saintsdragons-0.9.3+fabric-1.20.1.jar
Curse Maven Snippet
What's new
Saint's Dragons - 0.9.3
Ivy's dialogue updated for zh_cn thanks to KB2285
Atroxiia:
- New double-tap W slither ability
Mossback:
- Baby Mossback (it dies when you throw it)
Compat:
- Reworked the Blood Tempest Katana’s chain-lightning hit detection for broader mod compatibility, preventing potential startup crashes when other mods modify player melee attacks. Known crashes: Spoorn and Brutality
- Fixed Blood Tempest afterimages not rendered correctly while using Epic Fight
- Fixed Draconian Armor missing texture while using Epic Fight
- Fixed Dragonlord Armor can't double-jump with Prominence modpack
- Potentially fixed Real Camera 1st person alignment
Fixes/Improvements:
- Ivy now ignores tamed pets from her recruiter and whitelisted players + their tamed pets, so she can no longer square up with Tremorzilla
- Made Ivy's house rarer
- Ground dragons + babies won't jump in place anymore when following the owner if they are positioned lower than the owner's current position
- Forgot about Atrox and Powdered Snow. Fixed now
- Each moving one-shot now plays exactly once per playback event
- Legitimate repeated sounds restart correctly instead of being mistaken for duplicates
- Duplicate packets update the existing playback without restarting it
- Sounds retry only while waiting for the matching dragon to reach the client
- Active moving sounds are cleared across world and dimension changes
- Greatly improved the smoothness and elegance of wild dragons flying
- Removed the stop-turn-move stuttering that could occur between path nodes
- Dragons now maintain momentum while turning, ascending, and descending instead of performing each action separately
- Improved long-distance navigation by allowing dragons to follow useful partial routes and seamlessly continue planning toward their destination
- Improved diagonal movement and route selection in open air
- Improved path recovery when terrain changes or an existing route becomes outdated
- Removed unnecessary vertical bias near the final waypoint
- Improved arrival, landing, and close-range movement behavior
- Added continuous swept-AABB collision detection using the dragon’s actual physical size
- Dragons can now detect obstacles anywhere along their movement instead of only checking individual destination points
- Reduced tunneling through thin blocks and collisions at higher flight speeds
- Added live collision validation while following snapshot-generated paths
- Missing chunks and terrain outside the captured search area are treated as blocked rather than unsafe open space
- Context-sensitive blocks—including modded blocks with dynamic collision shapes—are safely evaluated on the server thread
- Fixed entering water immediately canceling a dragon’s active movement
- Added a proper handoff between flight and swimming navigation
- Dragons spawned in water and dragons entering water during movement now use the same navigation rules
- Improved swimming clearance checks to account for the dragon’s full body size
- Improved recovery when the requested swimming destination is not itself a valid water position
- Completely reworked asynchronous flight, swimming, and ground pathfinding to avoid accessing live worlds, chunks, or entities from worker threads
- Path searches now operate on immutable terrain snapshots captured by the server thread
- All path results and entity changes are returned to the server thread before being applied
- Improved navigation consistency across singleplayer, locally hosted servers, dedicated servers, and third-party hosting environments
- Added bounded pathfinding capacity to prevent large dragon or swarm bursts from producing excessive queued work or retained world snapshots
- Added cooperative cancellation for obsolete and interrupted path searches
- Outstanding path requests are now safely canceled when the server shuts down
- Removed obsolete flight evaluators that retained unsafe live world and entity references
- Swarm flight now uses the same safe snapshot-based navigation foundation as persistent dragons
- Improved swarm path cancellation, queue handling, and stale-result protection
- Reduced the performance and memory impact of spawning many flying entities simultaneously
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