TragicMC 3

A more robust and challenging version of TragicMC 2

File Details

TragicMC3-1.12.2-1.64.5965.jar

  • A
  • May 16, 2022
  • 17.43 MB
  • 1.2K
  • 1.12.2
  • Forge

File Name

TragicMC3-1.12.2-1.64.5965.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:tragicmc3-262873:3794128")
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TragicMC 3 - Wilds Alpha Preview 3 - v1.64.5965

 

Another compact Changelog just to highlight fixes/changes/additions from the last Alpha test release. Sorry this update is taking so long to finish.

 

-Added a new config option to modify the scaling of XP costs for anvil interactions with the mod (this affects Achromy infusion, evolution, Influence changing)
-Added a new config option to globally scale the final attack damage of melee weapons and gun's max bullet damage
-Added the rest of the Tier 4/5 Merokite weapons and their related config options
-Added the config options related to the Asphyxiate Blessing's Abilities
-Removed Inactive Platohedron and the Scyllica tier counterpart
-Added Legendary and Epic Remnants
-Fixed an issue where some items wouldn't have their rarity displayed properly
-Rearranged ordering of some items in the Creative Tabs (you'll only really see this in a new world)
-Added models/base textures/base animations for almost all of the new mobs, mini-bosses do not have their own models yet and Bosses have nothing beside base models
-Added Shader Cores, which act as a sort of Shader system for weapons (when you get one of these, max out the Achromy and name it a hex code like FFAAAA and then apply it to a weapon in an Anvil to apply that Shader color to it)
-Added config option of whether Shader color is displayed in the tooltip
-Fixed Rock Candy Source blocks combining when dropped as an item
-Fixed Wild Grass/Tall Grass not colorizing properly as an item
-Adjusted coloration of Collided Grass/Tall Grass as an item to differentiate them easier
-Added textures for some mob drops that were missing them
-Further reduced filesize by compressing mob textures better (and removing some unused ones), if you see any badly noticeable downgrades on some mob's textures let me know :D
-Added description text to some blocks from the mod, mostly relating to ores
-Reworked dimensional skyboxes to allow for more normalized textures, rather than using a tiled texture across the whole thing, this increases filesize somewhat from the previous reductions counteracting the reductions from the mob texture compression
-Added some worldgen block variants to the Wilds
-Fixed a random crash that could occur when certain mobs had a target while an attack task was added to them due to a vanilla bug
-Fixed an issue in the Wilds skybox rendering transparency incorrectly during daytime
-Reduced default mob limit in the Wilds from 40 to 32 due to the difficulty of the mobs in the dimension
-Added ability to configure the mob limits of each dimension that has a throttle
-Fixed a crash that could occur when Bleed was applied with an amplifier of 0
-Made it so that most of the Wilds mobs persistently store relevant NBT data for their AI now
-Fixed Time Fissure's animation speeding up when multiple were on screen at once
-Fixed fruit not displaying their descriptions properly at the same time as other items from the mod, also added a description to Ambrosia
-Made it so that if Slang or Lulmew has a stolen item, they will not despawn, Lulmew will keep that status for 5 minutes after picking up an item while Slang will keep it indefinitely since it actually steals the item on attack
-Added Transmog Cores, these work similary to Shader Cores in that they need to have max Achromy to be applied to an item, these require you to sacrifice an item into them to take that item's model though beforehand
-Added config options to disable showing the actual Shader and Transmog, also added config option to disable their display in the tooltip
-Models are still in kinda a preliminary state, especially the boss ones, I'm still slowly working on these and not all of them are final designs

-Mob balancing hasn't been done in any meaningful way yet