Due to the massive performance update for the Lucky TNT Lib almost every TNT and Dynamite in this mod saw a decrease in calculation times by at least 50%
Celebrating the performance update of the Lucky TNT Lib we have added a new category of TNTs above Doomsday: Annihilation TNT
Just like with any other category above normal we added a new item used to craft Annihilation TNTs: Strange matter (crafted with 9 antimatter)
new Annihilation TNTs:
TNT x50000
Hypernova
Region TNT
Chromatic TNT
Crammed TNT
Superflat TNT
Fractal TNT
Enormous TNT
Moonfall
Lucky Annihilation
Honoring this milestone we also added 72 advancements for you to uncover
Changes:
First and foremost we reworked and revised a lot of already existing code so we can bear to look at it anymore, so expect some minor behavior changes in some explosions
We internally changed our way on how to determine whether a block is a surface, so any TNT relying on that might change its behaviour according to that
We removed the config option to adjust the height of floating islands because too low values caused the islands to be copied twice
We revised our random number generaton (previously we somehow had a generation less predictable than quantum particles), so expect some minor randomization differences
Accelerating Dynamite now has a much larger damage cap and faster damage accumulation
Bouncing Dynamite will now jump much farther
Using a Death Ray Ray on Uranium Ore will now always yield an Antimatter Ingot
Digging TNT, Drilling TNT, Tunneling TNT, Digging Dynamite, and Tunneling Dynamite will now use explosion resistance to dynamically reduce their length, but now have potential range of 480 blocks
Gravity TNT, Knockback TNT, and Gravity Dynamite now pull all entities (including TNT and Dynamite) except for those of their own type, with Gravity Dynamite having a 33% longer fuse
Homing Dynamite will now prefer entities in its sight and no longer target creative or spectator players, but only have a target finding range of 100 blocks
Aether TNT now changes the biome to Cherry Grove, replaces the surface with grass blocks, and spawns flowers everywhere, not just on the surface
Animal Kingdom will now spawn all mobs in groups of 3 - 5, including those of other mods, except for mobs with more than 180 health points
Custom TNT can now support larger explosions, but firework explosions have reduced entity counts (please still be careful)
Death Ray has received a visual overhaul, damages entities now, and places magma blocks instead of lava
Eating TNT now plays an eating sound when consuming an item
End Gate will now replace leaves with purpur blocks
Extinction will no longer simply execute /kill @e, instead having its own death message and striking lightning at each affected entity
World of Wools will no longer replace all waterlogged blocks with blue stained glass
World of Wools will no longer replace corals with blue stained glass
Randomized the amount of wither skeletons spawned by Wither Storm
Randomized amount of iron golems spawned by Village Defense
Changed the particles of Tetrahedron TNT and Illuminati TNT
Structures generated by Structure TNT will now somewhat properly generate at the TNTs position (exceptions include stronghold and mineshaft as those are supposed to be buried)
Structure TNT now also features mineshafts, ocean ruins, shipwrecks, ancient cities and trail ruins
Increased radius of Hexahedron from 12 to 25
Increased radius of Chunk TNT from 50 to 75
Kola Borehole TNT will now use the default block of the dimension its been lit in for the walls instead of always stone
Igniter TNT and dynamite will now not only ignite TNTs but also trigger any block that might react to being exploded
Hungry TNT will now get bigger and deal more damage when eating a player and play a sound when eating any mob
Hungry TNT will now damage mobs that are eaten instead of simply removing them
Ore TNT will now also place ores from other mods
The placement of lights in the tunnel generated by Gotthard TNT has been changed
Gotthard TNT will now always generate the floor of the tunnel, no matter whether there were blocks to be raplaced beforehand or not
Explosion particles have been reintroduced to a lot of TNTs where we saw fit
The command /randomtnt will now behave like /give, dropping items that couldn't be added to your inventory instead of discarding them
/randomtnt can now also distribute Annihilation TNTs and Minecarts
The localizations of the feedback of both commands have been updated
The spacing of UI elements in the config screens has been changed to accomodate larger GUI scales
Plantation TNT, Farming TNT and Farming Dynamite will now place lanterns in the water when placing it in a biome it would naturally freeze in
The prism excavated by Prism TNT will now have a random rotation
Pumpkin Bomb will now set the time to midnight
All fireworks that spawn falling blocks will now configure them to not drop the block as an item if they cannot be placed upon landing
Random TNT and Random Dynamite will now always create an explosion with a size bigger or equal to 3
Reversed TNT will now visually flip blocks by altering their states if possible
The edges of the crater created by Sinkhole TNT is now more rough
Any TNTs changing the time will now do so immediately
All TNTs belonging to the Vaporize family will now in addition to removing water also remove blocks with fluidstates that cannot be waterlogged and remove waterlogging from any affected blocks that allow it
Knockback TNT will now add motion to entities instead of forcing it, ensuring a more realistic behaviour
Grove TNT, Grove Dynamite and Hyperion will now generate real trees from minecraft instead of the pre-built eyesores we're to blame for
Every TNT that places fire will now place it in all possible situations
Fixes:
Instead of exploding once per player within reach Sensor TNT and Sensor Dynamite will now only explode once
Global Disaster and Hexahedron can now remove liquids
Supernova and Chunk TNT can now break obsidian
Contaminated effect now correctly prevents natural regeneration
Contaminated effect will now correctly deal damage to each player based on the players effect duration instead of a global value
When generating an altar in a mushroom biome any altars generating afterwards would use mycelium as a ground block regardless of biome
We have finally decided to register the damage sources we use
Item Firework will now correctly spawn boats based on the item you inserted into it where it would previously only spawn normal oak boats, disregarding the actual wood the boat has been made of and whether it had a chest or not
When activated disasters will now properly choose a duration between 0.5 and 1 times the maximum configured disaster duration (instead of between 4/5 and 8/5 ???)
Gunpowder ore can now be properly mined with stone tools
Custom Firework can no longer crash the game when placed on other Custom Fireworks
Мод Lucky TNT Mod добавляет более 200 видов TNT и динамита в Майнкрафт - от простых взрывов до катастрофических событий. Разрушайте мир по-новому! Поддерживает Forge, NeoForge и Fabric.