Tags: VazkiiMods/Quark
Tags
More misc fixes Additions ========= * Enhanced Ladder effects apply to Chipped's ladders by default (gamma-delta) Fixes ===== * Fix Variant Selector having a deadzone when you have lots of variants (copygirl) * Fix Variant Selector pick-block edge cases (copygirl) * Show unstackable blocks (like beds) in the Usage Ticker (copygirl) * Fix various problems and crashes with non-english system locales * Fix Redstone Randomizer not sending enough block updates * Fix an infinite pickarang glitch * Fix binding "Back Button Keybind" to a mouse button instantly kicking you out of the options screen * Fix Reacharound Placing always placing bottom slabs above y=1 since it used the wrong coordinates Translations ============ * Update English spelling variants in `en_gb` and `en_nz` (Qwerty97475) * Update Chinese localization (Hanekmio, qznfbnj) * Update Brazillion Portugese localization (Xlr11) * Fix invalid JSON in Ukranian localization file
Additions - Seed Pouch recognizes plants from a few other mods (CyberRat7) - Greener Grass module recognizes blocks from "Grass Slabs, Carpets, & Stairs" as grass (tomprince) - Added tag for where oretoises can spawn in (MehVahdJukaar) Fixes - Fix client-only events in common code (MehVahdJukaar) - Fixed chute, grates, and magnets (MehVahdJukaar) - Remove hacky RequiredModTooltipHandler thing (MehVahdJukaar) - Try and fix the Lootr integration (wiresegal, MehVahdJukaar) - Fix non-discoverable enchantments showing up in the Matrix Enchanting Table (wiresegal) - Fake players can no longer hold chickens (MehVahdJukaar) - Fix hint tooltips not working in JEI (mezz) - Fix SlabToBlocksModule finding the wrong recipe for certain slabs (autumn-puffin) - Fix missing plank tags for vertical planks (littlej541) - Fix missing boat / chest boat tags on Azalea boats (cassiancc) - Fixed crate and crafter tile entities not having correct isValid method causing crashes when using the menu and breaking the block (MehVahdJukaar) - Poke something related to sound events, which might fix the mystery NoFog issue but might just make it crash in a different way, I seriously don't know dude (quat) - Fix Iron Ladder not having a collision box lol (quat) - Work around Mixin Audit-related crashes in a development workspace (quat) Localizations - Update Traditional Chinese localization (yichifauzi) - Update Russian localization (kkylern) - Update Japanese localization (Abbage230) - Add Chilean Spanish localization (Ganbare-Lucifer) - Add English - New Zealand localization (XlosVM) - Update Italian localization (Mickeon)
Re-built and published because for some arcane reason previous versio… …n didn't work?
Changelog: - Fallen logs can rarely spawn on water - Fallen logs can no longer spawn on ice and other non terrain blocks (added tag for them) - Fallen log decoration (moss and vines) are now biome temperature and humidify dependent. No more moss in snowy biomes - Freestanding ladders will now break off the wall when you break the top block - Matrix Enchanting Table appears in creative if automaticallyConvert is off - Fixed Skull Pikes not functioning when there's a block on top, by lowering the detection point - Fixed Hanging sign recipes using log instead of stripped log - Fixed pickarang logic for hardness calculation not using the item correctly. AS a consequence this fixes some exploits with it - Pickarang will now emit block particles when hitting a block it cant break - Creative players can break any block with a pickarang - Added unique pickarang damage type and death message - Added a (temporary) beach zombie villager texture
Changelog: - Magnet particle color is entirely determined by its texture - removed green magnet particles config - magnets emit some light when on - magnet models are now partially emissive when on - Added more mobs to magnet pull whitelist (some from alex caves) - improved magnet auto detection of magnetic blocks
Changelog: - Magnet particle color is entirely determined by its texture - removed green magnet particles config - magnets emit some light when on - magnet models are now partially emissive when on - Added more mobs to magnet pull whitelist (some from alex caves) - improved magnet auto detection of magnetic blocks
Changelog: - Magnets can now push multiple blocks at once - Magnets can now pull blocks through semi transparent blocks, including other moveable ones like rails - Variant selector will properly delegate method calls to the selected block placement logic - Enhanced ladders features will now only be applied to blocks in the quark:ladders tag - Fixed an issue with NarratorReaduout module and its keybinds not being registered if module is turned off
Changelog: - Fixed a crash when middle clicking a block and having Variant Selector module off - Middle clicking a variant block while NOT having its parent variant in hand will now make you select the latter
Changelog: - Fixed pathfinder quill duplicating when used in offhand - Fixed magnets only pushing armor items - Fixed magnets pushing players regardless of whether they have armor or not - Rune colors are now extensible. Custom ones can be added by mods - Variant selector and rotation lock HUD overlays can now render similar to crosshair, Improving visibility in bright environments - You can now middle click a block to select it with variant selector, either when you have a variant block or a hammer in hand - Variant selector wheel wont appear anymore for blocks with no variants - Hammer won't play swing animation when it didn't change a variant - Fixed magnets not pulling certain magnetic items
Changelog: - fixed pathfinder quill duplicating when used in offhand - fixed magnets only pushing armor items - fixed magnets pushing players regardless of whether they have armor or not - Rune colors are now extensible. Custom ones can be added by mods
PreviousNext