thedulling-0.2.7-forge-1.20.1.jar
Curse Maven Snippet
What's new
Implemented a global Dulling entity limit to reduce lag. Fodder units have a global limit of 100, “Special” units (any unit tier 1 or above or one that has special abilities) have a global limit of 50. If Dulling entities start approaching either limit, ones that have been idle for 30s or longer will begin to despawn automatically and refund the points that it cost to spawn them.
Tier One Factories now must have been alive for at least 5 minutes, and must spend 500 points to be able to upgrade to a Tier Two Factory.
Added a new task type, the Attack task. Previously, Dulling units would just attack whatever enemy was immediately in sight, no rhyme or reason. An Attack Task calls for units that are most qualified to deal with the type of threat based on their class tags. For example, a flying enemy’s Attack task calls for dulling units tagged with dullingcap:anti_air to engage it.
Completely overhauled the Dulling Infection’s core progression. Instead of a cobbled mess where everything just arbitrarily happens, it now has a clear reason for everything that happens and a central threat to defeat. They construct a Dulling City that expands outwards over time, organized into a grid pattern with functional structures and roads connecting them all, with numerous new entities. This also comes with the removal of the old evolution system.
Builders no longer spawn and the wand of building recipe has been cheapened.
Widespread performance optimizations.
Fixed several cases of Dulling mobs or other systems that could grief the world even when MobGriefing was turned off.
Added Ker Metal ore deposits to the Spiraling Summit biome.
Fixed an issue where Dulling Units being transported by a pylon network would be moved across open air without riding on the pylon beams.
Fixed a bug where the Seraphim would be able to aggro creative mode players if they attacked it.
Tweaked Radiance VFX and fixed Blood Orb VFX.
Optimized Abyssal Spirits so that they do not excessively scan for warmth sources to seek. Also optimized Anthropomorphs so that their server resource usage dynamically increases or decreases depending on the average TPS.
Dulling Raid Bosses are now deployed during Dulling Sieges at tier 5.
Changed the tag that identifies all Dulling Units.
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