LUMINOUS V1.5.5 Changelog
(EDIT -V1.5.52 HOTFIX)
NEW FEATURES:
FIXES:
RETEXTURES / MODEL CHANGES:
TECHNICAL CHANGES:
Changed the IDs of all music discs to match the way vanilla handles them
Changed the ID of the "pheonix_feather", in order to spell "phoenix" correctly
Changed the ID of the "pheonix_trophy", in order to spell "phoenix" correctly
Changed the ID of the n the Baobab Wood, Log, Sapling, Leaves, Shelf, and Table blocks
Condensed the ID of "ground_pebbles_1, ground_pebbles_2, and ground_pebbles_3" into one block with three blockstates; luminousworld:rocks
Updated the ID of (almost) All butterfly jars, making them consistent with the actual names of the butterflies
Deleted "forest_moss_1, forest_moss_2, and forest_moss_3" in favor of a simpler "forest_moss" plant -Condensed the ID of "decorative_brown_mushroom1 and decorative_brown_mushroom2" into one block with two blockstates; "luminousworld:brown_fungi" -Condensed the ID of "decorative_red_mushroom1 and decorative_red_mushroom2" into one block with two blockstates; "luminousworld:red_fungi" -Renamed almost all butterfly jars to make their names uniform with one another and consistent with the butterfly inside of it
(Unfortunately, all of the above technicalchanges mean that the mentioned blocks/items in existing worlds will be deleted. I am very sorry for this inconvenience, but its good for the cleanliness and long term playability of the mod that I go in and fix some of these mislabeled blocks/items each update to make everything more consistent)
Updated the ID of the Frigid_Zombie and Frigid_Skeleton to match their in game name
Remade the procedures for when the legendary beasts die, so that when they die from ANY source, they can still drop their loot, not just direct player attacks
Shortened the hitbox of forest moss from 9Y to 7Y
Increased the Hitbox size of Decorative Lanterns so they remain consistent between decorative variants when using the hammer
Forest Rock Structures now spawn on the "Local_Modifications" spawn stage to prevent them spawning rarely inside of Auburn Trees
Rocks (formerly ground pebbles) will now spawn in groups or "patches" across the ground instead of randomly
Auburn trees now properly are grown with 2x2 sapling formation, and grow their normal shape and size
White Oak, Auburn, Palm, and Soft Birch trees now properly spawn on the "Vegetal decoration" generation stage
Removed the Gilded Ent From the creative inventory, as it was not supposed to be visible
Hatch Blocks can now be obtained with silk touch
Added Baobab leaves to the Minecraft:leaves tag, as they were missing
Recreated the procedure that spawns White Oak Trees, Spruce trees, Birch Trees, and Baobab trees, removing extra and redundant procedures in the process
Recreated the procedure that handles the stripping of wood on trees, reducing the amount of redundant procedures in the process
Slightly changed the shape of the Baobab Trees so their branches are a little thicker
Getting hit by a baby phoenix's fireball will now ignite the player for 3s
Ground pebbles now have solid hitboxes
Renamed the "Glowstone butterfly" to the "Glowstone Morpho"
Reamed the "Enderfly" to the "Ender Eyespot"
Optimized the procedure for using bone meal on a white oak, tall birch, and auburn saplings, so they should grow in correctly sized spaces more reliably
Lowered the chance from 38 > 15% for a bonemeal to work on a white oak sapling, which is consistent with vanilla
All custom saplings now have a random XZ offset as properly intended
Made the hitbox and shadow sizes of the Squirrel more accurate
Updated the death procedure for the squirrels so looting and fire aspect work properly
Removed the white, grey, brown, and black squirrel mobs, replacing them with one "Squirrel" mob that changes color based on the biome type it spawns in
Removed all excess models of butterflies, condensing it down to only two models to save a little on mod size
Decreased the generation chance of Baobab Trees in large fields by 50%
Rocks placed by players no longer randomize their blockstate
KNOWN/UNFIXED BUGS:
-Custom zombie and skeleton loot tables don't work with the looting enchantment -Colored fire doesn't light TNT -The AI of the toxic gator does not work as intended when in water -Custom fish cannot be caught with a fishing rod -Baobab Saplings do not grow on their own
LUMINOUS V1.5.5 Changelog
(EDIT -V1.5.52 HOTFIX)
NEW FEATURES:
FIXES:
RETEXTURES / MODEL CHANGES:
TECHNICAL CHANGES:
Changed the IDs of all music discs to match the way vanilla handles them
Changed the ID of the "pheonix_feather", in order to spell "phoenix" correctly
Changed the ID of the "pheonix_trophy", in order to spell "phoenix" correctly
Changed the ID of the n the Baobab Wood, Log, Sapling, Leaves, Shelf, and Table blocks
Condensed the ID of "ground_pebbles_1, ground_pebbles_2, and ground_pebbles_3" into one block with three blockstates; luminousworld:rocks
Updated the ID of (almost) All butterfly jars, making them consistent with the actual names of the butterflies
Deleted "forest_moss_1, forest_moss_2, and forest_moss_3" in favor of a simpler "forest_moss" plant -Condensed the ID of "decorative_brown_mushroom1 and decorative_brown_mushroom2" into one block with two blockstates; "luminousworld:brown_fungi" -Condensed the ID of "decorative_red_mushroom1 and decorative_red_mushroom2" into one block with two blockstates; "luminousworld:red_fungi" -Renamed almost all butterfly jars to make their names uniform with one another and consistent with the butterfly inside of it
(Unfortunately, all of the above technicalchanges mean that the mentioned blocks/items in existing worlds will be deleted. I am very sorry for this inconvenience, but its good for the cleanliness and long term playability of the mod that I go in and fix some of these mislabeled blocks/items each update to make everything more consistent)
Updated the ID of the Frigid_Zombie and Frigid_Skeleton to match their in game name
Remade the procedures for when the legendary beasts die, so that when they die from ANY source, they can still drop their loot, not just direct player attacks
Shortened the hitbox of forest moss from 9Y to 7Y
Increased the Hitbox size of Decorative Lanterns so they remain consistent between decorative variants when using the hammer
Forest Rock Structures now spawn on the "Local_Modifications" spawn stage to prevent them spawning rarely inside of Auburn Trees
Rocks (formerly ground pebbles) will now spawn in groups or "patches" across the ground instead of randomly
Auburn trees now properly are grown with 2x2 sapling formation, and grow their normal shape and size
White Oak, Auburn, Palm, and Soft Birch trees now properly spawn on the "Vegetal decoration" generation stage
Removed the Gilded Ent From the creative inventory, as it was not supposed to be visible
Hatch Blocks can now be obtained with silk touch
Added Baobab leaves to the Minecraft:leaves tag, as they were missing
Recreated the procedure that spawns White Oak Trees, Spruce trees, Birch Trees, and Baobab trees, removing extra and redundant procedures in the process
Recreated the procedure that handles the stripping of wood on trees, reducing the amount of redundant procedures in the process
Slightly changed the shape of the Baobab Trees so their branches are a little thicker
Getting hit by a baby phoenix's fireball will now ignite the player for 3s
Ground pebbles now have solid hitboxes
Renamed the "Glowstone butterfly" to the "Glowstone Morpho"
Reamed the "Enderfly" to the "Ender Eyespot"
Optimized the procedure for using bone meal on a white oak, tall birch, and auburn saplings, so they should grow in correctly sized spaces more reliably
Lowered the chance from 38 > 15% for a bonemeal to work on a white oak sapling, which is consistent with vanilla
All custom saplings now have a random XZ offset as properly intended
Made the hitbox and shadow sizes of the Squirrel more accurate
Updated the death procedure for the squirrels so looting and fire aspect work properly
Removed the white, grey, brown, and black squirrel mobs, replacing them with one "Squirrel" mob that changes color based on the biome type it spawns in
Removed all excess models of butterflies, condensing it down to only two models to save a little on mod size
Decreased the generation chance of Baobab Trees in large fields by 50%
Rocks placed by players no longer randomize their blockstate
KNOWN/UNFIXED BUGS:
-Custom zombie and skeleton loot tables don't work with the looting enchantment -Colored fire doesn't light TNT -The AI of the toxic gator does not work as intended when in water -Custom fish cannot be caught with a fishing rod -Baobab Saplings do not grow on their own
LUMINOUS V1.5.5 Changelog
NEW FEATURES:
FIXES:
RETEXTURES / MODEL CHANGES:
TECHNICAL CHANGES:
Changed the IDs of all music discs to match the way vanilla handles them
Changed the ID of the "pheonix_feather", in order to spell "phoenix" correctly
Changed the ID of the "pheonix_trophy", in order to spell "phoenix" correctly
Changed the ID of the n the Baobab Wood, Log, Sapling, Leaves, Shelf, and Table blocks
Condensed the ID of "ground_pebbles_1, ground_pebbles_2, and ground_pebbles_3" into one block with three blockstates; luminousworld:rocks
Updated the ID of (almost) All butterfly jars, making them consistent with the actual names of the butterflies
Deleted "forest_moss_1, forest_moss_2, and forest_moss_3" in favor of a simpler "forest_moss" plant -Condensed the ID of "decorative_brown_mushroom1 and decorative_brown_mushroom2" into one block with two blockstates; "luminousworld:brown_fungi" -Condensed the ID of "decorative_red_mushroom1 and decorative_red_mushroom2" into one block with two blockstates; "luminousworld:red_fungi" -Renamed almost all butterfly jars to make their names uniform with one another and consistent with the butterfly inside of it
(Unfortunately, all of the above technicalchanges mean that the mentioned blocks/items in existing worlds will be deleted. I am very sorry for this inconvenience, but its good for the cleanliness and long term playability of the mod that I go in and fix some of these mislabeled blocks/items each update to make everything more consistent)
Updated the ID of the Frigid_Zombie and Frigid_Skeleton to match their in game name
Remade the procedures for when the legendary beasts die, so that when they die from ANY source, they can still drop their loot, not just direct player attacks
Shortened the hitbox of forest moss from 9Y to 7Y
Increased the Hitbox size of Decorative Lanterns so they remain consistent between decorative variants when using the hammer
Forest Rock Structures now spawn on the "Local_Modifications" spawn stage to prevent them spawning rarely inside of Auburn Trees
Rocks (formerly ground pebbles) will now spawn in groups or "patches" across the ground instead of randomly
Auburn trees now properly are grown with 2x2 sapling formation, and grow their normal shape and size
White Oak, Auburn, Palm, and Soft Birch trees now properly spawn on the "Vegetal decoration" generation stage
Removed the Gilded Ent From the creative inventory, as it was not supposed to be visible
Hatch Blocks can now be obtained with silk touch
Added Baobab leaves to the Minecraft:leaves tag, as they were missing
Recreated the procedure that spawns White Oak Trees, Spruce trees, Birch Trees, and Baobab trees, removing extra and redundant procedures in the process
Recreated the procedure that handles the stripping of wood on trees, reducing the amount of redundant procedures in the process
Slightly changed the shape of the Baobab Trees so their branches are a little thicker
Getting hit by a baby phoenix's fireball will now ignite the player for 3s
Ground pebbles now have solid hitboxes
Renamed the "Glowstone butterfly" to the "Glowstone Morpho"
Reamed the "Enderfly" to the "Ender Eyespot"
Optimized the procedure for using bone meal on a white oak, tall birch, and auburn saplings, so they should grow in correctly sized spaces more reliably
Lowered the chance from 38 > 15% for a bonemeal to work on a white oak sapling, which is consistent with vanilla
All custom saplings now have a random XZ offset as properly intended
Made the hitbox and shadow sizes of the Squirrel more accurate
Updated the death procedure for the squirrels so looting and fire aspect work properly
Removed the white, grey, brown, and black squirrel mobs, replacing them with one "Squirrel" mob that changes color based on the biome type it spawns in
Removed all excess models of butterflies, condensing it down to only two models to save a little on mod size
Decreased the generation chance of Baobab Trees in large fields by 50%
Rocks placed by players no longer randomize their blockstate
KNOWN/UNFIXED BUGS:
-Custom zombie and skeleton loot tables don't work with the looting enchantment -Colored fire doesn't light TNT -The AI of the toxic gator does not work as intended when in water -Custom fish cannot be caught with a fishing rod -Baobab Saplings do not grow on their own
LUMINOUS V1.5.5 Changelog
NEW FEATURES:
FIXES:
RETEXTURES / MODEL CHANGES:
TECHNICAL CHANGES:
Changed the IDs of all music discs to match the way vanilla handles them
Changed the ID of the "pheonix_feather", in order to spell "phoenix" correctly
Changed the ID of the "pheonix_trophy", in order to spell "phoenix" correctly
Changed the ID of the n the Baobab Wood, Log, Sapling, Leaves, Shelf, and Table blocks
Condensed the ID of "ground_pebbles_1, ground_pebbles_2, and ground_pebbles_3" into one block with three blockstates; luminousworld:rocks
Updated the ID of (almost) All butterfly jars, making them consistent with the actual names of the butterflies
Deleted "forest_moss_1, forest_moss_2, and forest_moss_3" in favor of a simpler "forest_moss" plant -Condensed the ID of "decorative_brown_mushroom1 and decorative_brown_mushroom2" into one block with two blockstates; "luminousworld:brown_fungi" -Condensed the ID of "decorative_red_mushroom1 and decorative_red_mushroom2" into one block with two blockstates; "luminousworld:red_fungi" -Renamed almost all butterfly jars to make their names uniform with one another and consistent with the butterfly inside of it
(Unfortunately, all of the above technicalchanges mean that the mentioned blocks/items in existing worlds will be deleted. I am very sorry for this inconvenience, but its good for the cleanliness and long term playability of the mod that I go in and fix some of these mislabeled blocks/items each update to make everything more consistent)
Updated the ID of the Frigid_Zombie and Frigid_Skeleton to match their in game name
Remade the procedures for when the legendary beasts die, so that when they die from ANY source, they can still drop their loot, not just direct player attacks
Shortened the hitbox of forest moss from 9Y to 7Y
Increased the Hitbox size of Decorative Lanterns so they remain consistent between decorative variants when using the hammer
Forest Rock Structures now spawn on the "Local_Modifications" spawn stage to prevent them spawning rarely inside of Auburn Trees
Rocks (formerly ground pebbles) will now spawn in groups or "patches" across the ground instead of randomly
Auburn trees now properly are grown with 2x2 sapling formation, and grow their normal shape and size
White Oak, Auburn, Palm, and Soft Birch trees now properly spawn on the "Vegetal decoration" generation stage
Removed the Gilded Ent From the creative inventory, as it was not supposed to be visible
Hatch Blocks can now be obtained with silk touch
Added Baobab leaves to the Minecraft:leaves tag, as they were missing
Recreated the procedure that spawns White Oak Trees, Spruce trees, Birch Trees, and Baobab trees, removing extra and redundant procedures in the process
Recreated the procedure that handles the stripping of wood on trees, reducing the amount of redundant procedures in the process
Slightly changed the shape of the Baobab Trees so their branches are a little thicker
Getting hit by a baby phoenix's fireball will now ignite the player for 3s
Ground pebbles now have solid hitboxes
Renamed the "Glowstone butterfly" to the "Glowstone Morpho"
Reamed the "Enderfly" to the "Ender Eyespot"
Optimized the procedure for using bone meal on a white oak, tall birch, and auburn saplings, so they should grow in correctly sized spaces more reliably
Lowered the chance from 38 > 15% for a bonemeal to work on a white oak sapling, which is consistent with vanilla
All custom saplings now have a random XZ offset as properly intended
Made the hitbox and shadow sizes of the Squirrel more accurate
Updated the death procedure for the squirrels so looting and fire aspect work properly
Removed the white, grey, brown, and black squirrel mobs, replacing them with one "Squirrel" mob that changes color based on the biome type it spawns in
Removed all excess models of butterflies, condensing it down to only two models to save a little on mod size
Decreased the generation chance of Baobab Trees in large fields by 50%
Rocks placed by players no longer randomize their blockstate
KNOWN/UNFIXED BUGS:
-Custom zombie and skeleton loot tables don't work with the looting enchantment -Colored fire doesn't light TNT -The AI of the toxic gator does not work as intended when in water -Custom fish cannot be caught with a fishing rod -Baobab Saplings do not grow on their own
LUMINOUS V1.5.4 Changelog
NEW FEATURES:
-Removed Light Blue Fire powder; it was redundant due to soul fire already existing
-Added the "minecraft:combination_step_sound_blocks" tag to snowy grass, snowy poppy, and snowy dandelion, so the step sound of walking on them will be the same as vanilla
-Added the "Minecraft:snow" tag to snowy grass, snowy poppy, and snowy dandelion, so the grass below them turns to snow (CURRENTLY BUGGED WITH NATURALLY SPAWNED ONES)
-Added the #minecraft:overworld_carver_replaceables tag to snowy grass, snowy poppy, and snowy dandelion
-The Shellmet now also detects blocks tagged in the Minecraft:sand tag, so the speed ability is now compatible with other mods' custom sand
-Added the "minecraft:logs_that_burn" tag to all custom log blocks, meaning they can al be smelted into charcoal
-Added the "minecarft:overworld_natural_logs" tags to all custom log blocks, meaning that they can break goat horns when hit by a goat
-Added the "Minecraft:skeletons" tag to all custom skeletons, so if they kill creepers, they will drop music discs
-Changed the Jar recipe, now requiring 1 glass block and one wooden slab of any type
-Added a localization entry for a description of the "launch" enchantment, usable by other mods
-Added an "Agro" animation to the yeti, so it walks faster when chasing you
-ALL butterfly types will now follow players who are holding specific flowers/plants in their hand
List of butterflies and their attractions:
-Monarch: White Clovers
-Black Swallowtail: Oxeye Daisy
-Spring Azure: Purple Wildflowers
-Yellow Swallowtail: Buttercups
-Buckeye: Sunset Wildflowers
-White Hairstreak: Orange Tulip
-Blue Monarch: Blue Wildflowers
-Emerald Swallowtail: Glowberries
-Rusty Page: Poppy
-Zebra Longwing: Snow Dandelion
-Mourning Cloak: Snow Poppy
-Littlewood Satyr: Blue Orchid
-Orange Tip: Lily of the Valley
-Savanna Charaxes: Poppy
-Ringlet: Dandelion
-Cherry Rose: Pink Pedals
-Birdwing: Azure Bluet
-Crimson Butterfly: Crimson Fungus
-Glowstone Butterfly: Crimson Roots
-Soul Butterfly: NONE
-Chorus Morpho: Chorus Fruit
-Ender Eyespot: Popped Chorus Fruit
BUG FIXES:
-All Zombie/Skeleton variants will no longer drop xp if they die from natural causes
-Added a missing "strip" sound when stripping custom logs
-Fixed an issue where Ancient sandstone slabs would not break faster when mined with a pickaxe
-Decorative Cauldrons can now properly be harvested with wooden tools
-Fixed an issue where the player was not able to release a Birdwing Butterfly after catching it in a net
-Fixed a long standing issue where Palm leaves would not decay properly
-Fixed an issue where one of the clover plants would have a lighting bug when placed in certain directions
-Fixed a bug that caused the player to be able to plant seeds on savanna grass blocks
-Fixed a bug that prevented decorative lanterns from being placeable like vanilla lanterns
RETEXTURES / MODEL CHANGES:
-Fixed an issue where the top of the Arid Yeti's texture was missing
-Retextured and Remodeled the Phoenix, Baby Phoenix, Wind Phoenix, and Baby Wind Phoenix - with new textures by @ModderG on X!
-Updated the texture of the Wild Palm Leaves
-Updated the texture of the Wild Palm Sapling
TECHNICAL CHANGES:
-ALL Decorative blocks are now SINGLE instances (potions, tables, shelves, pots, EVERYTHING) All duplicate block instances (EX: Dandelion_pot_2, paper_pile_2) are removed, and instead, the rotations of the decorations are handles via block states. This will result in a much cleaner way to interact with these blocks, while keeping them all the same id, and reducing the size of the mod. ALL previously placed decorations that have been rotated with the hammer to a different state than their default WILL be removed. I apologize for this inconvenience.
-A large amount of Decorative blocks have had their IDs changed, making them more legible and less random. This means that they will be removed in your world upon updating. I am sorry for this inconvenience, but for the cleanliness and consistency of the mod, it has to be done.
Affected decorations are: potions, glass blocks, glass panes, decorative pickaxes, decorative swords, Paper Pile, Decorative Books, Decorative cauldrons, and decorative lanterns
-Decorative Lanterns now have their own break particles
-Decorative Lanterns have been renamed from "hanging lantern" to "decorative lantern"
-The King Hermit has had its ID changed to "Hermit_King" from "King_Crab" for consistency
-The Vile Gator has had its ID changed to "Vile_Gator" from "Toxic_Gator" for consistency
-Renamed the "Frozen Vile Gator" to what its ID is, the "Frigid Gator
-Renamed the "Stalker", "Bogged Stalker", and "Tamed Stalker" to the "Shadow", "Bogged Shadow", and "Tamed Shadow" so they don't get confused with the bone stalker or bogged bone stalker in the menu
-Palm Tree spawns have been reduced significantly
-Ancient Ruin spawns have been reduced significantly
-All Custom Leaf types now can be broken faster with a hoe
-Crops can no longer be placed on the Savanna Grass Block
-Crops can no longer be placed on the Savanna Soil Block
-Savanna Grass Blocks will now drop Savanna Soil when Broken instead of dirt
-Increased the rarity of BaoBab trees slightly
-The Zebras Leather loot table is now affected by looting
-Crabs are now immune to drowning and will no longer float on water
-Removed tint from Snow Poppy and Snow Dandelions
-Snow Grass, Poppies, and Danelions are much more likely to replace their normal counterparts in snowy biomes
-Fixed a typo in the "Medieval Sands" music disc
-Pebbles will no longer spawn in Desert Biomes
-The Shellmet now affects players attributes instead of granting speed as a potion, meaning the speed buff will now stack with speed potions
-Increased the time between Sea Viper and Coral Sea Viper Blindness Attacks from 10 > 12 seconds
-Decreased the amount of bubble particles released during the Sea Viper and Coral Sea Viper Blindness attack from 35 > 10
-The Advancement for killing the Gilded Ent is now hidden by default
-Increased the range of attack for the Golden King Hermit from 1.5 > 2
-Reduced the time in ticks it takes the Hermit King and Golden Hermit king to resume attacking after unhiding from 60 > 30
-Increased the time that it takes to spawn poof particles from 20 > 80 for the Mummy and Red Mummy
-Increased the time that it takes to spawn poof particles from 20 > 45 for the Yeti and Arid Yeti
-Increased the time that it takes to spawn poof particles from 20 > 35 for the Vile Gator and Frigid Gator
-Increased the time that it takes to spawn poof particles from 20 > 40 for the Witchdoctor and Woodland Witchdoctor
-Decreased Hermit King Damage from 12 > 10
-Doubled the spawn chance of the coral sea viper egg feature, so it is easier to find
-Reduced the velocity addition when the Vile Gator and Frigid Vile Gator throws you from 1 > 0.7
-Compressed/cleaned up the Procedure that spawns the Palm trees significantly, reducing the file size
-Compressed/cleaned up the procedure that spawns the Ancient Ruins significantly, reducing the file size
-Updated the block ID of the Yeti trophy, so it's consistent with its name
-Decreased the hitbox size of the decorative sword blocks, so they match with the decorative pickaxes
-Changed the default sounds of the ancient brick set to stone
-All custom leaf types now drop more sapling when fortune is used
-Rearranged the AI of the Deer, so it will run away more consistently from the player
-Fixed the Mob IDs of the (Phoenix, Wind Phoenix, and Baby Phoenix), so the word "phoenix" is spelled correctly
-Fixed the block ID of the "snow_dandelion" so that dandelion is spelled correctly
-Reordered the Ai blocks for the Baby Wind Phoenix, so it will detect the player when it spawns more consistently
-Fixed inconsistently placed text in the Butterfly encyclopedia between pages
-Added "butterfly" to the Cherry Rose and Birdwing butterfly, to make their names consistent with other butterflies
-Added a larger and more consistent with vanilla hitbox to the Snow Poppy, Snow Dandelion, and Snowy Grass
-The Snow Poppy, Snow Dandelion, and Snowy Grass will now make both snow and plant breaking sounds when destroyed
-Improved the "Ground pound" attack of the Yeti, so it knocks the player back in the correct direction more consistently
-The particles and sounds of the Yeti and Arid Yeti's "ground pound" attack are more consistent with where the entity is when it attacks
-Reduced the number of zombies and cave spiders that the Witchdoctor and Woodland WitchDoctor release during both phases of its attack
-The Witchdoctor and Woodland Witchdoctor now gain resistance during their "escape" phases, so players will deal decreased damage while he is invisible
-cleaned up the procedure for spawning custom undead mobs in deserts and cold biomes, so the procedure now uses both C: and forge: namespaces for better compatibility with biome mods
-Removed all "grass_variant_X" blocks from the mod. All alternate grass textures are now hard coded into the mod, meaning, normal minecraft:grass has 3 new textures!
KNOWN/UNFIXED BUGS:
-Custom zombie and skeleton loot tables don't work with the looting enchantment
-Colored fire doesn't light TNT
-The AI of the toxic gator does not work as intended when in water
-Custom fish cannot be caught with a fishing rod
-Baobab Saplings do not grow on their own

Illuminate and expand your base Minecraft experience with overhauled biomes, new mobs, new decorative blocks, and tough beasts to hunt!