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Omni-Mobs 0.3.5
alpha26 февраля 2026 г.- Reworked Flashfur:
- Made Flashfur's swipe speed faster.
- Doubled Flashfur's swipe attack range.
- Made Flashfur's super-speed much faster.
- Made it so when Flashfur uses his super-speed, he will deal a full swipe at targets that are in his path.
- Updated the Ground Slam visuals to make the bright light disappear faster, added smoke particles, and added a shockwave.
- Added a parry move for Flashfur.
- Made it so Flashfur deals a little bit of
getHealth()-modify damage. - Made it so Flashfur can use his super-speed while in water.
- Flashfur will now stop using Super-Speed-Slashes earlier, if all the entities have already died.
- Fixed Flashfur's (and Metapotent Flashfur's) pupils being his fur texture. Now his pupils are solid black (
#000000). - Added respawning to Flashfur. He can now respawn if he is despawed by something.
- Made it so Flashfur cannot be ridden. Additionally, he will attack mobs and players who attempt it, if he is not already attacking something.
- Made it so Flashfur can't be spectated in spectator mode.
- Added anti-respawn to Flashfur (and Metapotent Flashfur). It's only simple anti-respawn - Metapotent Flashfur will probably get an improved version in a future update.
- Updated Metapotent Flashfur's Meta-Swipe to have a shockwave effect.
- Updated the explosion effect at the end of Metapotent Flashfur's Meta-Beam, to look similar to his Meta-Swipe.
- Updated Metapotent Flashfur's Meta-Explosion to have a shockwave effect.
- Added shockwaves to Metapotent Flashfur's spawning effect.
- Improved Metapotent Flashfur's
getHealth()-modify damage. - Upgraded Boss entity defence against things such as persistent data modification, hitbox modification, etc.
- Made it so Boss entities will always render.
- Refactored the stack checker to use a
StackWalkerinstead ofThread.currentThread().getStackTrace(). It should be far more performant. - Made it so when the custom bossbars don't find their Boss entity, they don't render at all, instead of showing
Omni-Mobs:integer. - Fixed a bug where the
hurt()method of the Boss entities was returningtrue, mid-death. - Improved Metapotent Flashfur's erasure-fallback (for his damage-dealing moves), so it now detects entities with
NaNhealth. - Made it so Boss entities will despawn mobs that have
NaNhealth. - Made it so Metapotent Flashfur doesn't erase Omni-Mobs VFX entities.
- Fixed a targeting bug with Metapotent Flashfur.
- Made Boss entity despawn immunity check for mixins.
- Updated access checker to check for mixins.
- Fixed bug with the mod's force-despawning where it wouldn't despawn on the client-side, because it was using
entity.blockPosition().asLong()instead ofSectionPos.asLong(entity.blockPosition()). (It was using the correct one on the server-side, though.) I think I must have accidentally broke this in an earlier recent update, as it used to work fine. But anyway, it should work now. - Removed useless
DATA_REMOVEDfrom theBossEntityclass from ages ago. - Made it so Boss entities won't have a red overlay and play their hurt/death sounds, unless they are actually hurt/are dying.
- Refactored some methods into
CoreModHooks- specifically some methods inMetapotentFlashfurLevelandBossEntity. - Added coremod/agent info/warning messages to the spawn eggs' tooltips.
- Updated Silverlight's move priority, so he prioritises his lightning attacks over his swipe attack. This means he should use his lightning attacks more often, like pre-0.3.4.
- Made it so Silverlight uses his Lightning Bolt Projection against flying mobs, as before, he didn't use it if he was closer than 10 blocks. Now, if he is fighting a flying mob, he can also use it if the target is close to him.
- Made it so Metapotent Flashfur now teleports back up if he falls in the void. It doesn't really work that well.
- Added a config toggle for printing logs to the console.
- Moved some of the mod's VFX helpers into a separate class, as they definitely didn't belong in
EntityUtil. - Refactored
AbstractSilverlightLightningMoveto use anArrayList<LivingEntity>to track which entities were hit by the lightning, instead ofomniMobsSilverlightLightningAttackpersistent data. I'm really not sure what I was thinking back then.
Omni-Mobs 0.3.4.2
alpha9 ноября 2025 г.- Removed the random
ICosmicEffectinterface from months and months ago. - Fixed despawn immunity for Boss entities.
Omni-Mobs 0.3.4.1
alpha8 ноября 2025 г.- Fixed a bug where Boss entity defences could be bypassed by forcing the game to load their save data, after changing it.
Omni-Mobs 0.3.4
alpha7 ноября 2025 г.- Updated entity getter to force-get entities, bypass entity filtering.
- Moved damage logic from
setHealth()tohurt(), and madesetHealth()just callhurt(), meaning some mobs can now dodge/blocksetHealth(). - The
BossEntityhurt()method now doesn’t callsuper.hurt(), so it doesn’t use any vanilla behaviour. - Updated access checker to make it more resilient against bypasses, even though I hadn’t seen any bypasses for the original one.
- Updated the name of the mixin-remover-class-visitor.
- Removed a random print statement that I left in the mixin-remover-method-visitor.
- Improved handling of coremod when it fails on JVMs that don’t have the Attach/Tools API (
com.sun.tools.attach). It now uses reflection to access certain things, instead of a direct reference, so it is catchable and won’t crash the game – instead falling back to events/disabling some features, as intended. - Fixed some bugs related to Metapotent Flashfur when the coremod failed, or was disabled, like the Meta-Beam not showing up.
- Coremod config value moved to
omnimobs-common. If you disabled the coremod previously, you might need to disable it again. (Except it might not crash anymore, so that might not be required.) - Fixed incorrect logging in the coremod, saying “Transforming ServerLevel…” when it was actually transforming
MinecraftServer. - The coremod (Java agent) temporary file is now set to delete on exit. (So it won’t clutter the OS’s temporary files directory.)
- The agent JAR file is now extracted with a
try-with-resourcesstatement, meaning if it fails at this step, the file stream will still be closed. - Fixed stars and light rays rotating with Metapotent Flashfur.
- Updated Metapotent Flashfur’s stars to last twice as long on average.
- Fixed Metapotent Flashfur’s walk animation, making it smooth.
- Updated Metapotent Flashfur’s Meta-Beam to vaporise entities. (They don’t play their death animation.)
- Added Object-Oriented ability/move system and ported Silverlight (and Flashfur’s Invulnerability Detection) to it. This allows for cleaner code, and context-aware moves! (I’ll port the other mobs fully, when they get a big rework, and all new mobs will probably use it!)
- Updated Silverlight a bit, due to the fact I ported him to the new OOP system. He should hopefully feel less “spammy”.
- Updated
UnsafeUtilto make a new instance ofUnsafe, instead of getting the existingtheUnsafefield. This doesn’t matter much (it’s only used to attach the agent), but I prefer doing it this way. It’ll fall back to the other one just in case. - Updated the music system to use an
IMusicEntityinterface, meaning both Boss entities and Metapotent Flashfur use the sameBossMusicclass. (In other words, there is less duplicated code, as theBossMusicclass only cares about anIMusicEntity, and not a specific implementation!) - Changed Flashfur’s and Iron Golem’s music, because of potential issues using the original ones. Original music:
- Made it so Boss entities can target entities that can’t normally be targeted. (For example, entities with the
invulnerableflag set totrue.) - Added a spark particle effect when Alarm parries an attack with his sword.
- Made it so the camera shake doesn’t shake when the game is paused.
- Fixed Metapotent Flashfur not saving on Windows (hopefully), by upgrading file management to use
java.nio.file, meaning it’ll automatically handle/vs\. (I use Linux, so I can’t be 100% certain it works!) - Made it so Metapotent Flashfur cannot have a damage overlay or death animation.
- Fixed camera shake becoming intense upon world reloading. (The intensity value persists upon world reloading, instead of resetting.)
- Made Metapotent Flashfur’s lightning brighter.
- Changed force-setHealth and Flashfur’s invulnerability detection to use approximate equals, and not exact equals, to account for floating-point errors.
- Added checks to the
knockback()method for Boss entities. - Improved target setting immunity and target cancellation immunity for Boss entities.
- Improved some other things related to Boss entity defence.
- Reworked Entity Remover, adding a GUI with a
die()toggle, leave-level calls toggle, invulnerability toggle, immovability toggle, and a/kickban toggle. This should help with OP mobs from other mods killing you, teleporting you, or kicking you out of the world. - Updated defence against
CompoundTagmodification, so when getting the value of an Omni-Mobs tag, it returns0. I also changed some other small things. - Improved Flashfur’s invulnerability detection against players.
- Added some basic tests so it’s less likely that I’ll release a version with broken calculations, in the future. I will probably expand the amount of tests later. JUnit didn’t seem to work, so I had to make my own. They’re off by default, but you can enable them in the config.
- Updated icon, because the mod isn’t just about Flashfur anymore, and made it show in the mod. I might change the icon again at some point.
- 5% of the damage dealt by Boss entities now ignores vanilla defences such as armour and resistance.
Omni-Mobs 0.3.3.3
alpha17 августа 2025 г.- Fixed completely wrong percent damage calculations for every mob (using the % damage calculator method I added in the last update), where it used the attacker max health instead of the target max health. (I had to load a backup without the changes that I've been working on for the next update, to fix this. But it was important enough to do that.)
- Removed left-over print statement.
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Опубликован:1 год назад
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