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Presence Footsteps 1.9.2 for Minecraft 1.20.1

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@Sollace Sollace released this 09 Mar 20:02
· 69 commits to 1.20.4 since this release
1f8b52d

For 1.20.2 players
For 1.20.4 players

Changelog

  • Added a warning for when the mod is loaded the first time but does not have any sound configurations loaded #279
  • Added a volume slider for foliage sounds
  • Added a hotkey (default unbound) and toggle for turning the mod on and off
  • Added an option to export the current acoustics to a json file
  • Reorganised the debug screen and added more useful version and configuration information
  • Performance optimizations to the sound lookup function
  • Integrated the substrate lookup into the main sound resolving pipeline. This means:
    1. Modded blocks are more likely to produce correct sounds
    2. Modded fences, walls, carpets, and hedges are now all detected correctly and play their approriate sounds without needing a blockmap entry
    3. Blocks based on vanilla leaf block (i.e. hedges) are now properly inferred to use the correct sounds based on the original block's they're derived from
  • Sounds are now produced and adjusted for what type of footwear you're wearing #280 #278 #228
    1. The boots you wear will now produce a slight addition sound based on the material they're made of
    2. When wearing shoes, normal footsteps sounds become quieter and foliage sounds are suppressed so long as you are not sprinting

Sound Packs

The acoustics file format is now 2 to reflect some changes in the format. Existing acoustics.json files can be migrated automatically in-game by clicking the "dump acoustics" button in the mod's options screen.

  • vol property has been renamed to volume

  • vol_min/vol_max, pitch_min/pitch_max, and delay_min/delay_max have been combined into a single volume/pitch, or delay object containing the min/max properties.

  • The array array in or acoustics in the probability acoustic has been renamed to entries

  • The delayed acoustic type now contains only a delay and a nested acoustic object.

    {
        "name": "sound1",
        "vol_min": 0,
        "vol_max": 100,
        "pitch_min": 100,
        "pitch_max": 150
    }
    

    Becomes:

    {
     "name": "sound1",
     "volume": {
         "min": 0,
         "max": 100
     }, 
     "pitch": {
         "min": 100,
         "max": 150
     }
    }
    

Localization

  • Added german translation by General Mine #268
  • Added french translation by Myuui #261
  • Added russian translation by xlifi #245

Bug Fixes

  • Fixed other entities' footsteps not playing properly
  • Fixed horse footsteps not playing correctly when riding #234
  • Fixed delayed sounds losing certain preference options
  • Fixed both PF footsteps and vanilla footsteps playing at the same time
  • Fixed issues where toggling presence footsteps off would cause no footsteps to be produced
  • Fixed the passive entities volume slider
  • Fixed stance mode not defaulting to "auto"
  • Fixed the last acoustic in "probability" acoustics always getting a chance of 0 (hence never playing)
  • Fixed fallback logic for unassigned blocks (all blocks should now produce footsteps even if they're entirely modded original blocks with custom sound types)

Backports

  • Added separate volume settings for passive and hostile entities
  • Fixed land event not being triggered #255
  • Fixed issues generating the block report