killed by a player
-
Fixed Fireflies with the Nectar easter egg not properly rendering their glowing overlay
-
Fixed Firefly Bottles with the Nectar easter egg not using the Nectar texture
-
Increased the chances of a flickering Firefly spawning (smooth pulsing vs. flickering)
-
Changed how flickering Fireflies calculate their colors (#316)
-
Display Lanterns will now interact with Redstone Comparators, outputting a full signal if they have an item inside, or a signal based upon how many Fireflies are placed inside
-
Fixed an issue pertaining to Silk Touch with the Display Lantern's loot table
-
Display Lanterns will now properly spawn Fireflies that were held inside of them when broken
-
Fixed Jellyfish no longer spawning in Jellyfish Caves
-
Slightly optimized Jellyfish rendering with the rainbow easter egg
-
Reworked how clipping works with Waterlogged Mesoglea, as it will now apply to all entities as opposed to just players as is much more stable
- This comes alongside BlockGetterMixin having much cleaner code, and the removal of IN_MESOGLEA in WilderSharedConstants
-
Osseous Sculk will now cover their branches in Sculk Veins when its base is converted to Sculk
-
Increased the chances of larger Osseous Sculk generating during worldgen
-
Sculk Shriekers will now only create Sculk Bubbles underwater if the Shrieker Gargling config is enabled
-
Stone Chests will now interact with Redstone Comparators, outputting a signal based on how high their lid is lifted (#319)
-
Echo Glass now occludes Vibrations
-
Finally fixed odd timing on Floating Sculk Bubbles' scaling
-
Added more config options for the warden
- Added a config option to control whether or not the Warden should be able to swim
- Added a config option to control whether or not the improved digging animation should be used
- Added a config option to control whether or not the improved emerging animation should be used
- The Warden's animation configs will no longer require the game to restart
- This config option should now result in all Warden changes becoming toggleable
-
The Warden's death particles will now only spawn at the Warden's position as opposed to spawning within its entire hitbox
-
The Allay's keyframed dance animation config will no longer require the game to restart
-
Landing/Potion sound code will no longer attempt to run on the client
-
Landing Ender Pearls will now play sounds in their owner's sound category (Zombies would be Hostile, and Players would be Player)
-
Added a config option to control whether or not Lightning Bolts should be able to scorch Sand blocks, instead of being hardcoded
-
Added a config option for whether or not Block particles will spawn upon a Lightning Bolt striking
-
Added a config option for whether of not Smoke particles will spawn upon a Lightning Bolt striking
-
The config will now sync between server and client
- Operators of servers will modify the server's config upon modifying it on their end
- Non-operators will see that config options that don't solely pertain to the client will be blocked out and set to the server's value
-
Added a "New Frosted Ice Cracking" config option to control Frosted Ice's updated cracking (playing sounds and spawning particles)
-
Added a config option for whether or not Dripleaves will use updated Redstone powering functionality
-
Added a config option for whether or not advancements will be modified
-
Swapped the placement of the Misc and Worldgen config tabs
-
Refactored many aspects Wilder Wild's configured features' field names to be more consistent with Vanilla
-
Removed LeavesAroundTopTreeDecorator
-
Removed additional Plains flowers from Meadows
-
Increased the amount of flowers that typically generate in Meadows
-
Removed the Fabric Loader version requirement in hopes it will fix issues with Quilt
-
Changed the grammar of Wilder Wild's advancements to align with Vanilla's
-
Fixed compatibility with Roughly Enough Resources (#315)
-
Hopefully resolved world generation issues with C2ME (#311)
-
Instrument items will now properly play on servers instead of immediately cutting out (#284)
-
Disabled remapping for some methods and fields referenced in mixins of mods to hopefully prevent possible issues
-
Moved all packet handling to
FabricPacket
classes to improve the longevity and organization of Wilder Wild's codebase -
Refactored, cleaned up, and reworked multiple classes and mixins to improve internal organization, stability, and code integrity
Wilder Wild 2.2 Newsletter - Luna
Hey, all! This is Luna/AViewFromTheTop here. :)
I decided to start this "newsletter" of sorts as an easier way to communicate with you all, and to share things that I (or Treetrain, if he decides to write as well) would like our community to look out for and whatnot.
First order of business, I'm hoping I've just been able to fix #311, The issue where C2ME would sometimes cause crashes while generating a Deep Dark biome. I'd like for you all to test if this issue has actually been fixed, and if not, to create a new issue for it on our GitHub page.
Aside from that, I'd appreciate if you all could give us feedback on Crabs! They've been quite troublesome to make and I'm sure I wasn't able to incorporate every idea possible into them, so I'd like to know what you think could be improved upon or what may be missing. On that note, help from other modders to get their rotation and navigation working flawlessly would be very much appreciated!
Crabs work a bit like Wardens, by the way. They can detect specific game events while hiding underground, which will cause them to emerge. They will always emerge if a Player is within 4 blocks of them, however. Projectiles landing, explosions, blocks breaking, etc. will cause a Crab to emerge. So why didn't I make "lower" vibrations trigger this? As a matter of fact, it's based both on fact and for gameplay reasons. Crabs hardly have good enough hearing and mostly depend on pressure changes to tell where things are, if I remember correctly. While researching this I came across someone who found a Crab would immediately react to someone jumping, but wouldn't budge with music blasting directly towards it. Now, I understand how the assortment of Vibrations I chose for the Crab to react to may be omitting some relatively logical options, though, I personally believe there is substantial enough reason to do so on the gameplay side of things. I want Crabs to have a balance between feeling sneaky, ruthless, yet innocent and still maintaining a naive nature. I don't want them emerging if they can tell they wouldn't be in possible immediate danger! I almost forgot to mention, too, this behavior was inspired by the Sheargrubs in Pikmin. I want Crabs to occassionally surprise the player when they suddenly emerge, you know? Scary.
The last thing I'd like to mention is that we're open to new sound designers and texture artists! I would prefer to have a few of each so we don't have to pawn all our requests on to one person, and to allow for more flexibility and looser deadlines in our team. It would also be beneficial to be able to review multiple takes on one idea, if need be!
12/14/2023 Update: Whew! That was a long trip. Since I wrote that newsletter, I had a ton of stuff to fix and Treetrain managed to do some of the most insane things ever, including config syncing! I'm hoping this is the day 2.2 releases, there have been so many improvements made and so many challenges overcome (and honestly 80% of which we can all thank Treetrain for,) and I just want to get this over with so I can work on my other mods. And Wilder Wild 2.3... I think I already know what I want it to be.
-Luna.
Wilder Wild 2.2 Newsletter - Treetrain1
What's good gamers, Treetrain1 here.
This is super Wild.
-Treetrain1.
Additions
-
Added the Crab!
- Crabs are neutral mobs that spawn in Mangrove Swamps, Warm Oceans, Lukewarm Oceans, Deep Lukewarm Oceans, Oceans, Deep Oceans, Warm Beaches, Beaches, and Cypress Wetlands.
- If no players are close to a Crab and it's not been disturbed for a while, the Crab will hide in the ground.
- If a player comes nearby or a loud vibration occurs, the Crab will come back out of hiding.
- When attacked, the Crab will run towards its attacker and call all other Crabs nearby, even those in hiding, for backup.
- Baby Crabs cannot attack, and will instead panic.
- Can be bred with Kelp.
- Can climb up walls.
- Can be scooped up in Buckets.
- Has a chance to drop its Claw upon death (only when killed by a player), which can be cooked.
- The Crab's Claw can also be brewed with an Awkward potion to create a Potion of Reaching.
-
Added the Reach Boost effect!
- Extends the player's reach by 1 block per level.
- Does not affect attacking, only impacts interactions with Items and Blocks including both placing and breaking.
- There is, however, a config option to let this impact attack reach.
Bug Fixes & Changes
-
Added partial Japanese language support
- Thank you mayonaka8478
-
Tweaked leaf decay distance to 12 in order to accommodate for Palm Fronds, so they now work like regular leaves
- Other leaf types will still cap out at 7, but can be changed with commands or a Debug Stick to go up to 12
-
Made Palm Fronds less dense on average
-
Removed the custom distance detection from Palm Crowns
-
Added Palm Crowns to tags it was missing from
-
Reworked how Coconuts are placed on Palms, so they should no longer break upon generation
-
Added PalmTreeFeature to handle Palms' unique Coconut growth and Frond distance detection
-
Added a translation string for Coconut projectiles
-
Fixed compatibility between Wilder Wild's Stripped Logs and Create
-
Milkweed now plays a sound when rustled
-
Milkweed can now be sheared with a Dispenser
-
Glory of the Snow can now be sheared with a Dispenser
-
Prickly Pear's Damage Source has been added to the bypasses_armor tag
-
Tumbleweed entities will now drop themselves if killed by any entity with Silk Touch, instead of only doing so when killed by a player
-
Fixed Fireflies with the Nectar easter egg not properly rendering their glowing overlay
-
Fixed Firefly Bottles with the Nectar easter egg not using the Nectar texture
-
Increased the chances of a flickering Firefly spawning (smooth pulsing vs. flickering)
-
Changed how flickering Fireflies calculate their colors (#316)
-
Display Lanterns will now interact with Redstone Comparators, outputting a full signal if they have an item inside, or a signal based upon how many Fireflies are placed inside
-
Fixed an issue pertaining to Silk Touch with the Display Lantern's loot table
-
Display Lanterns will now properly spawn Fireflies that were held inside of them when broken
-
Fixed Jellyfish no longer spawning in Jellyfish Caves
-
Slightly optimized Jellyfish rendering with the rainbow easter egg
-
Reworked how clipping works with Waterlogged Mesoglea, as it will now apply to all entities as opposed to just players as is much more stable
- This comes alongside BlockGetterMixin having much cleaner code, and the removal of IN_MESOGLEA in WilderSharedConstants
-
Osseous Sculk will now cover their branches in Sculk Veins when its base is converted to Sculk
-
Increased the chances of larger Osseous Sculk generating during worldgen
-
Sculk Shriekers will now only create Sculk Bubbles underwater if the Shrieker Gargling config is enabled
-
Stone Chests will now interact with Redstone Comparators, outputting a signal based on how high their lid is lifted (#319)
-
Echo Glass now occludes Vibrations
-
Finally fixed odd timing on Floating Sculk Bubbles' scaling
-
Added more config options for the warden
- Added a config option to control whether or not the Warden should be able to swim
- Added a config option to control whether or not the improved digging animation should be used
- Added a config option to control whether or not the improved emerging animation should be used
- The Warden's animation configs will no longer require the game to restart
- This config option should now result in all Warden changes becoming toggleable
-
The Warden's death particles will now only spawn at the Warden's position as opposed to spawning within its entire hitbox
-
The Allay's keyframed dance animation config will no longer require the game to restart
-
Landing/Potion sound code will no longer attempt to run on the client
-
Landing Ender Pearls will now play sounds in their owner's sound category (Zombies would be Hostile, and Players would be Player)
-
Added a config option to control whether or not Lightning Bolts should be able to scorch Sand blocks, instead of being hardcoded
-
Added a config option for whether or not Block particles will spawn upon a Lightning Bolt striking
-
Added a config option for whether of not Smoke particles will spawn upon a Lightning Bolt striking
-
The config will now sync between server and client
- Operators of servers will modify the server's config upon modifying it on their end
- Non-operators will see that config options that don't solely pertain to the client will be blocked out and set to the server's value
-
Added a "New Frosted Ice Cracking" config option to control Frosted Ice's updated cracking (playing sounds and spawning particles)
-
Added a config option for whether or not Dripleaves will use updated Redstone powering functionality
-
Added a config option for whether or not advancements will be modified
-
Swapped the placement of the Misc and Worldgen config tabs
-
Refactored many aspects Wilder Wild's configured features' field names to be more consistent with Vanilla
-
Removed LeavesAroundTopTreeDecorator
-
Removed additional Plains flowers from Meadows
-
Increased the amount of flowers that typically generate in Meadows
-
Removed the Fabric Loader version requirement in hopes it will fix issues with Quilt
-
Changed the grammar of Wilder Wild's advancements to align with Vanilla's
-
Fixed compatibility with Roughly Enough Resources (#315)
-
Hopefully resolved world generation issues with C2ME (#311)
-
Instrument items will now properly play on servers instead of immediately cutting out (#284)
-
Disabled remapping for some methods and fields referenced in mixins of mods to hopefully prevent possible issues
-
Moved all packet handling to
FabricPacket
classes to improve the longevity and organization of Wilder Wild's codebase -
Refactored, cleaned up, and reworked multiple classes and mixins to improve internal organization, stability, and code integrity
Wilder Wild 2.2 Newsletter - Luna
Hey, all! This is Luna/AViewFromTheTop here. :)
I decided to start this "newsletter" of sorts as an easier way to communicate with you all, and to share things that I (or Treetrain, if he decides to write as well) would like our community to look out for and whatnot.
First order of business, I'm hoping I've just been able to fix #311, The issue where C2ME would sometimes cause crashes while generating a Deep Dark biome. I'd like for you all to test if this issue has actually been fixed, and if not, to create a new issue for it on our GitHub page.
Aside from that, I'd appreciate if you all could give us feedback on Crabs! They've been quite troublesome to make and I'm sure I wasn't able to incorporate every idea possible into them, so I'd like to know what you think could be improved upon or what may be missing. On that note, help from other modders to get their rotation and navigation working flawlessly would be very much appreciated!
Crabs work a bit like Wardens, by the way. They can detect specific game events while hiding underground, which will cause them to emerge. They will always emerge if a Player is within 4 blocks of them, however. Projectiles landing, explosions, blocks breaking, etc. will cause a Crab to emerge. So why didn't I make "lower" vibrations trigger this? As a matter of fact, it's based both on fact and for gameplay reasons. Crabs hardly have good enough hearing and mostly depend on pressure changes to tell where things are, if I remember correctly. While researching this I came across someone who found a Crab would immediately react to someone jumping, but wouldn't budge with music blasting directly towards it. Now, I understand how the assortment of Vibrations I chose for the Crab to react to may be omitting some relatively logical options, though, I personally believe there is substantial enough reason to do so on the gameplay side of things. I want Crabs to have a balance between feeling sneaky, ruthless, yet innocent and still maintaining a naive nature. I don't want them emerging if they can tell they wouldn't be in possible immediate danger! I almost forgot to mention, too, this behavior was inspired by the Sheargrubs in Pikmin. I want Crabs to occassionally surprise the player when they suddenly emerge, you know? Scary.
The last thing I'd like to mention is that we're open to new sound designers and texture artists! I would prefer to have a few of each so we don't have to pawn all our requests on to one person, and to allow for more flexibility and looser deadlines in our team. It would also be beneficial to be able to review multiple takes on one idea, if need be!
12/14/2023 Update: Whew! That was a long trip. Since I wrote that newsletter, I had a ton of stuff to fix and Treetrain managed to do some of the most insane things ever, including config syncing! I'm hoping this is the day 2.2 releases, there have been so many improvements made and so many challenges overcome (and honestly 80% of which we can all thank Treetrain for,) and I just want to get this over with so I can work on my other mods. And Wilder Wild 2.3... I think I already know what I want it to be.
-Luna.
Wilder Wild 2.2 Newsletter - Treetrain1
What's good gamers, Treetrain1 here.
This is super Wild.
-Treetrain1.