File Details
Dread Shapes v1.2.1
- R
- Dec 1, 2024
- 244.62 MB
- 52
- 1.19.2
- Forge
File Name
Dread Shapes-v1.2.1.zip
Supported Versions
- 1.19.2
Dread Shapes v1.2.1
Changelog
!!!Backup existing worlds if you care for them, this update removes Dynamic Trees!!!
(this will lead to all existing trees being removed in preexisting maps.)
- Removed Dynamic Tress and all of its dependent mods.
- Removed Scorched Guns and dependent mods
- Removed Mr Crayfish's gun mod as it was simply a requirement of Scorched Guns
- Removed the Rake mod
- Removed the Screamer
- InControl configs heavily updated with some mistakes corrected.
- Skyfall configs edited to be less common
- Added Panda's Falling Trees mod
- Added Goblin Traders
- Added Totem of Keeping
- Added a fix for Create Stuff and Additions that rectifies a bug that caused matching items to not stack
- Updated the Deep Void
- Added Gravestone Curios compatibility so your curios also auto-reequip.
- Added Moving Elevators back into the pack. Decided the addition of an easy to use elevator was important.
- Added Fading Nightvision so you don't get irritating flashing when it runs out
- Added new TaCZ custom gun packs: Immersive Armorer, Nitrogen Gunpack, Rebel gunpack, DRG gunpack, Create Armorer gunpack and EMX Arms gunpack
- Adjusted default controls to be less broken, fixing things like the DRG flares not working by default without key binding modification.
Notes
This one was a number of changes I was hoping I wasn't going to have to do. With continued reports of lag even with increased optimization, and a number of visual bugs and breaking leaves occasionally per ticks, Dynamic trees had to go. There are just too many ticking checks to have one that spans entire forests.
Scorched Guns was a removal for two reasons, one is that it required MrCrayfish's gun mod, it also wasn't compatible with the main gun mod, TaCZ, so ammo would be fairly mixed and systems wouldn't transfer. Instead I found numerous other gunpacks for TaCZ to fill the gap left behind.
The other thing I'll note is that the InControl configs are essentially a mob balancing utility. Using this I've tried to cull how hostile nearby spawn it, as well as daytime being safer with decreased spawn rates, health, damage and speed for various hostiles when it is daytime above ground.
Lastly, some of the horror mods removed were simply due to world griefing and hindering normal gameplay. I've watched horror mod mobs break through actual bedrock and barrier blocks (whats wrong with people).

