File Details
OceanicExpanse-1.2.0.jar
- R
- Apr 3, 2025
- 6.06 MB
- 506
- 1.12.2
- Forge
File Name
OceanicExpanse-1.2.0.jar
Supported Versions
- 1.12.2
Curse Maven Snippet
The MAGIC (and also Dolphins) Update!
+ Added new Entities
+ Dolphins
+ Follows players sprinting in water, granting Dolphin's Grace
+ Requires both Air and Water, and will abandon AI tasks to seek these out
+ Neutral, and calls for help of nearby Dolphins when hurt
+ Currently, can be bred using Cooked Lobster
+ Drops some Cod on death
+ 10% chance to spawn as a Baby
+ Drowned Shipmate
+ Summoned via Captain's Call
+ Will follow, attack with, and defend their Owner
+ Can be equipt with items in the Mainhand, Offhand, and Head slots
+ Headwear items, Skulls (+ Pickled Head), Pumpkins, and Glass (+ Stained Glass) are worn on the Head
+ Shield items, Arrows (+Tipped +Spectral), Conduit Charm, Conch, Nautilus Shells, and Magic Conchs are held Offhand
+ Conduit Charm is passively utilized
+ Conches and Magic Conches are utilized in combat
+ Has 4 unqiue skins, randomly chosen when spawned
+ Added new Blocks
+ Stagnant
+ Focuses a Laser on any mobs within range
~ This laser operates hte same as the Guardians: Visual charge for 2 seconds, requires line of sight
+ Requires Prismarine around it, range scales with quanity
+ >64 blocks makes it 'Elder', giving Mining Fatigue in a short range and increasing laser damage
+ Underwater TNT
+ A version of TNT that operates underwater
+ Block drop chance, and water removal chance are configurable
+ Added new Items
+ Magic Conch
+ Crafted via 1 Pearl and 1 Conch
+ When obtained, a random 'Resonance' is placed on the magic conch
+ Has 32 durability
+ When used, applies effects based on the attached 'Resonance'
+ Resonance is randomly set when obtained
- Cannot have Unbreaking or Mending applied
+ Seeping Potions
+ A Potion, which applies Seeping, same as any other potion
+ Brewed using a Tropical Slime Block
+ Added new Effects
+ Dolphin's Grace
+ Increases Horizontal Swim Speed
+ Seeping
+ Spawns a Tropical Slime when the afflicted entity dies
+ This scales with the potion's amplifier
~ This is added as a counterpart to modern minecraft's Oozing effect
+ New Enchantment
+ Nor's Rebound
+ Exclusive to the Heavy Boots
+ Bounces the user upon landing
+ Bounce amount scales per level (2 bounces at level 2, ect)
+ If distance fallen is short, will bring you to around the height you fell from
+ This curves harshly
+ Added Resonances
+ Special effects applied by Magic Conchs
+ Brine's Breath
+ Inflicts Slowness and Descent to nearby entities
+ Non-Players are given Slowness 2
+ Captain's Call
+ Summons a Drowned Shipmate, who is owned by their summoner
+ Uses 4 durability per use, giving it only 8 overall uses
~ Damage only occurs if the entity is properly summoned
+ Summoned Shipmate inherits the name of the Conch if it is custom
+ Sea's Serenade
+ Grants Regeneration and Dolphin's Grace to nearby entities
+ Undead entities are given Instant Health, which deals 6 damage to them
+ Wave Wail
+ Forces nearby entities away from the user
+ Made many adjustments to existing content:
+ All mobs that can breed will have their children inherit persistence from their primary parent
+ All Fish now face the direction they are swimming better
+ Clams
+ Clams now convert held items, mineralizing them into Pearls
+ Fully configurable
+ Moved Clam functionality to an AI task
- Clams no longer close when a Player is near
~ The intention was to made harvesting difficult, but combined with them opening randomly and being underwater, it was just annoying
+ Drown Converting
+ Added the vanilla sound
+ Drowned
+ Have a slowed water drag when hurt (matching standard enitites)
~ This prevents them from getting flung away when hit
+ Can now (near)fully utilize Riptide
+ Improved Targeting AI
+ Uses a unique emissive texture between the normal and Captain
+ Lowered the config Captain spawn chance to `0.01` (was `5`)
~ This math scaled far differently than I initially thought
+ Captains now are given a Conch with a random Sound
+ Captains Conch usage moved to the Magic Conch AI task, so they utilize the same effects as Captain's Call
+ Dulse
+ Slowed growth speed by 75% (From 20% to 5% chance per random tick)
+ Growth speed further lowers by 1.25% per neighboring Dulse
~ This is to encourage distancing
+ Lowered drops to only 4 at full age
+ Palm Trees
+ Now only have a 75% chance to each Flowing Palm Leaves
+ Lobsters
+ Now literally equip their Saddle into the chest slot, and drop the exact Saddle on death
~ This means attached attributes are utilized by the Lobster, as it is worn
+ Molting now pulls from a Loot Table
+ Can be NBT defined in `MoltLootTable`, just like how the DeathLootTable works
+ This includes `MoltLootTableSeed`, self explaitory
+ Multiple fish (Cod, Salmon, and Tropical Fish) will now swim away from nearby players
+ Riptide
+ Added Player animations when in use (spinning w/ surrounding graphic)
+ Added a slighy jump if used on ground
~ This helps the player move when on the ground
+ Spawn Buckets
+ Added vanilla sounds for collecting and releasing entities
+ New `block` NBT can define the block placed by the bucket when used
+ Sea Oats
+ Are placed in their short state
+ Tropical Slimes
+ Fire Resistance now prevents evaportion from fire/the Nether
+ Turtle Eggs
+ Added all vanilla sound effects (Stomping, Breaking, cracking, Hatching)
+ Sneaking prevents breaking while standing atop
+ Spawns particles when placed atop sand
+ New Config options
+ Add a recipe for Packed Ice
~ Default disabled
+ Add XP drop on Turtle Egg smash, with configrable amount
+ Clams
+ Full conversion list of Input Item > Minutes to convert > Resulting item
+ Dolphins
+ Enabling
+ Enabling Dolphin's Grace granting
+ Enabling the requirement for Air
+ Magic Conch
+ Enabling
+ Setting durability
+ Add all Resonances to the Creative Tab
+ Seeping
+ Enabling
+ Enabling Potion Brewing
+ Stagnant
+ Enabling
+ Spawned Particles
+ Emitted light
+ Mobs to not target
+ Underwater TNT
+ Enabling
+ Chance to remove Water
+ Chance to drop destroyed blocks
+ Rewrote many parts of water dectection logic, should function far better
+ Adjusted recipe config logic to be a bit more reliable
+ All instances of Water Submerged checks replaced with `isInsideOfMaterial`
+ Reorganized many parts of the .lang file
- Removed unnecessery use of `setSeed` for most entities
+ Fixed Entity list configs not working with modded entities
+ Fixed Icebergs improperly generating in worlds with a non-default Sea Level
+ Fixed Turtles breaking their own eggs
+ Fixed issue #119, Liquids from other mods can be bucketed again
+ Fixed issue #123, generations works perfectly with modern Fluidlogged API
+ Fixed issue #128, Drown Conversions now work in Fluidlogged Blocks
+ Fixed issue #129, Coral Blocks now properly detect Fluidlogged Blocks