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-Added reworks to slimes.

-Honey slimes are now a thing, they will spawn if a slime decides to do it in a birch forest, badlands or on top of a honeycomb block.

-Dispenser slimes are now also a thing, they are size 3 slimes with a dispenser lodged inside them, they will occasionally stop to shoot arrows at their targets. If they are on fire or under any status effects, the arrows they shoot will inherit those effects.

-Ranged attacking mobs that use bows (like skeletons) will no longer shoot at the same time. This is done to make them a lot less annoying to fight when many are in the same place. If one skeleton draws their bow, others will wait patiently. This change only applies if these range attacking mobs are attacking the same target and are within each other's attack radius (which is normally 15 blocks by default).

-Fixed warden's boss health bar being shown to everyone in the server instead of just players within a 128 block radius.

-Fixed wardens still showing defeat text despite the config for it being disabled.

-Guardians will now get staggered if any projectile shoots their eye while attacking. They will also explode if staggered when the beam is yellow.

-Fixed creepers_delay_explosion_when_hit and creepers_explode_stuck_arrows config not working.

-Brushes can now be used to groom animals, making them drop items occasionally. (For example, chickens drop feathers, turtles drop scutes, most drop string)

-Turtle helmets now function as hard hats, significantly reducing damage taken from attacks that would normally damage your helmet (like falling blocks and kinetic damage).

-Striders can now be fed warped fungi to make them temporarily rideable and controllable, even without a saddle and warped fungus on a stick.

-Animals now causes other animals of the same type to panic when hurt.

-Fixed a crash that could occur when a wither skeleton's target dies during the skull attack.

-FIxed auto-loading holster working in the offhand slot.

-Fixed mixin injection error that causes a crash on boot up.

-Lowered version requirements (Whoops!)

-Brushes can now be used to groom animals, making them drop items occasionally. (For example, chickens drop feathers, turtles drop scutes, most drop string)

-Turtle helmets now function as hard hats, significantly reducing damage taken from attacks that would normally damage your helmet (like falling blocks and kinetic damage).

-Striders can now be fed warped fungi to make them temporarily rideable and controllable, even without a saddle and warped fungus on a stick.

-Animals now causes other animals of the same type to panic when hurt.

-Fixed bogged inflicting 45 seconds of poison instead of 10.

-Readded the ability to draw enemy aggro with goat horns.

-Improved how certain enchantments detect if they can function on certain items. For example, recall can now be used on any compass item (but by default, can only be applied to the normal compass). This is was mostly compliance for how item code is restructured in these versions of the game.

-Fixed bogged inflicting 45 seconds of poison instead of 10.

-Fixed slimer and door zombies not being able to spawn.

-Fixed camel husks not losing their speed boost if the husk riding it dies.

-Fixed parched attempting to use their abilities while riding camel husks, causing unintended behavior.

-Readded the ability to draw enemy aggro with goat horns.

-Improved how certain enchantments detect if they can function on certain items. For example, recall can now be used on any compass item (but by default, can only be applied to the normal compass). This is was mostly compliance for how item code is restructured in these versions of the game.

-Updated Chinese localization.

-Fixed Piglins not being affected by the spear cooldown config, do note that their default cooldown in vanilla is already 100 ticks (5 seconds) just like this mod's implementation to other spear using mobs.

-Fixed Piglins rolling backwards when charging with a spear.

-Fixed Perfect Parry not blocking debuffs from tipped arrows.

-Fixed Featherweight Munitions arrows getting stuck in water.

-Added an animation for Auto-Loading Holster. It now plays the crossbow pulling animation in the inventory.

-Added a rework to Camel Husk Jockeys.

-Added a rework to the Parched.

-Added Whispering Edge enchantment, a spear enchantment dropped by the Warden that lets players attack through blocks.

-Fixed Perfect Parry not blocking debuffs from tipped arrows.

-Fixed Featherweight Munitions arrows getting stuck in water.

-Added an animation for Auto-Loading Holster. It now plays the crossbow pulling animation in the inventory.

-Ported to 1.21.11

-Zombie leaders now always spawn with enchanted iron spears.

-Added a rework to spear attacking mobs. Now, they will charge at the player when riding on top of them instead of aimlessly running straight at their targets. Additionally, mob spear charge attacks now have a cooldown to prevent them from spamming it.

-Fixed missing tag entries for tameable mobs that don't heal and mobs villager clerics can heal.

-Fixed Axolotls and Allays not being blacklisted from tamed mobs passive regeneration change, this caused them to heal twice as fast compared to other tameable mobs.

-Fixed Cleric villagers not being able to find any target to heal. They can now also target undead mobs.

-Fixed a crash related to Piglins acquiring their targets for the first time in a world.

-Fixed "Apparitions Stalk the Night" advancement being missing.

-Fixed Strays getting stuck during their special attack, causing them to glide on the floor and spam snowballs.

-Fixed Skeleton's arms behaving incorrectly when using a bow.

-Switched to Mojang Mappings for the eventual deobfuscation of Minecraft's code by 2026 and as well as to be ported to 1.21.11 with much ease. Be sure to report if this conversion ended up breaking something. This is also done so I can eventually convert the mod into multiloader via Architectury API to allow the mod to work on NeoForge on versions without Sinytra.

-The Wither now does a spin attack when dashing, solely to match its hitbox.

-The Wither's explosions created by its dash are now raised slightly higher to make the hitbox more forgiving to dodge.

-Fixed the Wither's janky yaw rotation.

-Fixed Wither Skeletons turning completely black before shooting their skulls.

-Fixed invisible mobs issue caused by burn and freeze visuals.

-Fixed the player being invisible when set on fire.

-Added a way to toggle each individual enchantment added by this mod.

-The Wither now does a spin attack when dashing, solely to match its hitbox.

-The Wither's explosions created by its dash are now raised slightly higher to make the hitbox more forgiving to dodge.

-Improved interpolation for Wither Skeletons, Endermen and Snow Golem attack animations.

-Fixed the Wither's janky yaw rotation.

-Fixed Wither Skeletons turning completely black before shooting their skulls.

-Added wither_boss_drops_netherite config, which allows the wither to drop netherite scrap on death. True by default.

-Added whitelists/seats_hostiles_can_escape, accepts list of entity IDs of vehicles or block IDs of chairs a hostile mob can escape from if they ever get stuck in them.

-Added escapable_seats datapack tag that does the above but only takes entities and not blocks. Contains only #c:boats by default.

-Fixed Wither Skeletons and Zombified Piglins not having the ability to spawn with enchanted bows/crossbows since they can both spawn with enchanted swords. (Dev Note: Not sure why, but despite these two mobs being specifically coded to never spawn with their weapons enchanted in vanilla, they still do???)

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