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Tweaked implementation of certain power types to be more compatible with other mods.
Made power names/descriptions translatable by default.
Improved searching logic of legacy damage sources by comparing the name of the legacy damage sources to the available damage type's message ID.
Added missing translation keys for the config.
Fixes
Fixed issue when preventing modified damage that deals 0 or less damage to entities; previously uses a float constant for the comparison.
Fixed issues with the game_event_listener power type:
Fixed condition logic for determining whether a game event is accepted by the power type.
Fixed the power type not triggering the minecraft:avoid_vibration advancement criterion.
(#190) Fixed modify_attribute power type not modifying modded attributes (for real this time.)
Fixed *_item_pickup power types not working for non-player entities.
Fixed exposed_to_sun entity condition type not working properly; now actually checks if the time is day, and if the entity is not being rained on.
Fixed light_level block condition type not account for the world's ambient darkness if light_type not specified.
(#207) Fixed name damage condition type not properly accounting legacy damage sources.
(#208) Fixed desync issue when dismounting from a player.
Fixed contents of the inventory power type not being synced to the client in certain cases.
Fixed item action types not properly resetting its item stack if it's empty; used internally for accounting for empty item stacks that are "workable" (e.g: a new empty item stack instance with additional data)
Fixed faulty logic in the damage entity/bi-entity action types where it subtracts the entity's max health from the modified damage if it exceeds it.
Fixed entity_set power type keeping UUIDs of entities that have been discarded.
Fixed unreliable behavior of action_on_callback power type in certain cases; such as when executing actions in the power removal callbacks that rely on other powers.
Fixed *_hit power types not working on certain vanilla entities; such as the interaction and armor stand entities.