Releases: VazkiiMods/Quark
Releases · VazkiiMods/Quark
release-1.20.1-4.0-460
Re-built and published because for some arcane reason previous versio…
release-1.20.1-4.0-459: 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
release-1.20.1-4.0-457: 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
release-1.20.1-4.0-455: 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
release-1.20.1-4.0-454: 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
release-1.20.1-4.0-452: 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
release-1.20.1-4.0-450: Changelog:
- Hotfix, fixing a mixin crash on world load thanks to not using fabric mixins - Magnets can push iron rods
release-1.20.1-4.0-449: Changelog:
- Hotfix, fixing a mixin crash on world load thanks to not using fabric mixins
release-1.20.1-4.0-448: Changelog:
- Added Beach Villager Type (module) - Magnets have shiny new particles! - Iron Golems and minecarts can be pushed by magnets (plus other tagged entities) - Magnetic falling blocks and item entities can also be pushed - Player having some iron armor are also pushable - Magnets can now push and pull blocks through breakable blocks (like tall grass) - Improved trowel item logic, now works with more complex block items - Improved ITroweable interface and also added a blacklist and whitelist tag for it - Cleaned up FoxHound model and fixed some visual inconsistencies with it (such as baby model being offset) - Possibly fixed some issue with magnets hopper interaction not working well - Feeding through GUI texture can now be customized - Updated flan compat - Added some missing gold blocks from piglin_loved and guarded_by_piglins tags
release-1.20.1-4.0-443: Changelog:
- Fix boat tags being broken