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Fixed sound issue related to petting.
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Removed Artifact Enchantment.
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Kobold Desert Tombs now have Prospector Kobold Axes.
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Removed RNG enchanted equipment from Kobold Enchanter's trade list (He still sells Prospector Kobold Axes, Prospector Books, and Mending Books).
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Buffed mining speed for all Kobold tools from 4 to 5 (Normal Iron is at 6 for reference). Buffed Kobold Axe speed from 1 to 5 as well.
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Added "Lorian Ross - Kobblestone" Music disc. Obtainable from normal kobold trading.
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Kobolds can now enjoy music from a jukebox.
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Kobolds can now have hats (base on their texture).
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Changed "James Bond" to just "James" nametag texture.
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Added more nametag textures.
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-Note: As a thank you for the community, I am willing to take anyone's nametag kobold texture to add to the mod if they want their own kobold in this mod. Just come to my discord and let me know.
~Added Config File:
- Three Configs are available:
- Zombies Attack Kobolds (False by Default)
- Illagers Attack Kobolds (False by Default)
- Villagers Avoids Kobolds (True by Default)
~Added Prospector Enchantment:
- Sold by Kobold Enchanters
- Applicable only to Axes and cannot be combined with Efficiency or Looting.
- Gives a small chance for any slain MONSTER entity to drop Emeralds.
~Added Artifact Enchantment:
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Obtainable in Kobold Tombs in the Desert
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If on a Crossbow, can be used for fishing.
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If on a Kobold Sword, will apply a cobweb-like effect.
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If on a Kobold Axe, will apply a fire effect on ANIMALS.
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If on a Kobold Pickaxe, will instantly kill Silverfishes.
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Added Kobold Infinity Potion of Healing
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Updated Kobold Dungeon Desert Structure
~Changes:
- Kobolds will no longer drink a potion if their off-hand is busy.
- Kobolds breeds with Diamonds now (it makes sense and was voted on).
- ANY Kobold can be used for breeding as long as a Warrior is nearby.
- Named Kobold Children will no longer age.
~The entire mod was remade from scratch for 1.17.1, and thus I did the same thing for 1.16.5 to keep 1.16.5 more in line with what 1.17.1 will be like when released~
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Cleaned out a lot of old code.
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Removed unnecessary advancements.
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Removed Wither Skelebold.
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Removed Fallen Sword.
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Removed Ocean Dungeons.
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-Note: Didn't felt right to have a Drowned spawner essentially.
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Remade all procedures and custom code.
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Kobolds can now pick-up items.
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Kobolds will no longer despawn in Peaceful mode.
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Kobolds will no longer trigger "can't sleep when monsters are nearby".
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Bread will now just heal kobolds when given to them (this will become amethyst in 1.17.1).
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Cookies can be used to speed up a Kobold Child's growth (this will become amethyst in 1.17.1).
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Apples is now used to breed kobolds again but they won't do the thing in front of the player anymore.
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The Captain's acceptable items has been updated.
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The Captain's trade system is now way better.
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The Captain now uses item tags to determined what items can be sold to him.
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-Note: This means you can now use a datapack to change his list of desired items.
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ALL kobolds now have the required animations and AI to use tridents (off-hand only), shields, and crossbows.
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Kobolds are now immune to all Kobold-Damage.
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IDs for items and blocks has changed, so old worlds will see removal of those. Kept the IDs for the kobolds but a few of them will change in the 1.17.1 port.
- Kobolds can now pick up items.
- Kobolds will no longer despawn in Peaceful Mode.
- Kobolds will no longer count as monsters when attempting to sleep in a bed.
Note: This update wasn't originally planned as I am working on the 1.17.1 but due to how big these three small changes are, I wanted to do a final update for 1.16.5 to get these in. Please be warned though that giving non-warrior kobolds a shield can have unexpected results as I didn't went through fully and redo all of the model/animation code when giving them the ability to pick up items.
~Updated Pirate Den Structure:
- Remade the Ship area entirely.
- Moved/Added some loot chests around.
~Improved trades for Kobolds and Kobold Engineers:
- The trades from kobolds has been mostly lackluster, so I improved them all overall.
~Removed scripts that added new goals to vanilla entities:
- There was an extremely rare server crash related to these goals & monsters would prioritize the kobolds over the player due to these goals.
- This means villagers will not run away from kobolds and some monsters, like zombies, will not attack kobolds first.
- Note: Iron Golems will still attack kobolds.
~Changed target goals for kobolds:
- Most kobolds will no longer target certain entities and now only target villagers, zombies, and silverfish (as that makes sense due to their lore).
- Kobold Warriors will still target most entities though as it is their duty but they will not target silverfish.
- Note: Kobolds will still defend their own if they are hit.
- Updated ALL kobold dens to be more like stone-blobs to help increase quality of world generation (no more floating cobblestone pieces in larger caves).
- Removed a random block in the Desert Dungeon
- Removed a random block in the Pirate Den
- Removed an Illager loot table chest in the Mountain Den
- Removed a set of golden armor in the Mountain Den
- Increased chunk requirement for Mountain Dens & Desert Dungeons to make them less common.
- Skelebolds now have basic spawn requirements.
- -Note: Skelebolds and Zombolds can still spawn in light for some odd reason so am looking into that.
- Updated model code a tiny bit in hopes to fix some mod conflict issues.
- Fixed an issue where curing zombolds still consumes golden apples in Creative mode.
- Updated the code for curing zombolds to now have a 10% chance of the zombold becoming an Enchanter, Engineer, or Pirate Captain base on biome.
- Cured Zombolds will also become normal Pirate Kobolds instead of normal Kobolds in Jungle biomes.
- Fixed an issue with Kobold Warriors from structures can still spawn with crossbows.
- Updated all spawn related code to greatly improve spawn chances for weapon variety. Note: Old spawn code was ignoring structure related kobolds whom had a crossbow or trident already. Now, no matter what the original structure variation had, they will always spawn with a random new weapon.
- Combined Campfire and Large dens into one, using a mixture of biomes that both originally used.
- Added a 5th Large Den variation.
- Updated Kobold Swamp Dungeons a tiny bit.
- Removed abandoned variation from the small den pool. Note: It was awful and I want to do better abandoned dens in the future for Halloween.
- Updated Spanish, French, and German localization.
~Mountain & Pirate dens got updated a little bit:
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Kobold Enchanters will no longer spawn in Mountain & Pirate dens.
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Normal Kobolds will no longer spawn in Pirate Dens
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Fixed an issue where a few kobolds would always spawn in stone and die due to suffocation in Pirate Dens.
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Mountain & Pirate Dens have new banners and actual proper loot table chests.
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Kobold Warriors will now always spawn with an axe and shield.
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Kobold Warriors will now use their shield against the player if aggro on the player.
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Kobold Warriors will now use their shield properly against all Living Entities instead of being limited to Monster Entities and IRangeAttack entities.
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Added two new variations of Kobold Campfire Dens.
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Updated Advancements.
- Adjusted the Y-offsets for the Mountain and Small dens to improve world generation.
- Added a Kobold Ocean Dungeon that is found in the depths of deep oceans rarely.
- Added Kobold Swamp Dungeons that are found underground in swamps (three variations).
- -Each Variation comes with dungeon loot, their own unique banner design, and a zombold spawner.
- Added support for Bedspreads.
Note: In the foreseeable future, I will no longer add new structures to this mod. Instead, I will add variations to already existing structures.
- Kobold Small Dens are now proper structures (this fixes a potential bug where my mod would cause structures from other mods to spawn in unwanted areas, like The End).
- Fixed an eye level issue with Kobold Children (they will no longer "look down" at others while others will "look up" at them).
- Added four more variations of Kobold Small Dens (five in total now).
- Kobold Small Dens spawn much closer to the surface than other dens.
- You will no longer consume items when trading with Kobolds while in Creative Mode.