Changes
- CrÃtical: Modified
Openers
NBT save/loading. It works as a list of strings now, to avoid issues with larger UUIDs strings.
NOTE: The old code was left in place to deserialize this NBT key for compatibility reasons. It is recommended to load the chunks containing loot balls already generated to be updated to the new system. This may be removed in the future.
- Removed
perPlayerLootBalls
config. It was redundant and now loot balls can only be opened 1 time per player by default.
NOTE: In single player worlds, loot balls have 1 use by default, and loot balls will be destroyed when used. In multiplayer worlds, the new
ignoreLootBallUses
setting must be changed totrue
so that everyone can claim the loot (see below) or adjust thenaturalLootBallUses
setting to allow more than 1 use in natural loot balls.
- Replaced
ignorePerPlayerLootBallUses
config withignoreLootBallUses
config. Whentrue
, the remaining uses of a loot ball will be ignored (infinite uses), but will still be limited to 1 loot per player. Defaults tofalse
. - Added
randomizeAfterUse
config. Whentrue
, loot balls with an assigned loot table (like the natural ones) will grant random loot to each player. Iffalse
, all players will get the same loot. Defaults totrue
. - Updated the docs.
Fixes
- Fix:
Infinite
NBT tag in loot balls ignoresOpeners
NBT.
Changes
- Generated Loot Balls are now a bit rarer.
- Added 2 new configs:
minLootBallsPerChunk
: You can now set the minimum amount of lootballs generated per chunk. (Defaults to0
)generationChance
: You can now set the chance for a lootball generation attempt to be successful. (Defaults to0.08
)
Changes
- Updated all existing loot tables. You can check the new loots in the lootball docs.
- Added loot ball fishing, archaeology and drop sources.
- Added 5 new loot balls:
- Lure: Obtainable only by fishing in cold oceans.
- Heal: Naturally generated in biomes with villages.
- Dive: Naturally generated in oceans at the bottom and by fishing in deep ocean biomes.
- Repeat: Obtainable only by brushing suspicious sand in desert pyramids and wells.
- Luxury: Obtainable only by breaking Budding Amethyst.
- Added config file in
config
folder with 10 new configurations.- From now, you can configure loot balls to allow loot for multiple players (works similar to Lootr mod).
- You can tweak the max amount of loot balls generated per chunk.
- You can disable loot ball fishing, archaeology, natural generation and other sources.
- Check the details in the config docs
- Added new NBT tags to lootballs for mapmakers:
Uses
: Indicates the uses remaining in a loot ball. When it reaches 0, the lootball is destroyed.Infinite
: Boolean byte that indicates if loot ball has infinite uses.Multiplier
: Float that indicates the bonus loot multiplier for a loot ball. (defaults to 2.0 for natural hidden loot balls)
- Tweaked loot ball generation and particles.
- By default, 3 attempts will be made per chunk (configurable) to spawn loot balls.
- Hidden loot balls will now generate 3 sparks instead of 1.
- Added Loot Ball Finder item.
- Currently, it only helps to find hidden loots in a
64x64x64
area centered in the player. - It can be obtained by crafting. See the features docs
- This is WIP. I appreciate your feedback on discord!
- Currently, it only helps to find hidden loots in a
- Updated language files and text formatting.
- Removed unused
doLootBallFishing
gamerule and replaced with a new config.
Fixes
- Critical fix to NBT saving/loading for loot balls.
- Manually placed loot balls should now remember the items inside correctly.
- Fixed: Loot balls aren't generating in y-levels below 0.
- Fixed: generated hidden loot balls not giving double loot after world reload.
- Only newly generated hidden loot balls will have double loot.
- Added natural loot ball generation. The remaining loot balls will be added in future updates.
- Added
generateLootBalls
anddoLootBallFishing
game rules. - Loot Ball loot will now display the item name instead of the "path" when obtained in Survival.
- Invisible loot balls will now spark more often.