
Trims Overhaul
Give every trim unique powers, obtainable though quests
Список изменений
Updated custom material textures, so updating the resource pack is recommended.
Full preview available in the Discord.
3.2.0 Changelogs
Misc
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Removed 3.1.0 conversion code. If you're on <=3.1.0, run your server with the previous version first (just one restart).
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By default, armor that's dropped on death will now be automatically untrimmed, and only the templates will return.
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Updated every texture and model for custom materials
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New setting for 1.21.6+ : "Trim Locator Bar" - off by default
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New setting : "Ability Shortcuts" - off by default || OFF / CMD / CMD + DROP / DROP
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The toggles menu can now specifically disable a trim's empowerment, instead of the entire thing. Removed the "Allow Empowerment" setting
- The menu has also been simplified. Probably a little harder to use now, but saves a bit of file size
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The "armor-ownership" setting will no longer only display when "Objective Type" is on "Impossible"
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Revoking a trim will now clear templates to prevent duplication upon re-completion
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Improved the detection for breaking the second Smithing Table when untrimming. Will also only be detected when wearing trimmed armor
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Added additional information to the hover text of some settings
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Reduced how long players need to be out of combat for stored templates to return to them
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Completing an objective will now automatically re-update inventories incase the trim is already equipped
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Removed/no longer require a forceloaded chunk near spawn
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New tutorial for wearing armor without ownership
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The objective menu will no longer display the blacklist if the player has none
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Cod, Salmon, and Tropical Fish are now tracked as "peaceful mobs"
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Removed the RTD advancement since it's useless even when on tasks
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Very small optimization to the overall pack/performance
Materials
- Synergies now increase the attribute by 3 "stacks" - except for Quartz and Netherite, which is only +2 (versus all +1)
- +2-3 on top of the +1 from the set bonus, for a total of 6x > 7-8x the bonus
- Added a increase to sneaking speed for the Resin material, despite "movement efficiency" not being technically accurate with it.
- The gold material is back to being a multiplicative bonus, instead of flat addition. The actual number has not been changed.
- Very small reduction to the movement speed granted by lapis, and the attributes by netherite.
- Signficiantly reduced the strength of the redstone (health) material
- I'd like to lower redstone further to get rid of the half-heart, but then it would seem less useful. Part of this nerf is due to the fact a lot of things bypass armor, so more health over armor is just safer.
Trims
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Abilites will now have a crossed-sword badge if they're affected by the combat timer
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The trust badge on abilities is now hoverable to explain what the badge even is
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Spawned mobs will no longer drop their loot table (Host's Iron Golem, Snout's Brutes, Rib's "allies", and Vex's quest)
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Removed the "Can be disabled by server" notes, mainly for Spire.
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Eye:
- "Disfigure" detection range has been increased, and will take half as long against pearls thrown by other players with a extra chunk of range
- If you pop your own projectile while sneaking, then you'll also teleport to it.
- Can now be used while sneaking, and "Grand Reveal" can no longer be charged while using this ability, but it won't be cancelled if already active.
- Popping a pearl thrown by another player will inflict them with a curse, temporarily preventing them from throwing pearls.
- Fixed both inconsistencies with how fast Disfigure can initially detect and pop projectiles - reduced the default time to account for this.
- "Reveal" will be temporarily disabled while using "Stalk"
- Increased the base damage of "Fear", and fixed it not having increased damage from far away on 1.21+
- The hard-coded limits for "Fear" are now way higher, with "Disfigure" and "Scare" applying nearly double the amount.
- "Presence" will inflict more Fear based on distance, but less at max range.
- The description for "Fear" is now in the actual abilities descriptions (when hovered), instead of separate
- Extended the duration of the.. "true-blindness" effect, from "Fear"
- Added some more hallucinations, one is especially scary to many.
- Fixed a microscopic chance of a hallucination doing nothing on 1.21+
- Fixed the task being impossible unless a previous version was ran first
- "Disfigure" detection range has been increased, and will take half as long against pearls thrown by other players with a extra chunk of range
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Tide:
- "Long Thorns" now works on any hit, instead of just arrows. Minimum distance unchanged, but has a maximum of 256 blocks.
- Small damage increase to all bursts, and the particles are now visible from far away.
- Increased the range of "Conduit"
- "Loyalty-burst" update:
- No longer requires stacks when thrown
- Only requires 1 stack
- Is no longer prioritized over actual sneaking (can't be holding another Trident)
- If there are multiple tridents; it'll prioritize the nearest one.
- Fixed the force-return working on tridents that are already returning
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Rib:
- New ability: Right click while sneaking to shoot a small fireball. Shared cooldown with Wither Skull.
- "Infliction" works on burning players, slightly higher chance and damage, but requires a minimum of 6 hits and is guaranteed on the 32nd hit
- All of Rib's abilities now damage through Fire Protection/Resistance
- Increased the damage of the fire/wither trails from projectiles, and scorch effects a smaller amount.
- Quest no longer requires the Wither to have a target
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Bolt:
- The unique copper blocks ("Placement") will occasionally zap untrusted players that are near it
- Added a setting to customize how far these blocks will be placed, and increased the maximum conduction visual range.
- Sneaking will extend the placement range by an additional 2 blocks
- Holding copper armor, spears, and blocks will now count towards "Charge"
- Fixed "Charge" only gaining 1 stack from Trial Chambers / Dragon Egg
- Fixed the example in "Charge" hover not accounting for the environmental bonus
- Adjusted the scaling of "Overcharge", and fixed the audio & particles being at the wrong location
- Fixed Bolt's info menu giving both messages
- The unique copper blocks ("Placement") will occasionally zap untrusted players that are near it
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Wayfinder:
- "Explorer" can now be charged while holding a spear
- New sub-ability: Holding/tapping right click with a spear while "Trailblazer" is active will give a even stronger burst of speed, but end "Explorer"/"Trailblazer"
- Minimum hunger will now be applied even when not sprinting, but will have half the strength if a spear is in the player's inventory
- Fixed "Trailblazer" being activated by, and clearing speed given from other (non-vanilla) sources
- "Safe Return" is now usable after the second stage, instead of the third.
- Grapple now uses less durability, and is affected by unbreaking up to 3 levels.
- "Traversal" now just gives better, decaying resistance. No flicking night vision
- Fixed "Warp"(s) not working across other dimensions
- The objective menu will now display unexplored objectives for the quest, and will display Mushroom Fields if found
- The "unlock" objective will now give the user full progress
- "Explorer" can now be charged while holding a spear
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Wild:
- New ability: While not sneaking, planting either Wheat, Potatoes, Carrots, or Beetroots from your mainhand will automatically place the rest in a 3x3 around the placed crop.
- "Grass Trap" now locks the player in place with constant damage and hunger drain, but breaking the block below them can set them free early
- Visibility of traps is now more consistent for untrusted players
- "Sting" now focuses more on instant value, so more hunger and health drain but less effects.
- Significantly increased the range of "Sting"
- The default limit for maximum traps has been reduced by 2
- Placement time is doubled while in combat
- Removed "Poisonous Aura", but the poke effect still exists.
- The Nautilus (not Zombie Nautilus) will now count towards its quest
- Fixed the quest arbitrarily detecting some untamed animals as tamed while in a Lush Cave.
- Fixed the description for "Sting" using the wrong mouse button
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Sentry:
- "Defender" addition: Whenever the Hero of the Village effect runs out, it'll instead go down a level and ADD 20 minutes.
- Using "Ballista" will now reduce the duration of the effect by 15 minutes, instead of always reducing the level and possibly most of its duration. Also works outside vanilla limits now.
- Paired with the new refresh effect, this can gives Ballista up to nearly double the amount of shots, not counting improved usability/versatility
- The refresh gives 20 minutes while actually completing a raid gives 40 minutes, meaning players usually get 3 total shots for the raid tier they completed
- Increased the cooldown, charge time, damage, and range of this ability. The particle trail now lasts longer / is thicker as well
- New setting to customize charge speed
- Fixed the max range display being visible to other players
- Lowered the base multiplier of the quest's time limit from 0.8x to 0.7x
- The "Bonus Emeralds" setting is now a scale.
- Fixed a bug that technically let other players use "Ballista" (realistically impossible)
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Raiser:
- Movement Speed from "Proficiency" is now a flat addition, and slightly lower. Attack Speed is also slightly lower, but still multiplicative
- New setting to control the strength-per-level of "Proficiency", and the uncap one is now an exact number.
- Fixed "Proficiency" maybe not working on 1.20.2-1.20.5
- Fixed not gaining any attributes if the trim was unequipped and equipped at the same experience level
- Significantly increased the charge and extension speed of "Piercer"
- Movement Speed from "Proficiency" is now a flat addition, and slightly lower. Attack Speed is also slightly lower, but still multiplicative
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Coast:
- Killing a mob with a thrown Trident will make the next thrown Trident go further/faster
- Fixed the execution sometimes not giving proper kill credit
- Partial rework to "Fire!"
- Still drop = projectile for all 4 types of fish
- Now has a 25% to shoot a second projectile, except for Pufferfish.
- Cod has no cooldown with more damage and slightly less range
- Salmon has increased range and more damage, but over triple to every target past the first
- Pufferfish amount has went from 4-10 to 3-14, with slightly increased cooldown and damage
- Tropical Fish just has more (low) damage with each effect having a much longer duration and way less likely to give the opposite effect. More range but slower than Cod
- Fixed tropical fish not damaging mobs and missing a potion effect for both types (chance to apply no effect)
- Quest now works with dead coral blocks
- Killing a mob with a thrown Trident will make the next thrown Trident go further/faster
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Silence:
- Slight increase to the duration of "Darkness", mainly to fix the mild flicker
- Using "Vortex" will now temporarily decrease the user's armor. Updated the description to clarify it's damage based on distance.
- Reduced the base increase / drop chance of Echo Shards from "Harvester", and added a very short cooldown.
- The "Bonus Shards" setting is now a scale.
- "Serenity" will no longer silence creepers or mobs the user has recently hit, but will now give mobs Weakness.
- The effects from "Warden Imitation" now last much longer (for when leaving the Deep Dark)
- The tracking effect while in the Deep Dark also has more range, works on sneaking players, and will ignore trusted ones.
- The muffle "ability" description is now part of the actual, relevant descriptions
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Vex:
- Slight increase to the cooldown for "Lunge", increased further when it doesn't hit anything. Small increase to the actual dash time
- "Vulnerability" will no longer affect trusted players. Slightly reduced the range so it matches "Isolation"
- Reduced how much absorption is taken away from enchanted golden apples, which helps simplify the descriptions
- Fixed absorption not being given back when not isolated, and leaving unnecessary data on players when isolated
- "Isolation" effects will be silent if activated when sneaking, and will no longer activate on players that are completely invisible
- Also adjusted the particles to help differentiate between activating/de-activating, and made it less obstructive.
- Extended the warmup for "Double-Strike" Evoker Fangs, and only 1 set of fangs can exist at a time
- Removed Woodland Mansions from the quest, and the mob that spawns is now stronger based on server difficulty
- Fixed the quest only spawning the mob when inside the structures, instead of outside
- Fixed the task being impossible unless a previous version was ran first
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Flow:
- Significantly increased the strength of "Gust", mainly to compare against the Lunge enchant.
- Updated the description of the actual enchant (again), and moved the important description to the item actually generated by the ability
- Added a setting to customize the strength of "Gust"
- Fixed being able to partially fly via "Gust"
- Fixed wind charge absorption activating the "Wind Barrage" tutorial
- Quest will no longer work with fireballs
- Significantly increased the strength of "Gust", mainly to compare against the Lunge enchant.
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Spire:
- Evened out the strength of "Reversal", so now mobs go higher but the user doesn't go as high.
- New sub-ability, "anti-Reversal": Looking straight down when cancelling Reversal will cause everything nearby to plummet downwards, strength based on charge
- Greatly increased the initial damage of "Void Plunge", and the cloud can now hit a 4th time. Slightly reduced the damage to mobs since it was higher than intended.
- The player now gains Slow Falling instead of Resistance while diving (so they don't die when landing)
- Increased the detection range for landing so the edge of blocks count
- The auto cancel time is now faster the less charge it has and goes by even faster if the player isn't looking up
- "Blast'o'Breath" can now hit twice if the initial hit is early enough
- Fixed this ability not giving proper kill credit, and displaying "Area Effect Cloud" in the death message.
- Fixed/got rid of the 1-second delay on the clouds spawned by "Void Plunge" and "Blast'o'Breath"
- "Guidance" has slightly more range, but will go down a level when holding a spear.
- "Weightless Field" will no longer apply on mobs the user has recently hit, and will avoid some mobs that it does nothing to such as bees and parrots
- Added a lightning bolt to the creation of "Aperture" for increased visibility, and it's also partialy visible in the overworld
- Fixed the "Limit Plunge" setting not hiding the prediction trail when disabled on <1.20.5
- Evened out the strength of "Reversal", so now mobs go higher but the user doesn't go as high.
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Dune:
- Ender pearls thrown through "Sandstorm" will become harder to see, basically invisible, if their thrower is trusted (by Dune)
- Raisure blocks deal significantly more damage, increased even further the longer they exist, and apply more slowness at a different scale.
- The special blocks also take twice as long to despawn now
- Increased how far below you can hit these blocks with "Toss"
- "Toss" is now part of the main description (for "Raisure"), instead of acting like its own ability
- Increased the duration, damage, and regeneration duration of Geyser. Now bypasses Fire Protection/Resistance
- Tripled the amount of saturation given by "Novelty", now equal to half a golden carrot
- Quest now requires suspicious sand, instead of any falling block
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Shaper:
- Significantly reduced the speed impact that server difficulty has on thrown TNT
- Reduced the default cooldown of thrown TNT
- Fixed "Explosive Expert" not working at all on <1.21
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Snout:
- Golden apples now gives more resistance from "Gluttony",
- Consuming a enchanted golden apple will instantly activate 3 random, non-negative "Gamble" effects
- Using them too fast will reduce the amount of rolls down to a minimum of 1, semi-slowly going back up overtime.
- Gamble now has +1 limit on concurrent rolls, and the positive chance has been increased by 50% (both are just setting changes - 16 gold blocks is ~50%)
- The "Overlord" effect now fills the user's hunger bar
- Increased the danger of high-negative effects, especially "Explode"
- Fixed "Throwing" affecting non-gold items
- Fixed the positive chance being very high on 1.20.5
- Golden apples now gives more resistance from "Gluttony",
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Host:
- If the "Guardian" (Iron Golem) exists, all "Sacrifice" damage will be amplified and redirected to it
- Activating "Guardian" will temporarily give the user higher Resistance to account for the redirect
- It'll also despawn after 20 seconds and spawn with Weakness instead of Strength.
- Fixed the guardian sometimes not receiving buffs when in a village on <1.21
- Increased the range that allied players are detected by a few blocks
- The last 2 "hearts" from "The Curist" will give additional health to accommodate redstones reduction
- Fixed the quest sometimes being impossible to complete, usually on servers
- Fixed "Sacrifice" permanently breaking if multiple allies take enough damage at the exact same time
- If the "Guardian" (Iron Golem) exists, all "Sacrifice" damage will be amplified and redirected to it
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Ward:
- The shield from "Kinetic Deflection" will now apply knockback to the user if it collides with a block nearby while they're sneaking
- Fixed the barrier just dealing no damage, and now the hit sound will only play if the player actually takes damage.
- Increased the vertical hit range for the barrier to help defend against aerial attacks
- Less knockback than if it was used against other players
- Added a relatively long cooldown to the overall ability
- Fixed the display for what angle will spawn the field being off by a few degrees
- Fixed permanent explosion knockback resistance when dying while using "Stonewall"
- Fixed "Last Resort" sometimes activating when equipping the set
- The shield from "Kinetic Deflection" will now apply knockback to the user if it collides with a block nearby while they're sneaking
Fixes:
- Random issue causing templates and trims to be impossible to pickup for the proper player due to server updates
- Possible to pickup instant-return items for other players (i.e; Echo Shards from Vortex cooldown)
- The "stealing ownership" messages not displaying text when hovered
- Not being able to load the world with the "All the Trims" mod
- Ownership and RTD tutorial not working
- "New Player" tutorial not woring on <1.21
- Chainmail boots having no texture with the Wind Charge material
- Some inconsistency with advancement name spacing between versions
- Trust menu only displaying the name of players in the same dimension on 1.20.2+
- Resin (material) being permanent, with single pieces giving twice as much as they should.
- "sendCommandFeedback" creative tip not giving the correct command on 1.21.11+
- "Nature's Gift" not being translated in italian
- Quick display for "Limit Owned Trims" using the old description
- New settings not being updated when importing settings
- Mod file having
DP_RPin the name instead ofMOD