Bugfixes:
- Fixed a server-side crash related to calling the OilColourHandler when it is only meant to be called client-side (fixes issue #147)
Changes in version 3.2.0 (inclusive to this but not on Modrinth because of a server-side crash):
A lot of changes and bugfixes this time around. Many of which are overdue. Sorry about that
Bugfixes:
- The mod now enforces an order of loading reloadable values (mainly used for weapon traits). This fixes a crash with addon mods causing out of order issues (issue #125, and it's duplicates). This issue was really hard to pin down due to how unreliable it was to trigger. It will now load them in the following order :
- Oil Colours
- Materials
- Weapon Archetypes
- Each weapon item itself
- Fixed a typo for the description of the Wither Skeleton Spawn with weapon config
- Fixed instant potion effects on oiled weapons not being applied (fixes issue #106)
- Removed debug logging that is apparently is spamming people's log files (fixes my part of issue #124)
- Removed an unused texture without a proper name. Turned out to be an old bronze crossbow pulling texture
- Longswords should now have Sweep I as they always should have and also enchanting Sweep I weapons with Sweeping Edge! Greatswords no longer can be enchanted with it as it wasn't meant to in the first place. (Addresses a couple of issues raised in #121)
- When the mod checks for (in)compatible enchantments for certain Weapon Traits, they will now check if it's incompatible first, rather than if it's compatible first (fixes issue #114)
Tweaks:
- Whitelisted digger/tool enchantments for weapons with the Versatile Weapon Trait. This means that by default, Battle Axes can now have Efficiency, Fortune, etc. (requested by issue #112)
- Added a config option to disable oil recipes. In relation to this…
- Oil Recipes are now reloaded when the world is loaded (after tags are updated)
- Removed the subtype interpreter for all tipped arrow variants so the only ones that show in JEI is the default one
- Damage and Speed values for weapons are now reevaluated when the game loads. This allows weapons from add-on mods to properly update the damage value based on the weapon type. This doesn't apply to the material type though
Additions:
- Added the following recipes for various vanilla resources for most heads/skulls from this mod:
- Blaze Head -> 4 Blaze Powder
- Enderman Head -> 2 Ender Pearls
- Spider/Cave Spider Head -> 4 Spider Eyes
- Zombie Head (all variants, except vanilla) -> 4 Rotten Flesh
- Stray Skull -> 4 Bone Meal
- Added a French translation, courtesy of Samlegamer. Thanks a bunch!
- Updated the Chinese translation, courtesy of MrMikeForDev. Thanks a bunch!
- Added the ability for Piglins, Piglin Brutes and Wither Skeletons to spawn with Gold weapons except the Battleaxe and Halberd (Piglin), Gold Battleaxe and Halberd (Piglin Brute) and Stone weapons (Wither Skeleton). This can be disabled in config
API Changes:
- Pushed API version to 12
- Added generic trait callbacks, so that any type of Weapon Trait can make use of certain methods, regardless of the weapon type. Most of these were lifted from the Melee callback, but they are also useful for other weapon types. Both version should still work though for compatibility.
- onItemUpdate() - Per-tick update for weapons
- onModifyAttributes() - Modifies attributes when creating the weapon's attribute table. There is still a Melee-specific version of this which will only work on Melee weapons
- onCreateItem() - Triggered when a new item is created… useful for pre-enchanting weapons
- onDamageItem() - Triggered when the weapon takes durability damage… can be used to negate (or even increase) durability damage
- Added a few new methods to the Model Generator for data generation that allows models to optionally specify a sub-folder that textures the mod is looking for is in.
- Added a few new methods to the Recipe Provider that allows a modId to be specified for the recipe to load at runtime
- Fixed a few problems with tooltips for Longbows and Heavy Crossbows
Bugfixes:
- Fixed a bug where a Caestus can be used to bypass hurt resistance using a separate weapon. Many thanks to Kotlin for the fix.
- Fixed Wide Sweep hitbox not being applied to the Scythe. Thanks to SlepDepriv for the fix.
Tweaks:
- Major buildscript updates, using a more modern version of ForgeGradle (this doesn't affect mod functionality at all). Thanks to fonnymunkey for the update for this.
- Removed So Many Enchantments compatibilty code due to that mod handling it now via config files
- Disabled modded weapons using the color tinting system. They now use dedicated textures, like in versions 2.x and above of Spartan Weaponry. This should hopefully improve performance. This also probably breaks some addon mods color tinting. Let me know if this is the case.
Changes in version 1.6.0:
A few new things for the 1.12.2 version
Additions:
- Backported Scythes with a few differences. Special thanks to Kotlin for making this possible!
- Added the "Wide Sweep" as a new Weapon Property. Wide Sweep increases the range of sweep attacks as well as doing full damage across any mobs hit by it. This replaces the "Decapitate" Weapon Trait in newer versions since there aren't any new mob heads in this version
- Backported the "Head Damage Bonus" from newer versions too for use with the Scythe.
Tweaks:
- Updated translations for the French and Russian translations (also thanks to Kotlin)
Bugfixes:
- Fixed Quick Strike re-adding invulnerability time to mobs when striking too early (thanks again to Kotlin)
- Fixed Longbows not giving arrows the critical effect when fully charged. It only worked with exact timing previously
- Fixed Throwing Weapon projectiles being deleted when hitting an Armor Stand
Bugfixes:
- Fixed the below recipe serialization bug which was preventing people from joining servers.
java.lang.NoSuchMethodError: 'floatcom.oblivioussp.spartanweaponry.item.crafting.ITagCookingRecipe.m_43750_()'
Changes in Version 3.1.2:
Another slew of bugfixes!
Bugfixes:
- Updated JEI version and JEI plugin for Spartan Weaponry to fix a crash with viewing Oil recipes (fixes issue #59) NOTE: This will cause older versions of JEI to not be able to view Oil Recipes at all! They will still work however.
- Changed repair material tag to a specialist version that combines both "forge:ingots/aluminum" and "forge:ingots/aluminium", enabling compatiblity with Gregtech Aluminium (fixes issue #61)
- Quiver HUD now displays ammo count and the keybind that accesses that quiver (fixes issue #66)
- Fixed a client-side desync with Quivers when playing on a server, resulting in no ammo being displayed on the quiver icon and the ammo count incorrectly being counted as zero. (resolves issue #68)
- Zombies will no longer have a 50% chance to spawn with a weapon from this mod in it's hand. This was an oversight from testing and is now set to configured settings
- The config now updates damage values for both Clubs and both Cestusae
- Added a sanity check to prevent quiver logic from causing a crash when not present (resolves issue #64)
- Moved the ItemModelGenerator Mixin to only being active on the client-side. It didn't need to be present on the server-side
Tweaks:
- If there is a mod that adds a dedicated Quiver slot, this mods Quivers can now be placed in them
- Added recipes to smelt metal weapons into their respective nugget materials, like vanilla's equivalent swords. These recipes respect the config settings for disabling certain weapon types and materials, and has a item tag output (resolves issue #58)
Changes in Version 3.1.1:
Quite a lot of bugfixes with this one
NOTE: Addon authors, there shouldn't be any breaking changes to the API, but test just in case!
API Changes:
- Pushed API version to version 11
- Trait callbacks are now checked to determine the trait types. This means that you will no longer need to call 'setMelee()' 'setRanged()' or 'setThrowing()' in your trait's creation to set it manually
- Material Traits now store lists for each weapon type (melee, ranged and throwing). This means only the traits that are valid for the weapon type are added to each respective weapon (this resolves issue #53)
- Action Traits are now checked by the existence of their action trait callback. As a result, the 'setAction()' method and 'isAction' field in WeaponTraits are now deprecated, as they no longer do anything.
- Fixed the localizations for trait types shown when sneaking while viewing the trait that were not meant to be defined for addon authors (This specifically fixes issue #47)
Bugfixes:
- Fixed Heads not being shown in the Creative mode Tab or JEI (part 1/2 fixes issue #48)
- Removed the Piglin Head because a vanilla version exists now (part 2/2 fixes issue #48)
- Using the Decapitate trait on Piglins now have a chance to drop vanilla Piglin Heads instead
- Zombie Piglin heads now use the vanilla Piglin Head model so it's ear flops around like the vanilla one does now
- Diamond and Netherite Tipped Bolts are now added to the 'spartanweaponry:bolts' tag, due to a bug which added their non-tipped variants in twice being fixed. This means that those tipped Bolts will now work in Heavy Crossbows and Bolt Quivers (fixes issues #50 and 52)
- Fixed Quivers not being resized when upgrading them. They now have a custom item handler capability which allows resizing of the item list. Any bugged quivers will be fixed by simply opening them as normal (part 1/2 fixes issue #49)
- Fixed tipped Bolt projectiles not having textures (part 2/2 fixes issue #49)
- Fixed the Quiver Access Keybind now showing or being configurable in the Keybinds menu (fixes issue #41)
Other Changes:
- Added config for changing Head Damage Bonus Trait value
- Updated Russian translation courtesy of SplashedTomato
- Added both alexvirgo13 and SplashedTomato to the credits as translators. Thanks to the both of you
- Removed references to coating textures for the Cestus since it is a 3D model and doesn't support them
- Quite a bit of code cleanup
Changes in Version 3.1.0:
It's finally here! Updated for Minecraft 1.20.1!
Changes:
- Changed Quiver upgrade kits to two separate items due to changes to vanilla's Smithing Table:
- Quiver Compartment -> works as a Smithing Template
- Quiver Braces -> Comes in Medium, Large and Huge tiers, like the upgrade kits from prior versions
IMPORTANT: This release is *NOT* compatible from versions 1.20.2 to 1.20.6 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Another slew of bugfixes!
Bugfixes:
- Updated JEI version and JEI plugin for Spartan Weaponry to fix a crash with viewing Oil recipes (fixes issue #59) NOTE: This will cause older versions of JEI to not be able to view Oil Recipes at all! They will still work however.
- Changed repair material tag to a specialist version that combines both "forge:ingots/aluminum" and "forge:ingots/aluminium", enabling compatiblity with Gregtech Aluminium (fixes issue #61)
- Quiver HUD now displays ammo count and the keybind that accesses that quiver (fixes issue #66)
- Fixed a client-side desync with Quivers when playing on a server, resulting in no ammo being displayed on the quiver icon and the ammo count incorrectly being counted as zero. (resolves issue #68)
- Zombies will no longer have a 50% chance to spawn with a weapon from this mod in it's hand. This was an oversight from testing and is now set to configured settings
- The config now updates damage values for both Clubs and both Cestusae
- Added a sanity check to prevent quiver logic from causing a crash when not present (resolves issue #64)
- Moved the ItemModelGenerator Mixin to only being active on the client-side. It didn't need to be present on the server-side
Tweaks:
- If there is a mod that adds a dedicated Quiver slot, this mods Quivers can now be placed in them
- Added recipes to smelt metal weapons into their respective nugget materials, like vanilla's equivalent swords. These recipes respect the config settings for disabling certain weapon types and materials, and has a item tag output (resolves issue #58)
Changes in Version 3.1.1:
Quite a lot of bugfixes with this one
NOTE: Addon authors, there shouldn't be any breaking changes to the API, but test just in case!
API Changes:
- Pushed API version to version 11
- Trait callbacks are now checked to determine the trait types. This means that you will no longer need to call 'setMelee()' 'setRanged()' or 'setThrowing()' in your trait's creation to set it manually
- Material Traits now store lists for each weapon type (melee, ranged and throwing). This means only the traits that are valid for the weapon type are added to each respective weapon (this resolves issue #53)
- Action Traits are now checked by the existence of their action trait callback. As a result, the 'setAction()' method and 'isAction' field in WeaponTraits are now deprecated, as they no longer do anything.
- Fixed the localizations for trait types shown when sneaking while viewing the trait that were not meant to be defined for addon authors (This specifically fixes issue #47)
Bugfixes:
- Fixed Heads not being shown in the Creative mode Tab or JEI (part 1/2 fixes issue #48)
- Removed the Piglin Head because a vanilla version exists now (part 2/2 fixes issue #48)
- Using the Decapitate trait on Piglins now have a chance to drop vanilla Piglin Heads instead
- Zombie Piglin heads now use the vanilla Piglin Head model so it's ear flops around like the vanilla one does now
- Diamond and Netherite Tipped Bolts are now added to the 'spartanweaponry:bolts' tag, due to a bug which added their non-tipped variants in twice being fixed. This means that those tipped Bolts will now work in Heavy Crossbows and Bolt Quivers (fixes issues #50 and 52)
- Fixed Quivers not being resized when upgrading them. They now have a custom item handler capability which allows resizing of the item list. Any bugged quivers will be fixed by simply opening them as normal (part 1/2 fixes issue #49)
- Fixed tipped Bolt projectiles not having textures (part 2/2 fixes issue #49)
- Fixed the Quiver Access Keybind now showing or being configurable in the Keybinds menu (fixes issue #41)
Other Changes:
- Added config for changing Head Damage Bonus Trait value
- Updated Russian translation courtesy of SplashedTomato
- Added both alexvirgo13 and SplashedTomato to the credits as translators. Thanks to the both of you
- Removed references to coating textures for the Cestus since it is a 3D model and doesn't support them
- Quite a bit of code cleanup
Changes in Version 3.1.0:
It's finally here! Updated for Minecraft 1.20.1!
Changes:
- Changed Quiver upgrade kits to two separate items due to changes to vanilla's Smithing Table:
- Quiver Compartment -> works as a Smithing Template
- Quiver Braces -> Comes in Medium, Large and Huge tiers, like the upgrade kits from prior versions
IMPORTANT: This release is *NOT* compatible from versions 1.20.2 to 1.20.6 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
A few new things for the 1.12.2 version
Additions:
- Backported Scythes with a few differences. Special thanks to Kotlin for making this possible!
- Added the "Wide Sweep" as a new Weapon Property. Wide Sweep increases the range of sweep attacks as well as doing full damage across any mobs hit by it. This replaces the "Decapitate" Weapon Trait in newer versions since there aren't any new mob heads in this version
- Backported the "Head Damage Bonus" from newer versions too for use with the Scythe.
Tweaks:
- Updated translations for the French and Russian translations (also thanks to Kotlin)
Bugfixes:
- Fixed Quick Strike re-adding invulnerability time to mobs when striking too early (thanks again to Kotlin)
- Fixed Longbows not giving arrows the critical effect when fully charged. It only worked with exact timing previously
- Fixed Throwing Weapon projectiles being deleted when hitting an Armor Stand
Quite a lot of bugfixes with this one
NOTE: Addon authors, there shouldn't be any breaking changes to the API, but test just in case!
API Changes:
- Pushed API version to version 11
- Trait callbacks are now checked to determine the trait types. This means that you will no longer need to call 'setMelee()' 'setRanged()' or 'setThrowing()' in your trait's creation to set it manually
- Material Traits now store lists for each weapon type (melee, ranged and throwing). This means only the traits that are valid for the weapon type are added to each respective weapon (this resolves issue #53)
- Action Traits are now checked by the existence of their action trait callback. As a result, the 'setAction()' method and 'isAction' field in WeaponTraits are now deprecated, as they no longer do anything.
- Fixed the localizations for trait types shown when sneaking while viewing the trait that were not meant to be defined for addon authors (This specifically fixes issue #47)
Bugfixes:
- Fixed Heads not being shown in the Creative mode Tab or JEI (part 1/2 fixes issue #48)
- Removed the Piglin Head because a vanilla version exists now (part 2/2 fixes issue #48)
- Using the Decapitate trait on Piglins now have a chance to drop vanilla Piglin Heads instead
- Zombie Piglin heads now use the vanilla Piglin Head model so it's ear flops around like the vanilla one does now
- Diamond and Netherite Tipped Bolts are now added to the 'spartanweaponry:bolts' tag, due to a bug which added their non-tipped variants in twice being fixed. This means that those tipped Bolts will now work in Heavy Crossbows and Bolt Quivers (fixes issues #50 and 52)
- Fixed Quivers not being resized when upgrading them. They now have a custom item handler capability which allows resizing of the item list. Any bugged quivers will be fixed by simply opening them as normal (part 1/2 fixes issue #49)
- Fixed tipped Bolt projectiles not having textures (part 2/2 fixes issue #49)
- Fixed the Quiver Access Keybind now showing or being configurable in the Keybinds menu (fixes issue #41)
Other Changes:
- Added config for changing Head Damage Bonus Trait value
- Updated Russian translation courtesy of SplashedTomato
- Added both alexvirgo13 and SplashedTomato to the credits as translators. Thanks to the both of you
- Removed references to coating textures for the Cestus since it is a 3D model and doesn't support them
- Quite a bit of code cleanup
Changes in Version 3.1.0:
It's finally here! Updated for Minecraft 1.20.1!
Changes:
- Changed Quiver upgrade kits to two separate items due to changes to vanilla's Smithing Table:
- Quiver Compartment -> works as a Smithing Template
- Quiver Braces -> Comes in Medium, Large and Huge tiers, like the upgrade kits from prior versions
IMPORTANT: This release is *NOT* compatible from versions 1.20.2 to 1.20.6 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
It's finally here! Updated for Minecraft 1.20.1!
Changes:
- Changed Quiver upgrade kits to two separate items due to changes to vanilla's Smithing Table:
- Quiver Compartment -> works as a Smithing Template
- Quiver Braces -> Comes in Medium, Large and Huge tiers, like the upgrade kits from prior versions
IMPORTANT: This release is *NOT* compatible from versions 1.20.2 to 1.20.6 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Moar Bugfixes:
- Updated version of Shoulder Surfing Reloaded (again!) to version 4.1.1. It now requires that version or higher to be present if that mod is installed (finally resolving issue #35)
- Fixed the quiver keybind not showing in the options menu (resolving issue #41)
Changes in Version 3.0.6:
Bugfixes:
- Updated version of Shoulder Surfing Reloaded used to version 3.1.3+ and enforcing using the new version of the API to fix the mod crashing Can also be manually disabled via config (resolves issue #35)
- Added a check to enable crosshair display when Leawind's Third Person mod is installed in third person (resolves issue #38)
- Added removing Constantan and Aluminum weapons in JEI via its plugin if disabled (resolves issue #34)
- Fixed naming issues with all non-English language files. They will show some localized names, but most still need updating for the new version. (resolves issue #33) Please submit a pull request if you have updated them here: https://github.com/ObliviousSpartan/SpartanWeaponry
Changes in Version 3.0.5:
Bugfixes:
- Integrated MixinExtras library into the mod using jarjar (jar file within a jar file, basically) to resolve a Mixin redirect conflict with the Footwork API. Both mods work together now
- Fixed a crash caused by the Shoulder Surfing Reloaded mod not liking this mod disabling the crosshair HUD element to replace it with my own
Additions:
- Added integration with the Footwork API to use its armor piercing code when needed
- Added integration with Shoulder Surfing Reloaded as well. The custom crosshairs now can be dynamically offset when required. Any numerical values don't move on the crosshair as well
NOTE:
There is no datapack integration with Project War Dance and Cloak and Dagger… yet! Adding proper integration for those mods has been proven to be more complex than I thought and I plan on adding proper integration to the 1.20.1 version which I hope to release in a few weeks
Changes in Version 3.0.4-beta-2:
Additions:
- Re-added the fully charged attack bonus from Throwing weapons from 1.12.2. Now Throwing weapons will only give the Thrown Damage Bonus depending on it's charge (resolves issue #23)
- Added Spanish (Spain) translation courtesy of alexvirgo13! (resolves isue #25)
Bugfixes:
- Fixed a typo in the Mixin config file preventing any Mixins from running (resolves issues #22 and #24)
- Fixed a small calculation bug with Sweep damage which makes Glaives inflict slightly too much sweep damage (resolves issue #24)
- Also fixed some tooltip bugs regarding sweep damage
- Fixed Apotheosis Fletching recipes not loading due to using the old names for each arrow or bolt
Changes in Version 3.0.3 beta 1:
Updated for Minecraft version 1.19.2!
- No other changes
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Bugfixes:
- Fixed Tipped Netherite Arrows not being shot out of a bow, and being able to be placed in the Arrow Quiver. Added Tipped Netherite Arrows in spartanweaponry:arrows item tag.
- Arrow entities now have textures again by fixing the file names and references to them in code (fixes issue #15)
- Fixed ammo entities not being able to place it's item into the appropriate Quiver (fixes issue #16)
- Potion Oils now apply properly when using the Oil item and by using the Crafting Table (fixes issue #19)
Changes in Version 3.0.2 beta 3:
Bugfixes:
- Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)
Additions:
- Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.
Changes in Version 3.0.1 beta 2:
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature…
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]:Â Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
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Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis…
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Bugfixes:
- Updated version of Shoulder Surfing Reloaded used to version 3.1.3+ and enforcing using the new version of the API to fix the mod crashing Can also be manually disabled via config (resolves issue #35)
- Added a check to enable crosshair display when Leawind's Third Person mod is installed in third person (resolves issue #38)
- Added removing Constantan and Aluminum weapons in JEI via its plugin if disabled (resolves issue #34)
- Fixed naming issues with all non-English language files. They will show some localized names, but most still need updating for the new version. (resolves issue #33) Please submit a pull request if you have updated them here: https://github.com/ObliviousSpartan/SpartanWeaponry
Changes in Version 3.0.5:
Bugfixes:
- Integrated MixinExtras library into the mod using jarjar (jar file within a jar file, basically) to resolve a Mixin redirect conflict with the Footwork API. Both mods work together now
- Fixed a crash caused by the Shoulder Surfing Reloaded mod not liking this mod disabling the crosshair HUD element to replace it with my own
Additions:
- Added integration with the Footwork API to use its armor piercing code when needed
- Added integration with Shoulder Surfing Reloaded as well. The custom crosshairs now can be dynamically offset when required. Any numerical values don't move on the crosshair as well
NOTE:
There is no datapack integration with Project War Dance and Cloak and Dagger... yet! Adding proper integration for those mods has been proven to be more complex than I thought and I plan on adding proper integration to the 1.20.1 version which I hope to release in a few weeks
Changes in Version 3.0.4-beta-2:
Additions:
- Re-added the fully charged attack bonus from Throwing weapons from 1.12.2. Now Throwing weapons will only give the Thrown Damage Bonus depending on it's charge (resolves issue #23)
- Added Spanish (Spain) translation courtesy of alexvirgo13! (resolves isue #25)
Bugfixes:
- Fixed a typo in the Mixin config file preventing any Mixins from running (resolves issues #22 and #24)
- Fixed a small calculation bug with Sweep damage which makes Glaives inflict slightly too much sweep damage (resolves issue #24)
- Also fixed some tooltip bugs regarding sweep damage
- Fixed Apotheosis Fletching recipes not loading due to using the old names for each arrow or bolt
Changes in Version 3.0.3 beta 1:
Updated for Minecraft version 1.19.2!
- No other changes
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Bugfixes:
- Fixed Tipped Netherite Arrows not being shot out of a bow, and being able to be placed in the Arrow Quiver. Added Tipped Netherite Arrows in spartanweaponry:arrows item tag.
- Arrow entities now have textures again by fixing the file names and references to them in code (fixes issue #15)
- Fixed ammo entities not being able to place it's item into the appropriate Quiver (fixes issue #16)
- Potion Oils now apply properly when using the Oil item and by using the Crafting Table (fixes issue #19)
Changes in Version 3.0.2 beta 3:
Bugfixes:
- Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)
Additions:
- Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.
Changes in Version 3.0.1 beta 2:
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature…
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]:Â Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
undefined
Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis…
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Bugfixes:
- Integrated MixinExtras library into the mod using jarjar (jar file within a jar file, basically) to resolve a Mixin redirect conflict with the Footwork API. Both mods work together now
- Fixed a crash caused by the Shoulder Surfing Reloaded mod not liking this mod disabling the crosshair HUD element to replace it with my own
Additions:
- Added integration with the Footwork API to use its armor piercing code when needed
- Added integration with Shoulder Surfing Reloaded as well. The custom crosshairs now can be dynamically offset when required. Any numerical values don't move on the crosshair as well
NOTE:
There is no datapack integration with Project War Dance and Cloak and Dagger... yet! Adding proper integration for those mods has been proven to be more complex than I thought and I plan on adding proper integration to the 1.20.1 version which I hope to release in a few weeks
Changes in Version 3.0.4-beta-2:
Additions:
- Re-added the fully charged attack bonus from Throwing weapons from 1.12.2. Now Throwing weapons will only give the Thrown Damage Bonus depending on it's charge (resolves issue #23)
- Added Spanish (Spain) translation courtesy of alexvirgo13! (resolves isue #25)
Bugfixes:
- Fixed a typo in the Mixin config file preventing any Mixins from running (resolves issues #22 and #24)
- Fixed a small calculation bug with Sweep damage which makes Glaives inflict slightly too much sweep damage (resolves issue #24)
- Also fixed some tooltip bugs regarding sweep damage
- Fixed Apotheosis Fletching recipes not loading due to using the old names for each arrow or bolt
Changes in Version 3.0.3 beta 1:
Updated for Minecraft version 1.19.2!
- No other changes
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Bugfixes:
- Fixed Tipped Netherite Arrows not being shot out of a bow, and being able to be placed in the Arrow Quiver. Added Tipped Netherite Arrows in spartanweaponry:arrows item tag.
- Arrow entities now have textures again by fixing the file names and references to them in code (fixes issue #15)
- Fixed ammo entities not being able to place it's item into the appropriate Quiver (fixes issue #16)
- Potion Oils now apply properly when using the Oil item and by using the Crafting Table (fixes issue #19)
Changes in Version 3.0.2 beta 3:
Bugfixes:
- Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)
Additions:
- Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.
Changes in Version 3.0.1 beta 2:
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature…
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]:Â Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
undefined
Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis…
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Bugfixes:
- Integrated MixinExtras library into the mod using jarjar (jar file within a jar file, basically) to resolve a Mixin redirect conflict with the Footwork API. Both mods work together now
- Fixed a crash caused by the Shoulder Surfing Reloaded mod not liking this mod disabling the crosshair HUD element to replace it with my own
Additions:
- Added integration with the Footwork API to use its armor piercing code when needed
- Added integration with Shoulder Surfing Reloaded as well. The custom crosshairs now can be dynamically offset when required. Any numerical values don't move on the crosshair as well
Changes in Version 3.0.4:
Additions:
- Re-added the fully charged attack bonus from Throwing weapons from 1.12.2. Now Throwing weapons will only give the Thrown Damage Bonus depending on it's charge (resolves issue #23)
- Added Spanish (Spain) translation courtesy of alexvirgo13! (resolves isue #25)
Bugfixes:
- Fixed a small calculation bug with Sweep damage which makes Glaives inflict slightly too much sweep damage (resolves issue #24)
- Also fixed some tooltip bugs regarding sweep damage
- Fixed Apotheosis Fletching recipes not loading due to using the old names for each arrow or bolt
Changes in Version 3.0.3:
Bugfixes:
- Fixed Tipped Netherite Arrows not being shot out of a bow, and being able to be placed in the Arrow Quiver. Added Tipped Netherite Arrows in spartanweaponry:arrows item tag.
- Arrow entities now have textures again by fixing the file names and references to them in code (fixes issue #15)
- Fixed ammo entities not being able to place it's item into the appropriate Quiver (fixes issue #16)
- Potion Oils now apply properly when using the Oil item and by using the Crafting Table (fixes issue #19)
Changes in Version 3.0.2 beta 3:
Bugfixes:
- Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)
Additions:
- Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.
Changes in Version 3.0.1 beta 2:
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature…
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]:Â Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
undefined
Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis…
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Additions:
- Re-added the fully charged attack bonus from Throwing weapons from 1.12.2. Now Throwing weapons will only give the Thrown Damage Bonus depending on it's charge (resolves issue #23)
- Added Spanish (Spain) translation courtesy of alexvirgo13! (resolves isue #25)
Bugfixes:
- Fixed a typo in the Mixin config file preventing any Mixins from running (resolves issues #22 and #24)
- Fixed a small calculation bug with Sweep damage which makes Glaives inflict slightly too much sweep damage (resolves issue #24)
- Also fixed some tooltip bugs regarding sweep damage
- Fixed Apotheosis Fletching recipes not loading due to using the old names for each arrow or bolt
Changes in Version 3.0.3 beta 1:
Updated for Minecraft version 1.19.2!
- No other changes
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Bugfixes:
- Fixed Tipped Netherite Arrows not being shot out of a bow, and being able to be placed in the Arrow Quiver. Added Tipped Netherite Arrows in spartanweaponry:arrows item tag.
- Arrow entities now have textures again by fixing the file names and references to them in code (fixes issue #15)
- Fixed ammo entities not being able to place it's item into the appropriate Quiver (fixes issue #16)
- Potion Oils now apply properly when using the Oil item and by using the Crafting Table (fixes issue #19)
Changes in Version 3.0.2 beta 3:
Bugfixes:
- Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)
Additions:
- Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.
Changes in Version 3.0.1 beta 2:
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature…
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]:Â Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
undefined
Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis…
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Additions:
- Re-added the fully charged attack bonus from Throwing weapons from 1.12.2. Now Throwing weapons will only give the Thrown Damage Bonus depending on it's charge (resolves issue #23)
- Added Spanish (Spain) translation courtesy of alexvirgo13! (resolves isue #25)
Bugfixes:
- Fixed a small calculation bug with Sweep damage which makes Glaives inflict slightly too much sweep damage (resolves issue #24)
- Also fixed some tooltip bugs regarding sweep damage
- Fixed Apotheosis Fletching recipes not loading due to using the old names for each arrow or bolt
Changes in Version 3.0.3:
Bugfixes:
- Fixed Tipped Netherite Arrows not being shot out of a bow, and being able to be placed in the Arrow Quiver. Added Tipped Netherite Arrows in spartanweaponry:arrows item tag.
- Arrow entities now have textures again by fixing the file names and references to them in code (fixes issue #15)
- Fixed ammo entities not being able to place it's item into the appropriate Quiver (fixes issue #16)
- Potion Oils now apply properly when using the Oil item and by using the Crafting Table (fixes issue #19)
Changes in Version 3.0.2 beta 3:
Bugfixes:
- Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)
Additions:
- Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.
Changes in Version 3.0.1 beta 2:
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature…
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]:Â Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
undefined
Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis…
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Bugfixes:
- Fixed a crash that was caused by the Config file referencing the wrong variable. That's why 2.2.1 disappeared so quickly. Oops
Changes in version 2.2.1 (no longer available):
Tweaks:
- Re-added the fully charged attack bonus from Throwing weapons from 1.12.2. Now Throwing weapons will only give the Thrown Damage Bonus depending on it's charge.
Changes in version 2.2.0:
Apologies this took so long. Been busy porting my mods to 1.18.x and 1.20.1. Should be releasing those soon.
[IMPORTANT]Â Addon mods will need to add their weapons to the respective tags for each weapon type (e.g. spartanweaponry:dagger, etc.)
This is especially important for Heavy Crossbows, because the tag is now used to detect the weapons to use the Bolt Quiver properly
Bugfixes:
- Fixed the Attack Reach attribute crash when being used. It should now work properly
- Added a extra sanity check to weapon material tags to gracefully handle an invalid tag
- Changed rendering code to fix a desync with thrown Boomerangs continuiously dropping slightly in flight
- Boomerangs returning flag should now be synced to the client using the built in data manager
- Fixes for Throwing Weapon code where ammo and durability is improperly calculated
Tweaks:
- Added uncraftable tooltips to weapons which have an empty or improper repair material tag
- This mod now requires at least version 36.1.47 of Minecraft Forge to prevent a reference to something that was added in that version
Changes in version 2.2.0 Release Candidate 2:
Bugfixes:
- Disabled debug features which were only intended for development anyway
- Fixed a crash when registering model overrides from an addon mods DeferredRegister. A debug log message was expecting a registry name for the item and couldn't find one
- Fixed a bug with Throwing Weapons not taking durability damage when attacking in melee
- Fixed a bug with Throwing Weapons not reducing damage when melee attacking with no ammo
Changes in version 2.2.0 Release Candidate 1:
Additions:
-
Added the Scythe as a new weapon! It can be used to harvest heads from certain mobs, some of which don't have heads in vanilla! See below
-
Added 11 new heads/skulls for the following mobs:
  - Blaze
  - Enderman
  - Spider
  - Cave Spider
  - Piglin
  - Zombified Piglin
  - Husk
  - Stray
  - Drowned
  - Illager (for Pillager, Vindicator, Illusioner and Evoker)
  - Witch -
Added the Parrying Dagger as a returning weapon from 1.12.2! It can be used to block melee attacks
-
Overhauled how Throwing Weapons work to allow them to have a stack and durability!
   - Lost ammo? No problem. You can replenish your precious ammo your enchanted Throwing Weapon by combining a fresh (or old) weapon of the same type in the Anvil -
Added the following new Enchantments:
- Supercharge - Reduces charging time with Throwing Weapons - Max Levels: 2
- Expanse - Increases total ammo capacity for Throwing Weapons - Max Levels: 2
- Sharpshooter - Reduces aiming time with Crossbows - Max Levels: 2
Tweaks:
- Quivers can now pick up projectiles directly off the ground, rather than just being placed in the inventory, thanks to Mixins
- Removed custom recipe generation classes; replaced with vanilla's data generators
- Added data generators for Recipes (including conditional recipes and Tipped Projectile recipes), Models, Item Tags, Loot Tables, Loot Modifiers, Global Loot Modifiers, Sound Definitions and Advancements
    The mod now uses the generated assets/data from these generators - Added the ability for JEI to hide recipes depending on what is disabled
- Dynamite is now affected by water drag
- Fixed Throwing Weapon despawn behaviour not spawning the Throwing Weapon Item Stack on the ground
- Tweaked the tooltips… again!
- Added extra info to the handle, pole, Dynamite and all the Head tooltips
- Added Longbow and Heavy Crossbow loot to the Village Fletcher chest instead of the Village Weaponsmith
- Added new Advancements for the Scythe and the Parrying Dagger, as well as a head collection challenge
- Added a new config option to forcibly show disabled items in JEI, even if they cannot be crafted
- Updated translations from Crowdin
  - Added Mexican Spanish and Russian translations, courtesy of Luci0Art and DrHesperus respectively
  - All the translations are incomplete and require updating to the latest 2.2.0 translations. If you wish to contribute to these, find the translations here: https://crowdin.com/project/spartan-weaponry-minecraft-mod - Fixed a bug which made the Quiver HUD prioritising showing Bolt Quivers when multiple Quivers are on the hotbar
- Fixed the absence of triggering the Critical Hit event when weapons are used to attack, which is causing compatiblity issues with mods such as War Dance
API Changes:
- API version changed to version 6
- Added methods to create Scythes and Parrying Daggers
- Added a new Weapon Property called "Backstab Damage Bonus". This property inflicts bonus damage based on if the target entity is facing away from the immediate entity (either the player in melee or the projectile when thrown)
- Damage bonuses now only apply to direct damage from the player (this prevents summoned mounts from Lycanite's Mobs from benefitting from those bonuses)
- Tweaked Extra Damage Weapon Properties, which can take into account natural armor before awarding the damage bonus. It is disabled by default, but can be enabled and tweaked to determine how much armor points is required before not awarding the damage bonus.
- Two-Handed now also provides a damage reduction in addition to Mining Fatigue for the weapon used. Also configurable
- QoL change: Particles will now emit from mobs when any Damage Bonus is inflicted. Positive damage bonuses emit magical crit particles, while negative damage bonuse emit smoke particles
- Added DeferredRegister compatibility by supressing auto registration of the item's name using an extra method for each recipe creation method which accepts a new boolean parameter which if set to true will not set the registry name for the weapon.
- Added a helper method in the WeaponMaterial class to automatically convert RGB values to the expected integer values the mod requires for material colours. This should make it a bit more human-friendly to use.
- Added callbacks for use in Throwing Weapon Weapon Traits, which allow certain aspects of Throwing Weapons to be modified. The 'Heavy' Weapon Trait now implements this
- Added data generator helper functions for use in addon data generators. Addon mods can now freely access Recipe, Item Tag and Model helper functions from the API now!
There is probably a *lot* of fixes that I've forgotten to add to this log. Sorry it took so long since the last 1.16.x release. Once the bugs are ironed out for this version, 1.18.2 will come next!
Updated for Minecraft version 1.19.2!
- No other changes
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Bugfixes:
- Fixed Tipped Netherite Arrows not being shot out of a bow, and being able to be placed in the Arrow Quiver. Added Tipped Netherite Arrows in spartanweaponry:arrows item tag.
- Arrow entities now have textures again by fixing the file names and references to them in code (fixes issue #15)
- Fixed ammo entities not being able to place it's item into the appropriate Quiver (fixes issue #16)
- Potion Oils now apply properly when using the Oil item and by using the Crafting Table (fixes issue #19)
Changes in Version 3.0.2 beta 3:
Bugfixes:
- Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)
Additions:
- Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.
Changes in Version 3.0.1 beta 2:
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature…
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]:Â Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
undefined
Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis…
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Bugfixes:
- Fixed Tipped Netherite Arrows not being shot out of a bow, and being able to be placed in the Arrow Quiver. Added Tipped Netherite Arrows in spartanweaponry:arrows item tag.
- Arrow entities now have textures again by fixing the file names and references to them in code (fixes issue #15)
- Fixed ammo entities not being able to place it's item into the appropriate Quiver (fixes issue #16)
- Potion Oils now apply properly when using the Oil item and by using the Crafting Table (fixes issue #19)
Changes in Version 3.0.2 beta 3:
Bugfixes:
- Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)
Additions:
- Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.
Changes in Version 3.0.1 beta 2:
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature…
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]:Â Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
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Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis…
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Bugfixes:
- Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)
Additions:
- Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.
Changes in Version 3.0.1 beta 2:
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature...
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against... well, take a wild guess... (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil <Player> <Effect>]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil <Player> <PotionEffect>]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil <Player>]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis...
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Bugfixes:
- Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)
API Changes:
- Pushed API version to 9; more on that below
- Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
- The Sweep trait uses this to assign sweeping behavior now
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature...
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against... well, take a wild guess... (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil <Player> <Effect>]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil <Player> <PotionEffect>]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil <Player>]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis...
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Added two new weapon sets made from Constantan and Aluminum!
- Added new Weapon Traits!
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
- Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature...
- Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against... well, take a wild guess... (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- Added an advancement for brewing Weapon Oils
- Added three commands to allow applying Weapon Oils to weapons:
- [spartanweaponry applyOil <Player> <Effect>]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil <Player> <PotionEffect>]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil <Player>]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
- Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
- Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level
Quality of Life Changes:
- Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too
Tweaks:
- Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
- Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
- Quiver Tooltips now have a visual component instead of a list of stored ammo
Compatibility:
- Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis...
- Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)
API Changes:
- Pushed version of the API to "8"
- Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
- Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
- NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly
There is probably more that I've forgotten but that is most of the changes
Apologies this took so long. Been busy porting my mods to 1.18.x and 1.20.1. Should be releasing those soon.
[IMPORTANT] Addon mods will need to add their weapons to the respective tags for each weapon type (e.g. spartanweaponry:dagger, etc.)
This is especially important for Heavy Crossbows, because the tag is now used to detect the weapons to use the Bolt Quiver properly
Bugfixes:
- Fixed the Attack Reach attribute crash when being used. It should now work properly
- Added a extra sanity check to weapon material tags to gracefully handle an invalid tag
- Changed rendering code to fix a desync with thrown Boomerangs continuiously dropping slightly in flight
- Boomerangs returning flag should now be synced to the client using the built in data manager
- Fixes for Throwing Weapon code where ammo and durability is improperly calculated
Tweaks:
- Added uncraftable tooltips to weapons which have an empty or improper repair material tag
- This mod now requires at least version 36.1.47 of Minecraft Forge to prevent a reference to something that was added in that version
Changes in version 2.2.0 Release Candidate 2:
Bugfixes:
- Disabled debug features which were only intended for development anyway
- Fixed a crash when registering model overrides from an addon mods DeferredRegister. A debug log message was expecting a registry name for the item and couldn't find one
- Fixed a bug with Throwing Weapons not taking durability damage when attacking in melee
- Fixed a bug with Throwing Weapons not reducing damage when melee attacking with no ammo
Changes in version 2.2.0 Release Candidate 1:
Additions:
- Added the Scythe as a new weapon! It can be used to harvest heads from certain mobs, some of which don't have heads in vanilla! See below
- Added 11 new heads/skulls for the following mobs:
- Blaze
- Enderman
- Spider
- Cave Spider
- Piglin
- Zombified Piglin
- Husk
- Stray
- Drowned
- Illager (for Pillager, Vindicator, Illusioner and Evoker)
- Witch - Added the Parrying Dagger as a returning weapon from 1.12.2! It can be used to block melee attacks
- Overhauled how Throwing Weapons work to allow them to have a stack and durability!
- Lost ammo? No problem. You can replenish your precious ammo your enchanted Throwing Weapon by combining a fresh (or old) weapon of the same type in the Anvil - Added the following new Enchantments:
- Supercharge - Reduces charging time with Throwing Weapons - Max Levels: 2
- Expanse - Increases total ammo capacity for Throwing Weapons - Max Levels: 2
- Sharpshooter - Reduces aiming time with Crossbows - Max Levels: 2
Tweaks:
- Quivers can now pick up projectiles directly off the ground, rather than just being placed in the inventory, thanks to Mixins
- Removed custom recipe generation classes; replaced with vanilla's data generators
- Added data generators for Recipes (including conditional recipes and Tipped Projectile recipes), Models, Item Tags, Loot Tables, Loot Modifiers, Global Loot Modifiers, Sound Definitions and Advancements
The mod now uses the generated assets/data from these generators - Added the ability for JEI to hide recipes depending on what is disabled
- Dynamite is now affected by water drag
- Fixed Throwing Weapon despawn behaviour not spawning the Throwing Weapon Item Stack on the ground
- Tweaked the tooltips... again!
- Added extra info to the handle, pole, Dynamite and all the Head tooltips
- Added Longbow and Heavy Crossbow loot to the Village Fletcher chest instead of the Village Weaponsmith
- Added new Advancements for the Scythe and the Parrying Dagger, as well as a head collection challenge
- Added a new config option to forcibly show disabled items in JEI, even if they cannot be crafted
- Updated translations from Crowdin
- Added Mexican Spanish and Russian translations, courtesy of Luci0Art and DrHesperus respectively
- All the translations are incomplete and require updating to the latest 2.2.0 translations. If you wish to contribute to these, find the translations here: https://crowdin.com/project/spartan-weaponry-minecraft-mod - Fixed a bug which made the Quiver HUD prioritising showing Bolt Quivers when multiple Quivers are on the hotbar
- Fixed the absence of triggering the Critical Hit event when weapons are used to attack, which is causing compatiblity issues with mods such as War Dance
API Changes:
- API version changed to version 6
- Added methods to create Scythes and Parrying Daggers
- Added a new Weapon Property called "Backstab Damage Bonus". This property inflicts bonus damage based on if the target entity is facing away from the immediate entity (either the player in melee or the projectile when thrown)
- Damage bonuses now only apply to direct damage from the player (this prevents summoned mounts from Lycanite's Mobs from benefitting from those bonuses)
- Tweaked Extra Damage Weapon Properties, which can take into account natural armor before awarding the damage bonus. It is disabled by default, but can be enabled and tweaked to determine how much armor points is required before not awarding the damage bonus.
- Two-Handed now also provides a damage reduction in addition to Mining Fatigue for the weapon used. Also configurable
- QoL change: Particles will now emit from mobs when any Damage Bonus is inflicted. Positive damage bonuses emit magical crit particles, while negative damage bonuse emit smoke particles
- Added DeferredRegister compatibility by supressing auto registration of the item's name using an extra method for each recipe creation method which accepts a new boolean parameter which if set to true will not set the registry name for the weapon.
- Added a helper method in the WeaponMaterial class to automatically convert RGB values to the expected integer values the mod requires for material colours. This should make it a bit more human-friendly to use.
- Added callbacks for use in Throwing Weapon Weapon Traits, which allow certain aspects of Throwing Weapons to be modified. The 'Heavy' Weapon Trait now implements this
- Added data generator helper functions for use in addon data generators. Addon mods can now freely access Recipe, Item Tag and Model helper functions from the API now!
There is probably a *lot* of fixes that I've forgotten to add to this log. Sorry it took so long since the last 1.16.x release. Once the bugs are ironed out for this version, 1.18.2 will come next!