File Details
breezy-1.20.1-1.2.0.jar
- R
- Jun 17, 2024
- 359.17 KB
- 1.5K
- 1.20.1
- Forge
File Name
breezy-1.20.1-1.2.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
HUGE thank you to davigj for this update! Check out his mods here
fixed static-y white particle flickering in caves/the underground
balloons are no longer culled when only the balloon is in the player's view
balloons are no longer receptive to potion effects (including instant harm)
balloons no longer ride other entities
balloons can no longer be named with name tags
balloons no longer rotate after being placed
wind particles:
- wind spawns a configurable distance above sea level (20 by default, so y ~= 87)
- biome dependent wind particle density--tags are `breezy:less_wind`, `breezy:more_wind`, and `breezy:no_wind`
- particles generate with correspondent densities. (`no_wind` biomes get no particles.) biomes put in more than one tag always default to the lowest value. otherwise, it defaults to in-between
- particle frequency in each tier is also configurable
- balloons in `no_wind` biomes have 0 xz momentum (but do keep their y-movement)
- wind particles only appear in air blocks that can see the sky (configurable)
added config option for balloons to always render, allowing them to be seen from very far away (true by default)
other entities may ride hot air balloons, similarly to boats/minecarts
- passenger riding offset changed from 0.5 to 0.35 to accommodate
- mobs in hot air balloons will not burn in sun
right click functionality tweaks:
- players must no longer be passengers to light balloons, so mob passengers can be sent off. bon voyage
- players can dye balloons by r-clicking dye items (it averages with the balloon's existing color)
- each flint and steel click increases "litness" by 2 stages, not one
- balloon vs. basket "hitboxes"
- flint and steel/dye must be clicked on the balloon, sand/shears/riding requires the basket
- passengers can be interacted with/hit, projectiles go through the middle, etc
mobs tagged as `breezy:hot_ones` automatically keep balloons at a litness of 3 while riding as a passenger (unless in water/rain ofc). includes compat with alex's mobs/caves by default
- passengers that are on fire can also raise litness by 1 periodically (though not past 2)
ticks between wind direction changes are configurable (still default to change once per vanilla day)
balloons are now dyeable in the same fashion as leather armor. coloration is preserved when broken and re-placed
Omnidirectional wind! Wind can now flow in the full 360 degrees
- Each layer is separated by 60-180 degrees to any layers above and below
- Each time a day (configurable) passes, the wind changes a (configurable) percentage of 360 degrees per layer. default 2.5%
- currently this just means that all wind very slowly goes in a clockwise spiral. i thought that's fine/cool but better defaults/options may arise
- wind generates based on the world seed
- wind intensity is influenced by biome tags and altitude (which has been changed to 12 layers instead of 24)
particle effects:
- particles spawn with flint and steel use. while lit, they periodically emit smoke. (i would like lit balloons to have a little flame particle, but the vanilla small flame lingers a touch too long)
wind now affects balloons in high/low wind biomes, reducing/increasing intensity along all three axes. the extent of the effect is configurable
updated GeckoLib dependency to 4.4.4
rclicking flint and steel + tnt in each hand while riding a balloon causes a primed tnt entity to fall. (compat with s&r/c&c can come out when those mods come out for 1.20)
added hot air balloons to Neapolitan's `chimpanzee_dart_targets` entity type tag