So sorry for the delay folks! I've been busy with life stuff and other projects. This small update probably isn't that interesting for most of you as the majority of changes I made have been to the code structure instead of testable behavior. Before talking about that, I need to make a very important announcement:
🪦 End-of-Life Versions
A little while ago, I stopped supporting versions below 1.20 due to multi-version projects becoming more and more difficult to maintain as the game itself updates faster. Well, I plan to do it again. Assuming no further hotfix, Update 1.7.0 will be the final release for the following versions:
- 1.20.2
- 1.20.4
- 1.20.6
These versions don't have very much demand compared to 1.20.1, 1.21.1 and the latest drop, so those will be staying. I'm also keeping 1.21.3 and 1.21.4 to allow the players on those versions some time to migrate to 1.21.5 if they so choose. The versions mentioned will be deprecated unless a hotfix needs to happen before deprecation. Make sure to report any issues you encounter on GitHub; the clock is ticking!
Now onto the content...
➖ Removals
The in-built 32x resource pack has been removed in this update. Simply put, managing built-in resource packs on multi-version projects like this one is freaking annoying, and they somewhat bloat the resource pack menu. Fret not though, I plan to publish a standalone resource pack on my Modrinth profile which you can download and install to upscale the textures of all of my mods at the same time. It will also be handled on a separate GitHub repository which you will all be able to contribute to!
It's not quite ready yet, but I will work on getting it out as soon as I can after updating each of my mods to 1.21.5. Thank you for your patience! ~🌸
➕ Additions
es_MX
translations have been added in this update. Thanks, CerealConJugo!
🔧 Changes
- Spore particles now perform raycasts using the "outline" algorithm instead of the "collision" one.
- This change was made to slightly improve performance, but it does minimally affect behavior; you should expect fewer particles in areas with lots of foliage (e.g. long grass, vines, flowers). If this is a make-or-break for you, consider writing an issue report letting me know why you think this should be re-added!
There are many fixes for bone meal in this update! A couple of simple oversights made the whole feature almost useless, which hopefully now should be resolved. 🌸
➕ Additions
es_ES
translations have been added this update. Thanks, Flatkat!
🔧 Changes
In visual news, spore blossoms will once again sit higher up in inventory and hotbar slots. Previously they were somewhat hiding behind the item stack counts so I'm hoping this will improve visibility, especially in distinguishing the different states from one another.
Additionally, spore blossoms no longer exclusively generate naturally beneath moss blocks. In fact, the generation location changes have been entirely reverted to vanilla. This is based on the fact that, anecdotally, spore blossoms seemed overly rare and when I found them they were almost always fully grown (no doubt as a result of having spent a long time in this particular survival world). I'm hoping that by making this change, the spore blossom variation will be more "captured in time" so to speak. If you have feedback, be sure to write a feature suggestion on the issues page!
The pink dye recipe output quantities have been rebalanced to fit better with the logic that the juvenile spore blossom states can be crafted just as easily as fully-grown ones. They have been brought down to match most small flowers, with the exception of a very slight boost for the supported Create milling and crushing recipes.
🐛 Fixes
- Spore blossoms should now correctly work with manual fertilization, fixing the following sub-issues:
- They did not display "happy villager" particles.
- They did not play the "crinkling bone meal" sound.
- They did not consume an item from the bone meal item stack.
- They did not emit the
ITEM_INTERACT_FINISH
game event.
- Spore blossoms should now correctly emit sculk sensor vibrations when recoiling and unfurling.