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@Lanse505
Created October 11, 2016 15:32
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[17:28:05] [Forge Version Check/INFO] [ForgeVersionCheck/Forge]: [fastleafdecay] Found status: UP_TO_DATE Target: null
[17:28:05] [Forge Version Check/INFO] [ForgeVersionCheck/Forge]: [abyssalcraft] Starting version check at https://raw.githubusercontent.com/Shinoow/AbyssalCraft/master/version.json
[17:28:05] [Forge Version Check/DEBUG] [ForgeVersionCheck/Forge]: [abyssalcraft] Received version check data:
{
"homepage": "https://shinoow.github.io/AbyssalCraft/",
"promos": {
"1.10.2-latest": "1.9.3-pre-1",
"1.10.2-recommended": "1.9.3-pre-1",
"1.10-latest": "1.9.2.1",
"1.10-recommended": "1.9.2.1",
"1.9.4-latest": "1.9.3-pre-1",
"1.9.4-recommended": "1.9.3-pre-1",
"1.9-latest": "1.9.3-pre-1",
"1.9-recommended": "1.9.3-pre-1",
"1.8.9-latest": "1.9.3-pre-1",
"1.8.9-recommended": "1.9.3-pre-1"
},
"1.10.2": {
"1.9.3-pre-1": "- Removed the hurt sounds for the Pete Depths Ghoul variant\n- The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular\n- Added Evil Sheep\n- Added Demon Sheep\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds\n- Villages no longer generate in Darklands Highland and Mountain biomes\n- The large Obsidian pillars now generate in the Abyssal Wasteland again\n- Added Enchantment descriptions (can be seen using WAWLA, among others)\n- Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen\n- Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)\n- Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)\n- Added a Disruption that has a chance to completely drain nearby PE Collectors\n- Disruptions are now properly synced between client and server\n- Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation\n- The alternate Depths Ghoul variants no longer have different stats\n- The chance of a Depths Ghoul spawning as one of the variants is now 20%\n- Fixed a typo in the Lesser Shoggoth loot tables\n- Added subtitles to all sounds added by the mod\n- All Crystal Clusters should now have correct names\n- Now runs on Forge 12.18.1.2073",
"1.9.2.9": "- Added chiseled variants to the Brick types that didn't previously have one\n- Made more crafting recipes depend on the Ore Dictionary\n- Added a cracked variant to all the Brick types\n- Added configurable Item Blacklists for Entities that can pick up item\n- Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)\n- Remnants now have their own yes/no sounds when trading\n- A random chant will now play when performing a ritual\n- Remnant priests will randomly chant\n- Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)\n- The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords",
"1.9.2.8": "- Statues now refuse to transfer PE if there's adjacent Statues on any side\n- Demon Animals now use the BiomeDictionary entry NETHER instead of the Nether Biome for Biomes to spawn in\n- All entities (except the bosses) now have their own loot tables\n- Now runs on Forge 12.18.1.2046\n- Split the Crystal Clusters into 2 blocks (solves the startup crashes with Forge 2044+)",
"1.9.2.7": "- Fixed crashes with placing double slab blocks\n- Darklands Oaks and Dreadlands Trees will now burn\n- Spectral Dragons can no longer fly through portal blocks (they bounce off)\n- Spectral Dragons now fly a bit slower, and are more suspectible to damage",
"1.9.2.6": "- Fixed crashes relating to statues transferring PE to Players\n- Fixed a slight derp in the Sacrificial Altar\n- Replaced a couple of textures\n- Added configuration category comments in the config file",
"1.9.2.5": "- Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)\n- Added hooks for registering armor textures for Ghoul armor rendering\n- If any Ghoul entity holds an item, it now renders in it's hand\n- Omothol Ghouls now have a chance to pick up items\n- Armor and held items should now render on Abyssal Anti-Zombies\n- Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)\n- Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar\n- Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)\n- The Depths Ghoul heads are now back in the decorative block tab\n- The spawn weight for Demon Animals in the Nether is now configurable\n- Fixed crashes related to being teleported to the Dark Realm\n- Fixed a mathematical mishap in the Coralium Gem Cluster recipes\n- Added initial Capability support\n- You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh\n- Removed the Biome ID configuration category (hasn't been used since moving past 1.9)\n- Corrected a few cases where TileEntity NBT data wouldn't sync properly\n- You should now sink into Shoggoth Ooze, Shoggoth Biomass and Solid Lava again\n- Removed duplicate diamond entry in the Dreadlands Mineshaft loot table\n- Fixes crashes regarding Ethaxium Pillars\n- Statues should now transfer PE to nearby players again\n- Asorah's GUI health bar will now decrement when his health decreases\n- Now runs on Forge 12.18.0.2007\n- Updated to 1.10.2"
},
"1.10": {
"1.9.2.1": "- Ported to 1.10"
},
"1.9.4": {
"1.9.3-pre-1": "- Removed the hurt sounds for the Pete Depths Ghoul variant\n- The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular\n- Added Evil Sheep\n- Added Demon Sheep\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds\n- Villages no longer generate in Darklands Highland and Mountain biomes\n- The large Obsidian pillars now generate in the Abyssal Wasteland again\n- Added Enchantment descriptions (can be seen using WAWLA, among others)\n- Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen\n- Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)\n- Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)\n- Added a Disruption that has a chance to completely drain nearby PE Collectors\n- Disruptions are now properly synced between client and server\n- Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation\n- The alternate Depths Ghoul variants no longer have different stats\n- The chance of a Depths Ghoul spawning as one of the variants is now 20%\n- Fixed a typo in the Lesser Shoggoth loot tables\n- Added subtitles to all sounds added by the mod",
"1.9.2.9": "- Added chiseled variants to the Brick types that didn't previously have one\n- Made more crafting recipes depend on the Ore Dictionary\n- Added a cracked variant to all the Brick types\n- Added configurable Item Blacklists for Entities that can pick up item\n- Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)\n- Remnants now have their own yes/no sounds when trading\n- A random chant will now play when performing a ritual\n- Remnant priests will randomly chant\n- Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)\n- The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords\n- Statues now transfer PE to players again",
"1.9.2.8": "- Statues now refuse to transfer PE if there's adjacent Statues on any side\n- Demon Animals now use the BiomeDictionary entry NETHER instead of the Nether Biome for Biomes to spawn in\n- All entities (except the bosses) now have their own loot tables",
"1.9.2.7": "- Really fixed that slight derp in the Sacrificial Altar (was fixed in the tiered one, but not the normal)\n- Fixed crashes with placing double slab blocks\n- Darklands Oaks and Dreadlands Trees will now burn\n- Spectral Dragons can no longer fly through portal blocks (they bounce off)\n- Spectral Dragons now fly a bit slower, and are more suspectible to damage",
"1.9.2.6": "- Fixed crashes relating to statues transferring PE to Players\n- Fixed a slight derp in the Sacrificial Altar\n- Replaced a couple of textures\n- Added configuration category comments in the config file",
"1.9.2.5": "- Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)\n- You should no longer hear random Ghast sounds around Anti-Bats\n- Added hooks for registering armor textures for Ghoul armor rendering\n- If any Ghoul entity holds an item, it now renders in it's hand\n- Omothol Ghouls now have a chance to pick up items\n- Armor and held items should now render on Abyssal Anti-Zombies\n- Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)\n- Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar\n- Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)\n- The Depths Ghoul heads are now back in the decorative block tab\n- The spawn weight for Demon Animals in the Nether is now configurable\n- Fixed crashes related to being teleported to the Dark Realm\n- Fixed a mathematical mishap in the Coralium Gem Cluster recipes\n- Added initial Capability support\n- You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh\n- Removed the Biome ID configuration category (hasn't been used since moving past 1.9)\n- Corrected a few cases where TileEntity NBT data wouldn't sync properly\n- You should now sink into Shoggoth Ooze, Shoggoth Biomass and Solid Lava again\n- Removed duplicate diamond entry in the Dreadlands Mineshaft loot table\n- Fixes crashes regarding Ethaxium Pillars\n- Statues should now transfer PE to nearby players again\n- Asorah's GUI health bar will now decrement when his health decreases\n- Now runs on Forge 12.17.0.1976",
"1.9.2.1": "- Fixed the missing texture for the Staff of The Gatekeeper\n- The sacrificial mechanic should work now (some old code still present broke it)",
"1.9.2": "- Fixed a couple of achievement icons looking weird\n- If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence\n- Adjusted the colors of the Abyssalnite and Dreadium crystals\n- Fixed custom particle color\n- Tweaked the FOV modification for the Coralium Longbow (should fix a crash with Blood Magic)\n- Added Spanish translation (thanks Moichrocks)\n- Added decorative versions of the statues (they're just blocks, no disruptions or anything)\n- The message that should appear in chat when the \"Ritual of reversed time\" is performed will now display\n- The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)\n- Boss messages shouldn't display twice while in multiplayer\n- The Staff of The Gatekeeper, Dreadium Katana and Cudgel have their 3D models back!\n- Added Crystal Clusters (storage blocks for Crystals)\n- Things added to the crystal list are now properly regarded as crystals\n- Slightly re-balanced fuel values for Crystal-based fuels\n- Added a event that fires before Disruptions are triggered (can be cancelled)\n- Added a event that fires before a Lesser Shoggoth places down a Ooze block (allowing you to replace the Ooze block, or cancel the event)\n- Reduced the follow range on a couple of mobs\n- Ethaxium/Dark Ethaxium Pillars can now be rotated when placed (like Quartz Pillars)\n- Failing to complete a ritual now triggers a Disruption\n- It should be impossible to enchant the Dreadium Katana, Cudgel and Sacthoth's Soul Reaper Blade now (not even possible by anvil now)\n- Added Enchantment Rituals (allows you to enchant an item through a ritual)\n- The leaves on AbyssalCraft trees should now decay when there isn't any nearby log\n- The Altar of Cha'garoth is now created through rituals (instead of crafting)\n- The Coralium and Dread enchantments are now applied through rituals\n- Improved the custom explosion code a bit\n- You can now brew AbyssalCraft potions again\n- All things regarding Shoggoth food has now been moved over to EntityUtil\n- Implemented the sacrifice mechanic for rituals (some rituals will require you to present a living entity as an additional offering)\n- AbyssalCraft loot has been added to the vanilla loot tables\n- The spawn weight of End Abyssal Zombies is now configurable (replaces the previous config option to stop them from spawning)\n- Renamed the config option \"Evil Animal spawn rate\" to \"Evil Animal spawn weight\"\n- The fire rain disruption has been reduced to 8 fireballs (previously 20)\n- Some rituals now require a sacrifice (and the statue rituals can be performed anywhere)\n- Portal teleportation in survival mode should work normally again\n- You can now configure the portal cooldown (time it takes before you can use a portal again)\n- Now runs on Forge 12.17.0.1962",
"1.9.1.6": "- Ported to Minecraft 1.9.4\n- All armor sets currently uses the Diamond Armor Material (due to a small bug in Forge)"
},
"1.9": {
"1.9.3-pre-1": "- Removed the hurt sounds for the Pete Depths Ghoul variant\n- The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular\n- Added Evil Sheep\n- Added Demon Sheep\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds\n- Villages no longer generate in Darklands Highland and Mountain biomes\n- The large Obsidian pillars now generate in the Abyssal Wasteland again\n- Added Enchantment descriptions (can be seen using WAWLA, among others)\n- Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen\n- Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)\n- Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)\n- Added a Disruption that has a chance to completely drain nearby PE Collectors\n- Disruptions are now properly synced between client and server\n- Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation\n- The alternate Depths Ghoul variants no longer have different stats\n- The chance of a Depths Ghoul spawning as one of the variants is now 20%\n- Fixed a typo in the Lesser Shoggoth loot tables\n- Added subtitles to all sounds added by the mod",
"1.9.2.9": "- Added chiseled variants to the Brick types that didn't previously have one\n- Made more crafting recipes depend on the Ore Dictionary\n- Added a cracked variant to all the Brick types\n- Added configurable Item Blacklists for Entities that can pick up item\n- Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)\n- Remnants now have their own yes/no sounds when trading\n- A random chant will now play when performing a ritual\n- Remnant priests will randomly chant\n- Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)\n- The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords",
"1.9.2.8": "- Statues now refuse to transfer PE if there's adjacent Statues on any side\n- Demon Animals now use the BiomeDictionary entry NETHER instead of the Nether Biome for Biomes to spawn in\n- All entities (except the bosses) now have their own loot tables",
"1.9.2.7": "- Fixed crashes with placing double slab blocks\n- Darklands Oaks and Dreadlands Trees will now burn\n- Spectral Dragons can no longer fly through portal blocks (they bounce off)\n- Spectral Dragons now fly a bit slower, and are more suspectible to damage",
"1.9.2.6": "- Fixed crashes relating to statues transferring PE to Players\n- Fixed a slight derp in the Sacrificial Altar\n- Replaced a couple of textures\n- Added configuration category comments in the config file",
"1.9.2.5": "- Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)\n- You should no longer hear random Ghast sounds around Anti-Bats\n- Added hooks for registering armor textures for Ghoul armor rendering\n- If any Ghoul entity holds an item, it now renders in it's hand\n- Omothol Ghouls now have a chance to pick up items\n- Armor and held items should now render on Abyssal Anti-Zombies\n- Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)\n- Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar\n- Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)\n- The Depths Ghoul heads are now back in the decorative block tab\n- The spawn weight for Demon Animals in the Nether is now configurable\n- Fixed crashes related to being teleported to the Dark Realm\n- Fixed a mathematical mishap in the Coralium Gem Cluster recipes\n- Added initial Capability support\n- You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh\n- Removed the Biome ID configuration category (hasn't been used since moving past 1.9)\n- Corrected a few cases where TileEntity NBT data wouldn't sync properly\n- Removed duplicate diamond entry in the Dreadlands Mineshaft loot table\n- Fixes crashes regarding Ethaxium Pillars\n- Statues should now transfer PE to nearby players again\n- Asorah's GUI health bar will now decrement when his health decreases",
"1.9.2.1": "- Fixed the missing texture for the Staff of The Gatekeeper\n- The sacrificial mechanic should work now (some old code still present broke it)",
"1.9.2": "- Fixed a couple of achievement icons looking weird\n- If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence\n- Adjusted the colors of the Abyssalnite and Dreadium crystals\n- Fixed custom particle color\n- Added Spanish translation (thanks Moichrocks)\n- Tweaked the FOV modification for the Coralium Longbow (should fix a crash with Blood Magic)\n- Added decorative versions of the statues (they're just blocks, no disruptions or anything)\n- The message that should appear in chat when the \"Ritual of reversed time\" is performed will now display\n- The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)\n- Boss messages shouldn't display twice while in multiplayer\n- The Staff of The Gatekeeper, Dreadium Katana and Cudgel have their 3D models back!\n- Added Crystal Clusters (storage blocks for Crystals)\n- Things added to the crystal list are now properly regarded as crystals\n- Slightly re-balanced fuel values for Crystal-based fuels\n- Added a event that fires before Disruptions are triggered (can be cancelled)\n- Added a event that fires before a Lesser Shoggoth places down a Ooze block (allowing you to replace the Ooze block, or cancel the event)\n- Reduced the follow range on a couple of mobs\n- Ethaxium/Dark Ethaxium Pillars can now be rotated when placed (like Quartz Pillars)\n- Failing to complete a ritual now triggers a Disruption\n- It should be impossible to enchant the Dreadium Katana, Cudgel and Sacthoth's Soul Reaper Blade now (not even possible by anvil now)\n- Added Enchantment Rituals (allows you to enchant an item through a ritual)\n- The leaves on AbyssalCraft trees should now decay when there isn't any nearby log\n- The Altar of Cha'garoth is now created through rituals (instead of crafting)\n- The Coralium and Dread enchantments are now applied through rituals\n- Improved the custom explosion code a bit\n- You can now brew AbyssalCraft potions again\n- All things regarding Shoggoth food has now been moved over to EntityUtil\n- Implemented the sacrifice mechanic for rituals (some rituals will require you to present a living entity as an additional offering)\n- AbyssalCraft loot has been added to the vanilla loot tables\n- The spawn weight of End Abyssal Zombies is now configurable (replaces the previous config option to stop them from spawning)\n- Renamed the config option \"Evil Animal spawn rate\" to \"Evil Animal spawn weight\"\n- The fire rain disruption has been reduced to 8 fireballs (previously 20)\n- Some rituals now require a sacrifice (and the statue rituals can be performed anywhere)\n- Portal teleportation in survival mode should work normally again\n- You can now configure the portal cooldown (time it takes before you can use a portal again)\n- Now runs on Forge 12.16.1.1938",
"1.9.1.6": "- Shoggoth Ooze should no longer spread onto Monolith Stone\n- Changed the picture for the Shoggoth Infestation page\n- Fixed a duplication bug with Ritual Altars and the like\n- When naturally grown into trees, Darklands Oaks and Dreadlands Trees should not turn into regular Oaks",
"1.9.1.5": "- Actually fix the client-side crashes exposed in the previous versions\n- Now runs on Forge 12.16.1.1887\n- Recipe categories in the JEI integration now shows what's used for what recipe (like how the Furnace is shown for smelting)\n- Altar/Pedestal interaction now sync between players again\n- There is no longer a limit on how many rituals can be displayed per section\n- You can now add infinite pages to a Necronomicon Category\n- The Darklands Oak and Dreadlands Tree now have a new design\n- Darklands Grass can now sustain Flowers, Tall Grass and Mushrooms again\n- Rebranded all API packages (now named \"AbyssalCraftAPI\" instead of \"AbyssalCraftAPI|Core\" for instance)\n- Replaced the Necronomicon \"missing texture\" with one that has a more fitting color scheme\n- If the Necronomicon GUI is unable to load an image, it will substitute to it's own \"missing texture\" (instead of the vanilla one)",
"1.9.1.4": "- Fixed crash at server startup",
"1.9.1.3": "- Leaf blocks now look correct when using fast graphics (thanks to vadis365)\n- Fixed random crashes occurring when hitting entities from certain angles\n- Added information regarding Shoggoth infestations to the Potential Energy section of Ritual Information",
"1.9.1.2": "- Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts\n- The \"AbyssalCraft Items\" Creative Tab now has a Necronomicon as tab icon\n- Implemented loot tables (Abyssal Strongholds and Dreadlands Mineshafts have their own loot)\n- The Antimatter Potion Effect should no longer continue to spawn Anti-Players while the death screen is displaying\n- The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)\n- Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire\n- Displacement disruptions now properly move players around (along with other entities)",
"1.9.1.1": "- Recipes involving wooden planks should work with all types of planks now",
"1.9.1": "- Depths Ghouls now have their own hurt sound\n- Lesser Shoggoths now have their own living/hurt/death sounds\n- The ritual for respawning J'zahar will appear before the various Charms in the Omothol ritual section\n- Increased the PE requirement for a few rituals\n- Now runs on Forge 12.16.0.1851\n- Biome ID config options have been removed (as they are assigned automatically)\n- Nerfed the various tool materials a bit (reduced efficiency and durability)\n- A lot of API related things have been refactored\n- Right-clicking with a bucket should no longer crash the game\n- Inventory syncing for when the Staff of Rending gives you a essence/shadow gem should be a lot better now",
"1.9.1-pre-2": "- Now runs on Forge 12.16.0.1811\n- InventoryTweaks integration is back (you can sort crystal bag content again)\n- The Dreadium Samurai armor now animates correctly again (but the swing animation still de-syncs a bit)\n- Oblivion Deathbombs and ODB Cores now animate like TNT when primed\n- The death animation time for J'zahar has been increased to 40 seconds (so you can keep up with his speech)\n- The dialogues shown upon Asorah's and Cha'garoth's deaths now display each sentence with a 3 second pause between them\n- Added information about Enchantments to the Misc Information section\n- Added a ritual that allows you to respawn J'zahar (can only be performed at his temple)\n- Fixed a lot of issues related to tracking entities within close proximity of a block",
"1.9.1-pre-1": "- Demon Animals now have a 50% chance of not burning when spawning in the Nether\n- Added a mimic fire (exstinguishes after 6 seconds, can't be sustained by netherrack)\n- Integrations no longer need to be registered (added a plugin annotation that allows for 100% soft dependencies)\n- Fixed animations for the Dreadium Samurai Armor (arms should move correctly, and armor renders correctly on Armor Stands)\n- Improved the buttons in the Necronomicon GUI (they don't overlay anymore, and a transparent gradient displays on a button when hovered over)\n- Fixed potential crashes related to CraftingStacks where the recipe uses the OreDictionary\n- Automatically fetched crafting recipes will now also fetch the output quantity from the recipe\n- Sacthoth no longer spawns in the Dark Realm\n- Added a Misc Information section to the Necronomicon (displays things not mentioned anywhere else, among them crafting recipes)\n- The range from J'zahar in which you need to be in order for him to drop his essence has been increased to 32 blocks (previously 10)\n- Ported to Minecraft 1.9 (there may be bugs left from the port)\n- All boss health bars now uses the new system (and they also change color depending on how much health the boss has)"
},
"1.8.9": {
"1.9.3-pre-1": "- Removed the hurt sounds for the Pete Depths Ghoul variant\n- The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular\n- Added Evil Sheep\n- Added Demon Sheep\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds\n- Villages no longer generate in Darklands Highland and Mountain biomes\n- The large Obsidian pillars now generate in the Abyssal Wasteland again\n- Added Enchantment descriptions (can be seen using WAWLA, among others)\n- Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen\n- Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)\n- Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)\n- Added a Disruption that has a chance to completely drain nearby PE Collectors\n- Disruptions are now properly synced between client and server\n- Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation\n- The alternate Depths Ghoul variants no longer have different stats\n- The chance of a Depths Ghoul spawning as one of the variants is now 20%",
"1.9.2.9": "- Added chiseled variants to the Brick types that didn't previously have one\n- Made more crafting recipes depend on the Ore Dictionary\n- Added a cracked variant to all the Brick types\n- Added configurable Item Blacklists for Entities that can pick up item\n- Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)\n- Remnants now have their own yes/no sounds when trading\n- A random chant will now play when performing a ritual\n- Remnant priests will randomly chant\n- Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)",
"1.9.2.8": "- Statues now refuse to transfer PE if there's adjacent Statues on any side\n-Demon Animals now use the BiomeDictionary entry NETHER instead of the Nether Biome for Biomes to spawn in",
"1.9.2.7": "- Fixed crashes with placing double slab blocks\n- Darklands Oaks and Dreadlands Trees will now burn\n- Spectral Dragons can no longer fly through portal blocks (they bounce off)\n- Spectral Dragons now fly a bit slower, and are more suspectible to damage",
"1.9.2.6": "- Increased the amount of Abyssal Strongholds generating in the Abyssal Wasteland\n- Fixed a slight derp in the Sacrificial Altar\n- Replaced a couple of textures\n- Crates can now be opened again\n- Added configuration category comments in the config file",
"1.9.2.5": "- Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)\n- Added hooks for registering armor textures for Ghoul armor rendering\n- If any Ghoul entity holds an item, it now renders in it's hand\n- Omothol Ghouls now have a chance to pick up items\n- Armor and held items should now render on Abyssal Anti-Zombies\n- Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)\n- Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar\n- Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)\n- The Depths Ghoul heads are now back in the decorative block tab\n- The spawn weight for Demon Animals in the Nether is now configurable\n- Fixed crashes related to being teleported to the Dark Realm\n- Fixed a mathematical mishap in the Coralium Gem Cluster recipes\n- Added initial Capability support\n- You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh\n- Fixed bug where the Coralium Longbow would turn into a missing texture block when pulling",
"1.9.2.1": "- Fixed the missing texture for the Staff of The Gatekeeper",
"1.9.2": "- The Staff of Rending should now sync better when reaching the max energy values\n- If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence\n- Adjusted the colors of the Abyssalnite and Dreadium crystals\n- Fixed custom particle color\n- Tweaked the FOV modification for the Coralium Longbow (should fix a crash with Blood Magic)\n- Added Spanish translation (thanks Moichrocks)\n- Added decorative versions of the statues (they're just blocks, no disruptions or anything)\n- The message that should appear in chat when the \"Ritual of reversed time\" is performed will now display\n- The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)\n- Boss messages shouldn't display twice while in multiplayer\n- The Staff of The Gatekeeper, Dreadium Katana and Cudgel have their 3D models back!\n- Added Crystal Clusters (storage blocks for Crystals)\n- Things added to the crystal list are now properly regarded as crystals\n- Slightly re-balanced fuel values for Crystal-based fuels\n- Added a event that fires before Disruptions are triggered (can be cancelled)\n- Added a event that fires before a Lesser Shoggoth places down a Ooze block (allowing you to replace the Ooze block, or cancel the event)\n- Reduced the follow range on a couple of mobs\n- Ethaxium/Dark Ethaxium Pillars can now be rotated when placed (like Quartz Pillars)\n- Failing to complete a ritual now triggers a Disruption\n- It should be impossible to enchant the Dreadium Katana, Cudgel and Sacthoth's Soul Reaper Blade now (not even possible by anvil now)\n- Added Enchantment Rituals (allows you to enchant an item through a ritual)\n- The leaves on AbyssalCraft trees should now decay when there isn't any nearby log\n- The Altar of Cha'garoth is now created through rituals (instead of crafting)\n- The Coralium and Dread enchantments are now applied through rituals\n- Improved the custom explosion code a bit\n- You can no longer brew any AbyssalCraft potions\n- All things regarding Shoggoth food has now been moved over to EntityUtil\n- Implemented the sacrifice mechanic for rituals (some rituals will require you to present a living entity as an additional offering)\n- The spawn weight of End Abyssal Zombies is now configurable (replaces the previous config option to stop them from spawning)\n- Renamed the config option \"Evil Animal spawn rate\" to \"Evil Animal spawn weight\"\n- The fire rain disruption has been reduced to 8 fireballs (previously 20)\n- Some rituals now require a sacrifice (and the statue rituals can be performed anywhere)\n- You can now configure the portal cooldown (time it takes before you can use a portal again)",
"1.9.1.6": "- Shoggoth Ooze should no longer spread onto Monolith Stone\n- Changed the picture for the Shoggoth Infestation page\n- When naturally grown into trees, Darklands Oaks and Dreadlands Trees should not turn into regular Oaks",
"1.9.1.5": "- Actually fix the client-side crashes exposed in the previous versions\n- Now runs on Forge 11.15.1.1875\n- There is no longer a limit on how many rituals can be displayed per section\n- You can now add infinite pages to a Necronomicon Category\n- The Darklands Oak and Dreadlands Tree now have a new design\n- Darklands Grass can now sustain Flowers, Tall Grass and Mushrooms again\n- Rebranded all API packages (now named \"AbyssalCraftAPI\" instead of \"AbyssalCraftAPI|Core\" for instance)\n- Replaced the Necronomicon \"missing texture\" with one that has a more fitting color scheme\n- If the Necronomicon GUI is unable to load an image, it will substitute to it's own \"missing texture\" (instead of the vanilla one)",
"1.9.1.4": "- Fixed crash at server startup",
"1.9.1.3": "- Leaf blocks now look correct when using fast graphics (thanks to vadis365)\n- Fixed random crashes occurring when hitting entities from certain angles\n- Added information regarding Shoggoth infestations to the Potential Energy section of Ritual Information",
"1.9.1.2": "- Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts\n- The \"AbyssalCraft Items\" Creative Tab now has a Necronomicon as tab icon\n- The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)\n- Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire\n- Displacement disruptions now properly move players around (along with other entities)",
"1.9.1.1": "- Recipes involving wooden planks should work with all types of planks now",
"1.9.1": "- Demon Animals now have a 50% chance of not burning when spawning in the Nether\n- Added a mimic fire (exstinguishes after 6 seconds, can't be sustained by netherrack)\n- Integrations no longer need to be registered (added a plugin annotation that allows for 100% soft dependencies)\n- Fixed animations for the Dreadium Samurai Armor (arms should move correctly, and armor renders correctly on Armor Stands)\n- Improved the buttons in the Necronomicon GUI (they don't overlay anymore, and a transparent gradient displays on a button when hovered over)\n- Fixed potential crashes related to CraftingStacks where the recipe uses the OreDictionary\n- Automatically fetched crafting recipes will now also fetch the output quantity from the recipe\n- Sacthoth no longer spawns in the Dark Realm\n- Added a Misc Information section to the Necronomicon (displays things not mentioned anywhere else, among them crafting recipes)\n- The range from J'zahar in which you need to be in order for him to drop his essence has been increased to 32 blocks (previously 10)\n- Oblivion Deathbombs and ODB Cores now animate like TNT when primed\n- The death animation time for J'zahar has been increased to 40 seconds (so you can keep up with his speech)\n- The dialogues shown upon Asorah's and Cha'garoth's deaths now display each sentence with a 3 second pause between them\n- Added a ritual that allows you to respawn J'zahar (can only be performed at his temple)\n- Depths Ghouls now have their own hurt sound\n- Lesser Shoggoths now have their own living/hurt/death sounds\n- Increased the PE requirement for a few rituals\n- Nerfed the various tool materials a bit (reduced efficiency and durability)\n- A lot of API related things have been refactored\n- Inventory syncing for when the Staff of Rending gives you a essence/shadow gem should be a lot better now\n- Now runs on Forge 11.15.1.1847\n- Fixed any remaining issues related to tracking entities within close proximity of a block",
"1.9.0": "- Added missing page to the Potential Energy section of Ritual Information (mentions how monoliths are created)\n- Darklands Villages should now have Darklands Oak Pressure Plates and Darkstone Double slabs (instead of the vanilla equivalents)\n- Anti-Spiders are now hostile during night again\n- Fixed the third person rendering of some blocks (large upside-down models when held in third person)\n- The Dreadlands Infused Powerstone now has a model (semi-temp if I can get the OBj one to work, otherwise permanent)\n- Fixed the Abyssal Stone Slab and Darklands Oak Slab not rendering correctly when placed\n- Depths Ghouls, Abyssal Zombies and Lesser Shoggoths should no longer spawn at Mushroom Island Shores\n- It's possible to enter Cha'garoth's lair again (minor derp in the code)\n- Fixed some Necronomicon Pages with the wrong text\n- Added a config option that allows you to change how Evil Animals spawn\n- Disabled any test code in the Materializer that could trigger a crash (since it's incomplete)\n- Fixed bug related to crafting recipes involving upgrading Necronomicons/Crystal Bags and using Upgrade Kits\n- Lesser Shoggoths outside of the Overworld should drop the correct item when killed now (applying metadata to the dropped item)\n- Spectral Dragons should now be easier to hit without getting hit from them\n- Spectral Dragon spawn rate has been reduced to the lowest possible (encountering one now should be very rare, unless another mod tweaks the spawn rate)\n- Darklands Oak Slabs are no longer treated as stone\n- Added a config option allowing you to toggle whether or not Liquid Antimatter should disintegrate any item dropped into it\n- Crystallizer and Transmutator automation works correctly again (output slot is depleted from the bottom)\n- Leaves, Saplings and Logs should be treated as such by other mods now\n- Liquid Coralium shouldn't spread into ocean biomes when told not to\n- Remnants should now stop attacking whatever angered them when the anger timer runs out (and they don't slow the game down while they're angry)\n- The Crate now renders when placed\n- Replaced the Fist of Cha'garoth spawner block with a J'zahar spawner block\n- J'zahar has increased in size\n- If a Spectral Dragon dies while Asorah is draining it, Asorah won't take explosion damage\n- Any item placed on a Ritual/Sacrificial Altar or Ritual/Energy Pedestal will also render for other players\n- The smoke projected when a ritual is performed also renders for other players\n- Shoggoth Lairs should now longer spawn in biomes registered to the BiomeDictionary as the \"WATER\" type\n- The Staff of Rending will now continue to drain energy when the right mouse button is pressed\n- Shadow Fragments/Shards/Gems now spawn in dungeon/mineshaft/pyramid/stronghold chests\n- The Shard of Oblivion now requires 4 Shadow Gems (previously 8)\n- Remnants can now open doors\n- Added the Temple of J'zahar (generates in Omothol)\n- Added the City of Omothol\n- Updated the Omothol Progression section of the Necronomicon\n- Added Essence of The Gatekeeper (replacement for the Oblivion Catalyst in the Abyssalnomicon recipe, dropped by J'zahar)\n- Staff of The Gatekeeper is now created through a ritual (instead of dropped by J'zahar)\n- Added a Minion of The Gatekeeper spawner block\n- Potion of Annihilation and Potion of Dread Plague can now be brewed again\n- Remnants and Minions of The Gatekeeper no longer despawn\n- Spawn rate of Remnants and Minions of The Gatekeeper has been heavily reduced (quite rare now)\n- Minions of The Gatekeeper now has a 10% chance of dropping Ethaxium Ingots (while Eldritch Scales are the regular drop)\n- Now runs on Forge 11.15.1.1764",
"1.9.0-pre-4": "- Adjusted a few things in the JEI integration (fuel categories, method for fetching fuels)\n- The bounding box on Depths Ghoul/Anti-Ghoul/Omothol Ghoul has been reduced (the width was far off)\n- Lesser Shoggoths should now be possible to hit without them landing a couple of hits on you\n- Baby versions of all AbyssalCraft mobs (that has a baby version) now has a bounding box half the size of the adult one\n- Crafting recipes displayed in the Necronomicon are now automatically fetched (eg. a MineTweaked recipe will display)\n- Added a new config category: Worldgen\n- Nearly all structure generation and all ore generation can now be disabled in the config\n- You can now add/edit/remove pages in the Necronomicon (MineTweaker support in next ACI release)\n- The second Yog-Sothoth page now displays the correct text (eg. not the same as the first one)\n- Fixed the Ethaxium Hoe texture (file name derp)\n- Fixed the Plated Coralium Armor piece names being way off\n- Fixed Plate Coralium and Dreadium Samurai Armor textures missing\n- Fixed crashes when trying to equip Plated Coralium and Dreaded Abyssalnite Chestplates\n- Now runs on Forge 11.15.1.1741",
"1.9.0-pre-3": "- Removed all Transmutator/Crystallizer recipes involving Water of Lava (in block forms)\n- Fixed bug where some text in the Necronomicon didn't display\n- All explosives explode again\n- Fixed the third person rendering on all tools and weapons (swords are held by the hilt etc)\n- Fixed crashes related to missing classes (file paths to come Thaumcraft interfaces have changed, and I was checking for the old path)\n- The Depths Helmet overlay is displaying again\n- Fixed a glitch where walking into blocks that aren't full cubes would cause entities to suffocate\n- Monolith Disruptions shouldn't crash the game (and they work a bit better now)\n- All custom block and item models are now used (but the Staff of The Gatekeeper, the Cudgel and the Dreadlands Infused Powerstone currently has no models)\n- Added a JEI (Just Enough Items) integration (does exactly everything the NEI integration did)"
}
}
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