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Releases: MLG-Fortress/ExtraHardMode

3.15.1-beta

16 May 03:30
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3.15.1-beta Pre-release
Pre-release

This was requested by a patron. I don't think this is a necessary release, as I believe functionality hasn't changed (and that this deprecation notice about non-void handlers has been removed? Unsure), but here it is.


What's Changed

New Contributors

  • @e-im made their first contribution in #316

Full Changelog: 3.15.0...3.15.1-beta

Download here

3.15.0

03 Apr 08:39
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Now should be fully compatible with Bukkit 1.18.

What's Changed

New Contributors

Full Changelog: 3.14.3...3.15.0

3.14.3

21 Dec 02:18
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3.14.2

14 Sep 07:10
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Click to view changelog.

If you'd like to help with publishing releases, let me know on the GitHub issue tracker. Thanks!

3.14.1

10 Jul 17:48
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Spigot/Paper 1.16 compatible.

Fixes

  • #189 Fix more TNT crafting
  • #193 Fix error message
  • Update configuration syntax
  • #218 Include CAVE_AIR as AIR in falling blocks check by @ShaneBeee
  • #219 Fix evaporation of waterlogged blocks by @LazyGon
  • 1.16: Zombie Pigmen -> Zombified Piglin

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3.14.0

12 Aug 03:59
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Version 3.14 is probably the biggest behind-the-scenes refactor yet, as Bukkit 1.14 has really been aggressive about Material IDs which this project unfortunately relied upon a lot; A custom class which heavily relied on block IDs was used over 100 times throughout the project! Every single instance had to be refactored away, as well as the various custom classes that relied on this custom class.

Features

  • #179 Config to cause campfires to be extinguished by rain just like torches. Defaults to off.
  • 1.14 compatible

Fixes

  • #181 Updated missing farm Materials
  • #186 Plugin not functioning on first load
  • #187 Added NETHER_BRICKS enum to natural spawn blocks for the nether

For changes made behind-the-scenes, see the changelog for 3.14.0-beta.

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3.14.0-beta

10 Aug 20:05
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Backup your config before using this build

Or better yet, use a test server!

If some things don't seem to be working right, please feel free to create an issue on the GitHub issue tracker.

Hello and thank you for your interest in participating in the beta test for EHM. Version 3.14 is probably the biggest behind-the-scenes refactor yet, as Bukkit 1.14 has really been aggressive about Material IDs which this project unfortunately relied upon a lot; A custom class which heavily relied on block IDs was used over 100 times throughout the project! Every single instance had to be refactored away, as well as the various custom classes that relied on this custom class.

Other than just testing the plugin in general, here are some changes to specifically test for:

  • All mining-related features
    • tool damage when breaking stone (inhibit mining)
    • surrounding blocks "soften" when breaking ore
    • falling blocks
    • etc.
  • Config
    • Fresh config (ensure it creates successfully and can be read on subsequent server starts)
    • Existing config from older versions (most things should be retained)

Features

  • #179 Config to cause campfires to be extinguished by rain just like torches. Defaults to off.
  • 1.14 compatible

Behind the scenes

  • f00ecfd Custom BlockType class entirely refactored away
    • BlockTypeList is removed. Indirectly replaced by List<Material> (see below)
    • BlockRelation removed
    • BlockRelationsList refactored to use Bukkit Material instead of the removed BlockType.
  • Use List, or more specifically List<String> for the majority of config options that used to use BlockTypeList
  • MultiWorldConfig#getStringListAsMaterialList now replaces the old getBlockTypeList. Need feedback on whether this method should be deprecated or fixed to avoid doing unchecked casts??
  • #181 Updated missing farm Materials

Download the beta here

3.13.2

01 Mar 18:23
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Downloads for ExtraHardMode are now found here

Also you can support me here c:

Bug squashing.

  • Fix incorrect casting of snow layers
  • Prevent endermen from teleporting players into the void
  • Correct incorrect conversion of grass to grass_block
    • This caused hostile mobs to not spawn on grass blocks
  • Unmark claustrophobic animals when they no longer feel claustrophobic
    • This caused animals that experienced claustrophobia to not drop anything when slayed
  • Don't perform enderdragon fight cleanup in worlds where EHM isn't enabled
    -Don't allow torches to be placed on grass (not the block variant which is already covered, the "tall grass" type variant. Mojang has poor naming.)
  • Evaporate waterlogged blocks
  • Fix evaporation of water placed by dispensers
  • Fix use of wrong config option for calculating tool damage on death
  • Extend interval between each torch cleanup/crop death task (from about 3 tasks per tick to 1 task every 2 ticks)
  • Attempt to bypass protection plugins when animals get claustrophobic

3.12.1

18 Jun 07:41
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Compatible with version 1.11 and 1.12, and perhaps above. (This release is tied to 6270fca)

Fixes:

  • #92 (PrepareItemCraftEvent NPE)
  • #60 (Flowing water destroying zombie respawn skulls)

Performance:

  • 37aada7 d842cec Torch check slightly refactored to do less checking per block place.

Features:

  • 4736b7c Antifarming: squids only spawn in ocean biomes
  • #75 1.11 mobs can spawn naturally:
    • Vexes can be found in caves
    • Guardians can be found in ocean, deep ocean biomes
    • Vindicators in roofed forest biome
    • Cave spiders in swampland biome
  • #94 Skeletons can spawn in The End (idk how I feel about this one, but uh yea now you have hostile projectile mobs in The End too now.)
  • #95 Dragon health can be configured

3.11

10 Mar 17:45
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One day I said "hey let's fix some bugs"

  • Remove the "compatibility" listener (it probably wasn't catching the custom explosions anyways, since those fire a BlockExplodeEvent. In addition - said plugins can listen to BlockExplodeEvent to log said custom explosions anyways, so this really isn't needed.)
  • Fix #69: Falling blocks did not retain the same data value (such as wood slabs) when landing.
  • Fix #52: Beetroot plants now (are properly) considered farmable items, and as such are subject to the "weak crops" feature.
  • #16: reinstate the MORE_FALLING_BLOCKS_BREAK_TORCHES feature. See issue for more details.
  • Fix #60: Destroying zombie "respawn" skulls with water or explosions will be subject to the same drop rate as breaking it normally.
  • Fix #74: Pigmen should now do damage if not in a EHM-enabled world.