File Details
Sticky Resources v1.0.2
- R
- Feb 6, 2026
- 5.58 MB
- 260
- 1.20.1
- Forge
File Name
sticky_resources-1.0.2-1.20.1.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
1. Obtainability & Evolution Matrix
Feeding Transformations Implemented a comprehensive manual evolution system. Players can now evolve Jellies using base materials via the following feeding paths:
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Default + [Resource]: Bone, Rotten Flesh, Pumpkin, Red Mushroom, or Ender Pearl.
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Dirt + Gravel: Gravel Jelly.
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Grass + Strawberry: Strawberry Jelly.
Hybrid Breeding Introduced biological and confectionery hybrid results:
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Grass + Red Mushroom: Cow Jelly
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Water + Dirt: Prismarine Jelly
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Strawberry + Honey: Cake Jelly
2. Environmental & Dynamic Transformations
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Weathering: Stone Jellies now have a probability-based transformation into Cobblestone Jellies when exposed to rain or water.
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Shattering: Gravel Jellies feature fall-damage logic; falling more than 5 blocks will result in a transformation into Sand Jellies.
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Smelting: Sand Jellies may transition into Glass Jellies if set on fire.
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Melting: Cobblestone Jellies submerged in lava have a chance to revert to Stone Jellies.
3. Specialized Entity Passives
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Cow Jelly: Added Milking (Bucket interaction) and Grazing mechanics. Consuming grass heals the entity and triggers a "Happy" emotional state.
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Lava & Fire Jellies: Implemented "Living Campfire" logic to automatically cook nearby raw food items dropped in the vicinity.
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Ice Jelly: Integrated "Frost Walker" functionality, allowing mature entities to temporarily freeze water blocks into Frosted Ice.
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Cake Jelly: Added "Party Leader" utility. Happy Cake Jellies will periodically scan for nearby entities with negative emotional states (Sad/Bored) and reset them to Happy.
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Bone Jelly: Implemented predator-prey AI. Bone Jellies now identify Wolves as threats and will actively flee.
4. Movement & Physics Overhaul
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Weight-Based Speed System: Categorized the 37 Jelly variants into distinct mobility tiers.
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Heavy (Stone, Obsidian, etc.): Reduced movement speed (~0.1D).
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Light (Air, Glass, etc.): Increased movement speed (~0.28D).
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Refined Jump Physics (
JellyMovement.java):-
Reduced default jump velocity from 0.65 to 0.42 to align with vanilla Slime physics.
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Decreased idle hop frequency from 1/60 to 1/300 per tick for a more grounded aesthetic.
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Smart Obstacle Detection: Entities now only initiate jumps when pathfinding is obstructed by a solid block, allowing for natural stepping onto slabs.
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Global Tuning: Reduced
JELLY_SPEED_MULTIPLIERin the config from 1.0 to 0.6 for improved atmosphere.
5. Mobile Redstone Utility
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Redstone Jelly: Now functions as a mobile power source (2-block radius) with an integrated tracking system to cleanly toggle power states as it moves.
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Electric Jelly ("High Voltage"):
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Increased power radius to 4 blocks and added an ambient "hum" sound effect.
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Conductivity Logic: All Jellies are immune to discharge. Players are only affected if wearing conductive armor (Iron, Gold, Chainmail, Netherite); Leather-clad or unarmored players remain safe.
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6. Bug Fixes & Technical Polish
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AI Pathfinding: Overhauled "Fear Logic" to use proper pathfinding fleeing instead of wind-push effects. Corrected a bug where entities were permanently hostile/fearful of players.
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Rendering: Fixed a null texture reference causing "black and purple" errors on the Washing Station.
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Drop Optimization: Refactored
JellyDropManagement.javato skip item spawning logic for Magnet, Lava, and Fire Jellies, improving performance. -
World Generation: Implemented a JSON-based system for Sapphire Ore, utilizing
ModConfiguredFeaturesandModPlacedFeaturesfor seamless biome injection. -
Asset Consistency:
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Standardized spelling and translation keys across all
ModItemsandModTags. -
Updated the
STICKY_ITEMStag to include the full 20+ item roster. -
Ensured the Sapphire Staff correctly renders its 3D model (
sapphire_staff_3d.json) and resolved DataGen resource conflicts.
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