Compatibility
Minecraft: Java Edition
1.20.1
1.19.4
Platforms
Fabric
Supported environments
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Details
Licensed MIT for Code and CC BY NC 4.0 for Art Assets
Published last year
Updated 2 months ago
Changelog
Major Changes
- Added Drone Enemy
- Added Cosmetic Drone Mask
- Added Street Cleaner Enemy
- Added Flamethrower Weapon
- Hold Primary fire to shoot a stream of flames
- Heats up over time
- Enters "Overdrive" at 200°
- Overheats at 300°
- While held, Players have an Explosive Tank on their Back just like Streetcleaners
- Added Hideous Mass Enemy
- Added Harpoons
- Added "Repulsive Skewer" Weapon
- Use Primary Fire to shoot a harpoon like Hideous Mass
- Use Alt fire to reel all fired Harpoons back in
- Harpoons stuck in non-Heavy enemies fill throw them towards you
- Harpoons stuck in Blocks or Heavy Enemies throw you towards them
- Added V2 Boss Enemy
- Added Terminals
- Right-Click to focus; all parts of the menu that are on the actual display block can also be punched when unfocused though
- Added new Weapon Crafting System
- Weapon Recipes can be customized via Datapacks
- Almost too much Customization
- Define Base Hull and Text Color
- Paint Graffiti on the Back and Sides (can be disabled via gamerule & Whitelist)
- Write your own Text Screensaver (Basically a fancy 11-Line Sign for Map-Makers)
- Customize the Main Menu
- Add your Own Tabs and Button Actions using the new Termianl GUI API
- Added Attractor Nailgun Weapon
- Hold primary fire to fire a quick stream of Nails.
- You have a maximum of 100 Nails; Nails recharge over time.
- Press Alt-Fire to fire a Magnet.
- Nails are Attracted towards Magnets.
- Magnets can get stuck in Blocks and Entities.
- Magnets Degrade and Break after a while. The more Nails it's attracting, the more quickly it breaks.
- You can have 3 Magnets at a time. They only recharge after breaking.
- Magnets have a low chance to attract Lightning (chance increases depending on amount of attracted nails)
- Added Blocks
- Rusty Pipe
- Rusty Mesh
- F L E S H (not animated with Sodium due to world rendering changes)
- Cracked Stone
- Vent Cover
- Mauerwerk 1//2
- Ornate Wainscot
- Adorned Railing
- Added Stained Glass Window
- Shockwaves are now actually Round (cursed, I know)
- Added Soap
- Fully moved Wing Customization and Player Data to Cardinal Components
- Added Progression System (Which weapons have been crafted and which are unlocked)
- Added Progression Item Entities.
- When picked up, these unlock and obtain a set Progression Entry.
- Every Client can pick up the Item independantly.
- Can be set to not actually give an item but only the Progression Entry.
- Added Weapon Variant Switching Keybind (Default:
R
) - Added Limbo Themed BG to Title Menu
- Added Clair de Lune Noteblock Cover + Music Disk
- Added Hell Observer Block
- Detects Players and Entities in a specified area.
- Emits a redstone Signal when user-defined threshholds of either or both are met.
- This is difficult to explain well in text, just play around with them ¯\_(ツ)_/¯
- Added Hell Spawner Block
- Right click with spawn egg to set its entity Type
- Power with redstone to spawn an entity at the first free position in the spawners maws direction
- Added Arm System
- Press default Keybind
G
to cycle owned Arms - Feedbacker is owned by default
- Once more than one Arm is owned, an element is added to the UltraHUD which indicates what Arm is currently selected
- Only the Feedbacker can Parry Projectiles and Interrupt interrupable Attacks
- The Knuckleblaster does more Damage per punch. Hold Punch (Default
F
) to cause an explosion.
- Press default Keybind
- Added Cancerous Rodent
- Added Slam Block Breaking
- Breakable blocks can be customized using the
ultracraft:slam_breakable
Block Tag - Only Strong Groundpounds break blocks
- Breakable blocks can be customized using the
Settings & Gamerules
- Added ultra-flamethrowerGrief Gamerule
- Added ultra-graffiti Gamerule
- Added ultra-terminalProtection Gamerule
- ultra-iFrames actually works now
- Renamed ultra-gunDamage to ultra-revolverDamage
- Added ultra-shotgunDamage Gamerule
- Added ultra-nailgunDamage Gamerule
- Added ultra-hellObserverInterval Gamerule
- Added ULTRACRAFT (world) Category for gamerules mainly important when starting a new world.
- Added ultra-startWithPiercer Gamerule
- Added ultra-bloodSaturation Gamerule
Commands
- Added
/ultracraft progression
subcommand (mainly for Debug)- Lets you list, grant or revoke Progression Entries
- Added
/ultrawhitelist
command- Lets you modify or de-/activate different whitelists
- High Velocity mode can be limited to specific Players now
- You can allow only specific players to be able to make graffitis on Terminals
- Lets you modify or de-/activate different whitelists
- Added Setting for disabling the new Custom Death Screen
Tweaks
- Tweaked a Filth Animation
- Nerfed base projectile parry damage (15 -> 10)
- Buffed Parry Chaining Modifiers (damage 1 + x * (0.2 -> 0.35) | range 1 + x * (0.1 -> 0.15))
- Nerfed Coin Ricochet Damage for non-players (5 * chain -> 3 * chain)
- Halved deadcoin window
- Changed Projectile Parrying yet again; it should be a bit easier now.
- Made it easier to hit entities using Hitscans
Minor Changes
- Discontinued Russian Translation
- Primary Fire can now be held down
- Fixed weirdness with Tundra//Agony Spawn Egg
- Added Love
- Fixed Spectator Gun Bug (again)
- Increased Weapon Charging Shake (remains the same if SafeVFX is enabled)
- Fixed a bug which caused the Size 2 to show up despite the requirements not being met
- Improved Hell Bullets
- Added Custom Death Screen
- Added Statistics
- Times Dashed
- Slide cm
- Projectiles Parried
- Coins Punched
- Soul Orbs Collected
- Blood Orbs Collected
- Pedestal improvements
- Pedestals with a block above them aren't punchable anymore
- Pickaxes and Weapons can now only be main-hand punched onto a pedestal while sneaking.
- Creative Players only break pedestals now when main-hand punching and not sneaking a pedestal.
- Item stacks get copied properly now in creative (geckolib animation synching is still funky though, I cannot fix that)
- Weapons can't be fired anymore while looking directly at a Pedestal
- Fixed Parried Hell Bullets applying parry damage twice
- Added Love
- Improved Enraged Feature Rendering
- Lightning actually starts white
- Follows parent mob more smoothly now
- All Mod entities can now be given a bossbar by giving them the
{boss:1b}
NBT tag- Same tag can be used to remove boss bars from enemies that are otherwise bosses by default
- Some entities have different base stats with the boss tag
Resource Changes
- Added new Texture State for fully Charged Pierce Revolver (
pierce_revolver4.png
) - To reduce filesize, model translations of weapons now use inheritance. Meaning, you only need to replace
models/item/revolver.json
instead of all three variants. It should be safe to remove those excess files from Resourcepacks completely. - Changed almost all Shotgun animations
- Most Animations are now shorter. (It's fine if your animations are longer due to the next bullet point)
- Shot Animations now have Duplicates to cancel each other while rapid firing / shotgun swapping
- Added
switch
animation (+duplicate)
- Made Preparations to replace a bunch of sounds currently substituted using vanilla ones
This means a bunch of sounds were added that you can replace using Resourcepacks. Not all of them are actually implemented yet though. Checksounds.json
- Added a few new Custom Sound Effects
API Changes
- Added Terminal API Tools
- Allows adding fully Custom Coded Tabs and Global Button Actions to Terminals
- Premade Rendering GUI Tool Supports:
- Text
- Buttons
- Text Fields
- Sprites
- Lists (with Selectable Entries)
- Other than that you can of course write your own rendering stuff
possibly more I forgor
Dependencies
Files
Metadata
Release channel
ReleaseVersion number
1.20.1-2.0.0Loaders
Game versions
1.20.1Downloads
124Publication date
November 6, 2023 at 5:24 PMPublisher
absolutelyaya
Owner