- fixed crash on server when generating new Numismatist trades
- added crafting table recipes to repair collectible coins with nuggets
- split loot table gen files into smaller files to make future edits easier
- converted numismatist trades to use loot tables
- this brings back seasonal coin offers and requests
- added additional loot condition in collectible coin loot tables to check dimension
- collectible coin chest loot tables now fully randomized instead of based on biome or structure
- collectible coin mob/potion effects applied on item use only
- collectible coins no longer equip on item use
- added missing translations for custom effects
- updated build gradle and forge version
- [BREAKING] completely overhauled collectible coin effects and attribute modifiers
- attempting to re-balance the coins so that none of them are overpowered and reduce redundancy
- updated mixin class names to better reflect what they do
- fox coins and arthropod coins properly allow players to walk through sweet berry bushes and cobwebs respectively without getting stuck
- updated advancements
- removed unused loot item conditions
- updated season checks to be easier to access across the mod
- added JEI support
- updated build dependencies
- added friendship bracelets
- these bracelets are linked to a single player
- when used by the linked player, the bracelet teleports the player to their spawn point
- when used by a player other than the linked player, the bracelet teleports the player to the linked player
- teleports across dimensions, permits teleportation into private player areas (unless some other mod blocks this)
- players should only give out their linked bracelets to those they trust
- restricting teleportation to one dimension isn't practical
- there's no way for me to know all present and future modded dimensions out there in the community
- there's no way for me to know which dimension modpack makers and server owners choose to have players start
in
- yes, usually this is the overworld, but there are mods that allow for a different option
- different bracelets for different dimensions would be a hassle for everyone
- who wants a different bracelet for each dimension just to teleport to their friend?
- start multiplying that by the number of friends you have and this becomes an inventory nightmare
- this also means the dimension would be hardcoded to the bracelet
- this means mod compatibility would be severely limited
- who wants a different bracelet for each dimension just to teleport to their friend?
- teleports across dimensions, permits teleportation into private player areas (unless some other mod blocks this)
- these bracelets are not repairable and by default are only obtainable via crafting
- these bracelets are linked to a single player
- added chocolate coins for each holiday coin introduced so far
- added crafting table recipes for chocolate coins
- these recipes use mostly tagged ingredients along with just vanilla items to increase mod compatibility
- [BREAKING] removed the enum classes from the seasonal loot checks
- this increases the variance of coins found, especially during holiday events
- this also brings the loot tables in line with what I had originally envisioned
- this is a big change, but shouldn't break any internal code:
- all attribute modifiers on collectible coins are now at fixed values
- all effects on collectible coins have been set to a fixed amplifier of 0 - setting all effects to level 1
- none of the coins are dependent on difficulty level anymore
- yes, this means all the collectible coins have been nerfed to some extent, but especially the boss coins
- this is a result of our personal play testing while using an additional charm slot that isn't provided by default
but can be added in the curios config files
- the biggest and most notable issue was that wearing two Warden coins made a player invincible even in hard
mode,and even while fighting the Warden, so we're trying to fix that because we don't want something so insanely
overpowered in this mod - even just one Warden coin is overpowered
- so please bear with us as we use this coin as our means to measure our cap and scale everything back accordingly and this might take us some time
- the biggest and most notable issue was that wearing two Warden coins made a player invincible even in hard
mode,and even while fighting the Warden, so we're trying to fix that because we don't want something so insanely
overpowered in this mod - even just one Warden coin is overpowered
- this is a result of our personal play testing while using an additional charm slot that isn't provided by default
but can be added in the curios config files
- it's now possible to salvage the copper, iron, gold, and netherite collectible coins by smelting or blasting them into
nuggets
- holiday and patron coins can be salvaged into endonian nuggets via smelting or blasting
- the collectible coins continue to remain uncraftable
- reduced entity coin drops from non-boss mobs to 10%
- boss coins remain set at 100% drop by default
- attempting to re-balance boss coin effects (mainly nerfing the Warden coins)
- added missing iceologer_types tag
- updated to Forge 43.3.5
- updated dependencies