File Details
EndgameAndQoL5.1.2.jar
- R
- May 4, 2026
- 18.68 MB
- 4.8K
- Early Access
File Name
EndgameAndQoL5.1.2.jar
Supported Versions
- Early Access
[5.1.2]
Temporal Portals — spawn placement reworked
- Always on the surface, never in caves — spawn scan now starts from a high sky altitude and walks down. The first non-tree solid block found is, by definition, exposed to sky. Cave roofs, underground pockets, and indoor floors no longer pass.
- Never on tree canopy — leaves, logs, branches, and bark are skipped during the scan; the portal lands on the actual ground beneath the tree, not on top of it.
Spawn rate (defaults) — one tick every 90 min, 50% chance per tick to actually spawn, cap 3 simultaneous portals in the world. Expectation: ~1 portal every 3 hours. Tweak via /eg config → Misc (Spawn Interval Min/Max, Spawn Chance, Max Portals).
Yeti — full mob rework (Frozen Dungeon)
- Complete moveset — Backswing Left/Right (± Moving), Swing Down with knockback, Belly Slam (AoE with landing cloud), Roar (close-range AoE), Throw (Ice Boulder projectile), and a brand-new Slam Spike attack: ground spikes burst out in a trail.
- Combat AI overhaul — fresh CAE (Combat Action Evaluator), tuned hitbox cylinders, Roar weighting that rises as the target gets closer.
- VFX/SFX pass — Belly Slam landing cloud, Ice Boulder hit particles, dedicated Yeti hit sound event.
All Yeti animation, hit-timing, and AI work above by narwhals — thanks again.
Bug Fixes
- Frostwalker no longer breaks fishing traps — the accessory froze any water cell under the player, including water that supports placed blocks (Tool_Fishing_Trap, lily pads, anything with
Support.Down: Water_Source). Freeze is now skipped when something is sitting on the water above the cell.