Fixes
- Fixed a npe if zombie has null variant
Changes
- Zombies variants are more common now
- Zombies will try to ride chickens and parrots if the player is towering (only if chickens/parrots are close by)
- Default datapack is now optional (can be disabled)
- bit Cleaner code
- Zombies drop bones
- Zombies run when they acquire a target
- Night zombies are a bit slower
Changes to datapack
- Add weather related spawn conditions
New zombie attachments
- Invulnerability to damage types (as an attachment)
- Heal from attack damage (mob effect)
Changes
- Axe zombie heals from attacks
- Fire zombie is invulnerable to fire, freeze zombie is same with freezing damage
- Difficulty does not go down to zero after a long time but to 25%
- Split datagen sources (done similiar to frostiful)
- Updated libs
- Added a zombie variant that spawns in forest with axe
- Note: Sources for datagen not added
Massive overhaul to entity variant system.
Now uses fabric data attachment api as components and uses vanilla's mob variant system for spawn conditions.
Changes
- Much cleaner code
- Added texture override attachment
- zombie attributes are no longer hardcoded
- Various additions to data driven system (kinda long)
Fixes
- No null pointer exception in random zombie effect
Changes
- Basic update to 1.21.5
- Removed usage of deprecated method for smartbrainlib
Use smartbrainlib for 1.21.4 Build against @b0fe16a6d4eb767ecc1b7d6ebc9c1b820c7c0d78
New Features
- Zombie variant based entity textures
- zombies variants now use "{namespace}/textures/entity/zombie/{id}.png" as its texture if the path is present
- uses fabric data attachments api for syncing this info to client
- So the mod is still optional on clientside
Extra
- Updated dependencies,updated smartbrainlib
- kind of better leaping code
Just me dumping commits from repo I did 3 months ago
Changes
- Code refactor (not that it changes on gameside)
- Zombies can now leap at you (kinda broken, so much so I want to stop trying to write custom Ai for zombies)
- Added attributes field to zombie variants (yeah now they are variants)
- Zombie equipment now mirrors vanilla
- Added a loot condition as a spawn check (you can now restrict zombie spawning)
- Added TimeCheckLootCondition (I someday need to write documentation for this)
- Added quality field to like make better/stronger zombies spawn at higher difficulty
Future plans
Well, I kinda abandoned the project after/during my exams. SO now
- Remove smartbrainlib unless I have a solid plan for what I want to do with it
- Maintain the project, just update dependencies
- Add more data driven features like make mob spawning less hardcoded
- Make it more modular, like implement component system from 1.21.5
- Work towards 1.21.5
- Backport to 1.21.1
Changes
- A new dependency (smartbrainlib)
- The new dependency will allow for much more complex zombie behaviour
- The zombies currently have two behaviours removed.
- They can't break doors (will add later).
- They won't break eggs (I guess fine since they were spawning in broad daylight).
- Zombies no longer try to call spawning code when they get damaged
- Now most zombies have half health (but double speed if spawned at night)
- Have lower follow range (about same follow range at night)
- Added a density capper (no longer zombies getting flooded in a single area
- Added a gamerule to control if zombies should immediately target player on spawning (default: false / used to true)
- Implemented all zombie events
Note
- This is an alpha mod so api is unstable so datapack features are likely (definetly) going to change
Changes
- Make more fields optional in template format
- Change and add biome tags (now uses conventional tags)
- Add a field for death loot table of a zombie template
- Add a lot more event fields (only previous are implemented)
- Change format and now being able to specify a status effect instance
Update to minecraft 1.21.4
Fix launching the game in the rc candidate
Big Changes
- Now you can configure the zombies using datapacks
- (Being lazy i have not written a guide yet)
- The configuration is similiar to how enchantments work
- Forgot to wrote this initially but loading old worlds with old zombies will reset those zombies to normal zombies because of changes to id and I couldnt be bothered to write a backward compatible so, now you know