Tidal Terror 0.0.2 - Forge 1.20.1
Curse Maven Snippet
What's new
Reef equipment and crafting rewards
Added a Crusher-tooth Reef Spear with a porous coral shaft, sandy hide bindings, a native 3D held model, and a matching inventory icon.
The spear has 6 attack damage, 1.1 attack speed, 250 durability and one additional block of main-hand entity reach. Fully charged hits with both fighters in water apply two bleeding damage over four seconds; repeated hits refresh without stacking.
Added four pieces of Shardback Reef Armor with native stepped violet shell models, cobalt coral growths, ivory supports and slate joints.
Reef Armor provides 15 total armor, zero toughness, iron-equivalent durability, and 5% less knockback per worn piece while grounded underwater (20% for a full set).
Coral Crushers and Shardbacks now drop 1-2 teeth or plates in addition to their existing seafood, with Looting support. Materials remain materials when the mob dies burning.
Shardbacks also shed one plate during safe seabed foraging after 5-6 minutes of loaded underwater time. Molting cooldowns persist across saves and respect doMobLoot.
Added iron-and-dead-coral crafting recipes, recipe-book unlocks, repair materials, tooltips and creative-tab entries. Gear occupies an iron-to-diamond specialist branch rather than replacing diamond protection.
Added vanilla-shaped armor sprites and mob-matched tooth/plate sprites generated from native-game references.
Bleeding uses custom blood droplets that disperse underwater, with no vanilla potion swirls.
Serration I-III increases damage every two seconds; Hemorrhage I-II extends duration. Both spear-only enchantments support enchanting tables and books/anvils.
JEI is available in the development client without becoming a required release dependency.
Added fifteen native equipment regression tests, a native equipment model/UV audit, reproducible ImageGen sprite/material workflows and isolated client framebuffer verification.
Coral Crusher bites cause base bleeding; spear holds point forward in both hands.
All five Serration/Hemorrhage book levels appear beside the spear with level-specific bonus tooltips.
Added Fang Arrows: base bleeding on land/water, native bow/crossbow ammunition, four crafted from a Crusher Tooth, stick and feather.
Armor recipes now consume matching iron armor, three plates and dead coral; gear tooltips explain mechanics and material repairs.
Bleeding books show general bonuses without a spear-only line; ranged gear cannot receive bleeding enchantments.
Repeated bleeding hits refresh duration without resetting the independent two-second pulse cooldown; pulse timing survives saves and resets for a new effect after curing.
Full Reef Armor grants 25% less bleeding damage on land and in water; partial sets do not. Protection stacks normally, and equipping/removing pieces updates the bonus immediately.
Armor upgrades preserve input enchantments, name, wear, repair cost, trims and other serialized item data; dedicated shaped recipes synchronize normally.
Bleeding preserves attacker UUID through victim saves and attributes lethal magic damage for native Looting/XP rewards; weaker applications cannot steal a stronger bleed.
Corrected public equipment documentation and added save/cure damage-source diagnostics.
Iron-stage balance: armor matches iron protection (15 total) with 20% full-set seabed grip; bleeding enchantments conflict with Sharpness/Smite/Bane, and the spear excludes Fire Aspect.
Tooltips state bleeding damage every two seconds and enchanted duration; Hemorrhage books show only added duration. Fang Arrow remains a non-stacking two-damage bonus.
Crab navigation checks full underwater body clearance and supported waypoints; reachable shelter routes are no longer abandoned at the replanning deadline.
Native regressions run in verified fresh flat worlds, preventing random terrain and natural spawning from contaminating equipment and creature fixtures.
This mod has no additional files

