- Fixed fuse consequence being wrong
- Fixed problem where contribution counts would be wrong after a world restart.
- Added cherry saplings to randomTreeTypesConsequence
Note: I did an oops with the version number.
Oh wow! The mod has been broken on the client side forever! And I just figured it out now. Wonderful. Anyways, this is a band-aid fix for joining servers. The code is poor-looking, but should work better at least. Sorry!
- Added spell that replaces evokers with illusioners
- Added spell that makes evoker summon different things
- For datapacks:
- randomEvokerSummons: Evokers may summon anything with the tag "mystical:evoker_summonable"
- zombieTypeChange: Zombie types are tagged "mystical:zombie_variants"
- skeletonTypeChange: Skeleton types are tagged "mystical:skeleton_variants"
- endermanTypeChange: Enderman types are tagged "mystical:enderman_variants"
- Added "mystical:bosses" tag for bosses. Currently unused.
- Also added auto-publishing to repo. Here goes nothing!
Ported to 1.20.1 while talking to a friend about ancient history and Pikmin!
Fixed players not being able to view their power
Fixed /mystical spell list showing untranslated stuff when there are no spells
"Mobs bought some sunglasses" -> "Mobs bought some sunscreen"
Fixes #93
Add configuration for hard min/max number of spells (see #96)
turboMob spell
Fix for unbreakableLocation
World-based spells! Make sure to load the world you want to keep the spells in first. If you need, you can copy the info from the world folder under data/mystical.dat
New spells :) 4.0.8 had a bug I missed, so it didn't get released.
Added new spell (randomCreeperEffectClouds). Fixed sheep color changing only working inside havens instead of outside.
Fix: Random Tree Types now works outside of havens instead of inside.
WARNING: BREAKING CHANGES
Mostly bug fixes and refactoring.
Remember that Mystical is still in alpha. Breaking changes will happen. For this one, delete spellHandler.json
in the config
folder to update safely. Active spells will be lost.