Jump to content
Sign in to follow this  

Roguelike Adventures and Dungeons Server update to modpack version 1.37 is complete!

Recommended Posts


Server address:  rad.craftersland.net


This is a hardcore update for multi player servers as it was a challenge to get it working on SpongeForge and on Proxy, there were a lot of crashes and errors, but after 6h of debug and patches we got it to a working state. About 7 mods added Thaumcraft is a major one, some mods were removed and many updated. The update is also available on our Launcher.


  • Added 7 mods.
  • Removed 4 mods.
  • Updated about 20 mods.
  • Updated config and scripts.
  • Disabled Dark Forest - DIM-58 was causing server crash on terrain generation doe to a compatibility issue with SpongeForge.


Official Changelog:


Roguelike Adventures and Dungeons 1.36 --> Roguelike Adventures and Dungeons 1.37

- Better Diving
- Extra Spells (Electroblob's Wizardry)
- Hooked
- JustEnoughIDs
- LibrarianLib
- Thaumcraft
- Thaumic Inventory Scanning (Thaumcraft Addon)

	Building Gadgets (BuildingGadgets-2.8.1.jar --> BuildingGadgets-2.8.2.jar):
			[2.8.2 - 1.12.2] - 2020-03-18
			Just some fixes, mostly for Dire's and all of our sanity. Modes are mostly fixed again...
			* We no longer harvest blocks if in creative and instead just set them to air
			* When in creative, blocks would drop on undo and build actions due to harvesting the block instead of setting to air
			* Range for the Builder and Exchanger surface modes now is capped correctly. 1 = 1, 2 = 3x3, 3=3x3, 4=5x5, 5=5x5 and so on.
			* The max range config is now respected instead of ignored when setting the range :D

	Corail Tombstone (Corail Tombstone 3.6.8 for 1.12.2 --> Corail Tombstone 3.7.0 for 1.12.2):
		Corail Tombstone 3.7.0 for 1.12.2:
			This mod supports mc version from 1.8.9 to 1.15.2
			Minecraft Version = [1.12.2] - Forge Version []
			Latest : 3.7.0 - Recommended : 3.7.0
			Changes 3.7.0 :
			* limit plague bringer & magic siphon to be effective only on mainhand
			* projectiles (by using the left hand) don't apply the tombstone weapon enchantments of the mainhand
			* fix the translation of earn/lose knowledge (from the previous version changes)
			* compat with minecolonies : killing citizens, pirates & barbarians affect player's alignment
			* config to define the level required for familiar receptacle (10 by default)
			* adjust contributor rewards to fit the latest contents
			* config to define the duration of scrolls
			* config to backup players just before their death (default is false)
			* client config option to favor the tools on the hotbar when recovering a grave
			* always provide a message in a gui for incompatible mods
			Changes 3.6.9 :
			* integration TheOneProbe
			* tablet of cupidity (a craftable deceithful version of lost tablets)
			* particles render in full brighness
			* new enchantment Plague Bringer (can't combine with Magic Siphon)
			* config to limit Plague Bringer to bad alignment player (or he will be affected with the same bad effect) - default true
			* config for unhandled harmful effects with nausea in by default (also rename the config for beneficial effects)
			* improve the message of knowledge of death to avoid confusion between points and level
			* avoid a vanilla bug where onEntityDamaged is called twice (server side) in enchantment

		Corail Tombstone 3.6.9 for 1.12.2:
			This mod supports mc version from 1.8.9 to 1.15.2
			Minecraft Version = [1.12.2] - Forge Version []
			Latest : 3.6.9 - Recommended : 3.6.9
			Changes 3.6.9 :
			* integration TheOneProbe
			* tablet of cupidity (a craftable deceithful version of lost tablets)
			* particles render in full brighness
			* new enchantment Plague Bringer (can't combine with Magic Siphon)
			* config to limit Plague Bringer to bad alignment player (or he will be affected with the same bad effect) - default true
			* config for unhandled harmful effects with nausea in by default (also rename the config for beneficial effects)
			* improve the message of knowledge of death to avoid confusion between points and level
			* avoid a vanilla bug where onEntityDamaged is called twice (server side) in enchantment
			Changes 3.6.8 :
			* fix #133 (bug introduced in 3.6.7, dying around a grave can break that grave)
			Changes 3.6.7 :
			* improve spanish translation
			* fix Hwyla compat (#124)
			Changes 3.6.6 :
			* spanish translation (courtesy of EdicionGamer)
			* fix for the tablet of assistance (introduced in 3.6.5)
			* set a new cooldown on magic items if the gametime is reset (#123)
			Changes 3.6.5 :
			* compat FuturePack, AdvancedFishing (#118), Quark (totem)
			* improve grave items interaction with block when not enchanted
			* update chinese lang
			* fix for the tablet of assistance (to prevent to skip the permission, thanks CJ)
			Changes 3.6.4 :
			* - compat Hwyla (#107)
			* compat TConstruct (#112)
			Changes 3.6.3 :
			* - fix lost tablets not awaking (#103)
			* fix the plate texture on graves
			* russian lang
			Changes 3.6.2 :
			* - command tbteleporthome (bed location/respawn)
			* tablet of home (+ ancient version only foundable by fishing)
			* client config to show the magic circles
			* new texture for the ghost & background of the guis
			* fix #98 (related to the changes in 3.6.1 if the player loses knowledge points)
			Changes 3.6.1 :
			* - improvements about the knowledge guis & add an alignment bar
			* Ancient Tablet of Recall foundable by fishing
			* - new enchantment Magic Siphon
			* improve magic items interaction (about entity/block interaction)
			* sync the SmokeColumn to players around when using dust of vanishing (so visible on server to others players)
			* prefix the advancement translations
			* display a partial cooldown for the ankh when relogging
			* reduce Ghostly Shape cost
			* visible area effects when praying or using the ancient tablet
			Changes 3.6.0 :
			* - relook the knowledge guiscreen
			* fix nightvision not active with True Sight/Ghostly Shape (since 3.5.7)
			* Scroll of Reach

	Cyclic (Cyclic-1.12.2-1.19.20.jar --> Cyclic-1.12.2-1.19.21.jar):
			Fixed an obscure item dupe glitch

	DefaultSettings (DefaultSettings-1.8.x-1.12.x-2.1.2 --> DefaultSettings-1.8.x-1.12.x-2.1.5):
			* Fixed occasional log error spam

			+ Disabling ASM for framerate rendering is now possible
			* Fixed crashes on older devices
			* Fixed problems when deleting all profiles

	Doomlike Dungeons (DoomlikeDungeons-1.13.1-MC1.12.2.jar --> DoomlikeDungeons-1.13.2-MC1.12.2.jar):
			Hopefully fixed bug producing (rare) void holes.

	FTB Library (FTBLib- --> FTBLib-
			* You guessed it, same bugfix attempt #4.. or 5? I lost count

			* Maybe it finally works now? Honestly getting kinda tired from this same bug haunting me from version to version

			* Another attempt at fixing the crash

	Improved Backpacks (ImprovedBackpacks - --> ImprovedBackpacks -
		ImprovedBackpacks -
			Changed all textures and models!

	JourneyMap (journeymap-1.12.2-5.5.9 --> journeymap-1.12.2-5.7.0):
			JourneyMap 1.12.2-5.7.0 for Minecraft 1.12.2
			* Java 8
			* Minecraft 1.12.2
			* Forge
			General Information:
			* See [http://journeymap.info/]() for information about how to install and use this mod, rules about inclusion in modpacks, translation, etc.
			* See [http://journeymap.info/Support]() for information on getting technical support.
			* Implements [JourneyMap API v1.12-1.4]()
			CHANGELOG (2020-02-25-17:11:49):
			* Brand new Webmap

	LibraryEx (LibraryEx-1.12.2-1.0.12.jar --> LibraryEx-1.12.2-1.1.1.jar):
			Fixed biome data blocks being null
			Made biome data manager return an empty biome data instead of null

			Removed api structure
			Reworked biome data manager/registry

	Nature's Compass (NaturesCompass-1.12.2-1.8.3.jar --> NaturesCompass-1.12.2-1.8.5.jar):
			VERSION: 1.8.5 - 1.15.2, 1.14.4, 1.12.2
			1.15.2, 1.14.4, 1.12.2
			* Fixed a crash that occurred infrequently when moving a searching compass around the inventory
			VERSION: 1.8.4 - 1.15.2, 1.15.1
			* Initial release for 1.15.2 (Forge 31.1.12)
			* Added French translations
			* Added Polish translations
			* Added Chinese (Taiwan) translations
			VERSION: 1.8.3 - 1.15.1, 1.14.4, 1.12.2
			1.15.1, 1.14.4, 1.12.2
			* Fixed an issue where HUD info did not render at the configured line offset
			* Initial release for 1.15.1 (Forge 30.0.35)
			VERSION: 1.8.2 - 1.14.4, 1.13.2
			1.14.4, 1.13.2:
			* Fixed uncraftable compass recipe
			VERSION: 1.8.1 - 1.14.4, 1.13.2
			1.14.4, 1.13.2:
			* Fixed a dedicated server crash upon initialization
			VERSION: 1.8.0 - 1.14.4, 1.13.2, 1.12.2
			1.14.4, 1.13.2, 1.12.2:
			* Significantly improved biome search efficiency to essentially lag-free performance under normal circumstances
			* Fixed a major flaw in search accuracy present in version 1.7.0
			* Fixed unresponsive biome list in the main GUI after returning from the biome info GUI
			* Fixed crash that would occasionally occur when attempting to sort by biome source
			1.14.4, 1.13.2:
			* Initial release for 1.14.4 (Forge 28.1.109)
			* Initial release for 1.13.2 (Forge 25.0.219)
			VERSION: 1.7.0 - 1.12.2
			* Added each biome's source mod name to GUI entries and the functionality to sort by source mod
			* Added config field to specify the side to render information on the HUD
			* Fixed server crash when using Sponge
			VERSION: 1.6.2 - 1.12.2
			* Added a new config field to specify how many new chunks can be generated from a single search
			* Added search success/failure info to log
			* Fixed server crash by removing localized biome names as a valid disabled biome identifier
			VERSION: 1.6.1 - 1.12.2
			* Fixed ConcurrentModificationException and NullPointerException after using the search GUI due to stacktrace spam in log
			* Fixed disabled biomes still appearing in biome search list due to server config not syncing with client
			VERSION: 1.6.0 - 1.12.2
			* Added a biome name search box to the main compass GUI
			* Biomes can now be blacklisted in the config by resource location (e.g. minecraft:ocean) as well as name (e.g. Ocean) or ID (e.g. 0)
			* Fixed a crash that occurred somewhat randomly when selecting biomes from the GUI
			* Added Chinese translation
			* Added Russian translation
			* Add Spanish translation
			* Updated to Forge #2796 (1.12.2)
			VERSION: 1.5.1 - 1.12.2
			* Added a config field to disable teleportation to a located biome
			* Updated to Forge #2581 (1.12.2)
			VERSION: 1.5.0 - 1.12.2
			* Marked 1.12.2 as an accepted version
			VERSION: 1.5.0 - 1.12
			* Added number of biome samples to HUD info after an unsuccessful biome search
			* Fixed mismatched or missing texture issue when certain mods are present
			* Rewrote biome searching algorithm
			VERSION: 1.4.0 - 1.12
			* Changed the look of biome selection and biome info GUI backgrounds and buttons
			* Initial release for MC 1.12 (Forge #2387)
			VERSION: 1.3.0 - 1.11, 1.10.2, 1.7.10
			1.11, 1.10.2, 1.7.10:
			* Added an op-only/cheat-only teleport button to the biome selection GUI that takes the user to the currently located biome
			* Fixed a potential lack of localization for precipitation states
			* Initial release for MC 1.11 (Forge #2177)
			VERSION: 1.2.0 - 1.10.2, 1.7.10
			* Added a biome blacklist config field
			* Initial release for MC 1.7.10 (Forge #1614)
			VERSION: 1.1.0 - 1.10.2
			* Added a sorting function to the biome selection GUI
			* HUD info will remain visible while chat is open (can be disabled in the config)
			VERSION: 1.0.0 - 1.10.2
			* Initial release for MC 1.10.2 (Forge #2107)

	NetherEx (NetherEx-1.12.2-2.0.15.jar --> NetherEx-1.12.2-2.1.1.jar):
			Fixed BOP compatibility issues
			Previous Changes to be aware of
			Biome and trade configs were moved to world save folders. This was done to be more in line with the future 1.14 release as well as to allow for each world to have custom configs. This will revert existing worlds to using the default biome and trade configs. If custom configs are being used, they will need to be updated to the new format and moved from ".minecraft/config/netherex" to "world_save_folder/config/netherex". For pack makers, I suggest the use of the [CopyPaste](https://www.curseforge.com/minecraft/mc-mods/copy-paste) mod to provide custom biome and trade configs.

			Changes to be aware of:
			Biome and trade configs were moved to world save folders. This was done to be more in line with the future 1.14 release as well as to allow for each world to have custom configs. This will revert existing worlds to using the default biome and trade configs. If custom configs are being used, they will need to be updated to the new format and moved from ".minecraft/config/netherex" to "world_save_folder/config/netherex". For pack makers, I suggest the use of the [CopyPaste](https://www.curseforge.com/minecraft/mc-mods/copy-paste) mod to provide custom biome and trade configs.
			Fixed coolmar spider transparency
			Removed unreleased blocks/items
			Changed biome data configs to be read only
			Changed trade configs to be read only
			Changed biome data blocks customization

	Ore Excavation (OreExcavation-1.4.143.jar --> OreExcavation-1.4.150.jar):
			Added client side event for integration mods to implement context driven excavations

	Pam's HarvestCraft (Pam's HarvestCraft 1.12.2zf.jar --> Pam's HarvestCraft 1.12.2zg.jar):
		Pam's HarvestCraft 1.12.2zg.jar:
			HarvestCraft 1.12.2zf
			* Fixed: Network: Incorrect behaviour of containers and network packets should be fixed (thanks Workbench61)
			* Fixed: Recipe: Missing seed recipes (thanks atamfox)
			* Fixed: Recipe: Berry Vinaigrette no longer makes pizza (thanks atamfox)
			* Fixed: Creative Tab: Name is correct (thanks KenyMylankca)
			* Changed: Recipe: Fresh Milk and Fresh Water recipes now make 8 each (does not affect Presser recipes)

	Potion Core (PotionCore-1.8_for_1.12.2.jar --> PotionCore-1.9_for_1.12.2.jar):
			* Fixed armor bar pushing up lava ring HUD from random things
			* Fixed thorns potion randomly causing stack overflow crash
			* Fixed rust potion crashing when breaking an item
			* Increased attribute modifier limits so they work with mods that require ridiculously high dig speed/attack damage/etc.
			* Added shield slot to disorganization potion
			* Re-added spinning potion. Wheeee....
			* Added broken magic shielding potion

	Quark (Quark-r1.6-177.jar --> Quark-r1.6-178.jar):
			Fix default foxhound spawn rate being overinflated
			Fix frogs consuming all
			Fix items flashing burning memory

	Random Things (RandomThings-MC1.12.2- --> RandomThings-MC1.12.2-
			* Fixed: Spectre Illuminator causing other tile entities nearby to move ([Benjamin-L](https://github.com/Benjamin-L))

	Reborn Core (RebornCore-1.12.2- --> RebornCore-1.12.2-
			(modmuss50) Fix server crash #releaseBuild

			(modmuss50) #releaseBuild
			(modmuss50) Remove unused textures
			(modmuss50) Remove custom shield code, it was too expensive to run.
			(modmuss50) Remove debug output
			(modmuss50) Fix autocrafting table crash
			(modmuss50) update gitignore
			(modmuss50) Revert "Blockstates logic is back in block"

	Sound Filters (SoundFilters-0.11_for_1.12.jar --> SoundFilters-0.12_for_1.12.jar):
			Added code to catch the NPE that sometimes gets thrown when updating the occlusion
			Unfortunately it seems to be a concurrency issue, and can't be avoided

	Unique Crops (uniquecrops-1.12.2-0.2.0.jar --> uniquecrops-1.12.2-0.2.1.jar):
			* fix feroxia growth conditions being nonexistent through other dimensions
			* fix xray bug with egg basket model
			* fix dyeius crops giving wrong dye when rightclick harvested

	ViesCraft - Airships! (ViesCraft-1.12.2-5.9.13.jar --> ViesCraft-1.12.2-5.9.16.jar):
			* Fixed a bug that would crash the game if had the music module active and pressed stop while no music was playing.
			* Fixed a dup bug involving the airship workbench.. Put in save checks and notify block updates in every stage of crafting.
			* Added something that digs deeper when doing a check for a riding entity when using the Dismounter. It now looks at the broad Entity class instead of the LivingBaseEntity class. Should help with mods like MineColonies.

	Electroblob's Wizardry (Electroblob's Wizardry - 4.2.9 - MC 1.12.2 --> Electroblob's Wizardry - 4.1.4 - MC 1.12.2.jar):
		Electroblob's Wizardry - 4.2.9 - MC 1.12.2:
			Version 4.2.9 - Getting twilight-ready!
			+ Added German translations, courtesy of Alsentar
			+ Updated Chinese translations, courtesy of Hokorizero and TUsama
			+ Updated Spanish translations, courtesy of BirdyDragon
			+ The screen now shakes when shockwave is cast nearby, and when a meteor or lightning hammer lands nearby
			+ Items and blocks specified in the config now support metadata, resolving issue #353
			> For example, minecraft:coal:1 can be used to specify charcoal
			> If no metadata is specified, the entry will match all metadata values
			* Made some tweaks to the random_spell loot function to minimise the chance of empty books generating
			* Shockwave no longer prints '[player] resisted Shockwave' when the playersMoveEachOther option is disabled
			# Fixed issue #323, where newer version of Antique Atlas would fail to translate wizardry's custom marker names
			# Possibly fixed issue #359 (and maybe even the ancient issue #15!), a syncing issue with the snare block
			# Fixed issue #362, where the game would crash when summoned creatures were killed by forest of thorns with CoFH Core installed
			# Fixed a bug where casting shockwave near a player wearing an amulet of anchoring, or with playersMoveEachOther disabled, would cause the spell to not affect some other nearby players or mobs
			# Fixed earthquake not making the screen shake
			# Fixed a bug where the pocket furnace item blacklist checked the smelting result, not the item being smelted
			# Fixed a bug where the blink effect was being ticked twice

		Electroblob's Wizardry - 4.2.8 - MC 1.12.2:
			Version 4.2.8 - Tweaking this, fixing that
			+ Wizardry's custom fireballs can now be parried like vanilla ones, fixing issue #335
			+ Wizards can now cast grapple... enjoy!
			+ Wizards can now cast snowball (but they don't naturally spawn with it equipped)
			* Updated Russian translations, courtesy of bigenergy
			* Wizardry's custom fall damage can no longer deal more damage than normal vanilla fall damage would have dealt
			* Tweaked how constructs deal periodic damage so mobs don't all get hit at once, makes it look more natural
			* Tomes of arcana now have more accurate descriptions, fixing issue #330
			* Miscellaneous API improvements:
			> Added a SpellThrowable class for spells that shoot vanilla projectiles and projectiles from other mods
			> Added entity- and tileentity-sensitive versions of Spell#canBeCastByNPCs and Spell#canBeCastByDispensers - you can use these, for example, to make spells that wizards can only equip if they spawn in a particluar location
			> Added chainable methods for setting which items (as in books/scrolls) a spell can appear on, and which entities can spawn with it equipped
			> Added an overload to WizardrySounds#createSound(...) that accepts a mod ID; mainly for use by the Spell class
			> Added similar overloads for the texture creation methods in ParticleWizardry
			> All of the sound-related methods in the Spell class now use the appropriate mod ID for that spell; you should no longer have to override them for normal spells
			> Wizardry.proxy.addMultiLineDescription(...) now accepts format arguments
			# Fixed issue #178, where players would immediately die again after resurrecting when potion core was installed
			# Fixed issue #299, where the game would freeze due to a circular reference in NBT (somehow?!) - this now prints an error to the console
			# Fixed issue #317, where empowering presence could be cast repeatedly to get unlimited levels of the empowerment effect
			# Fixed issue #336, where teleporting away or logging out when near an entity with the slow time effect sometimes resulted in a player or mob being invulnerable and unable to affect the world
			# Fixed issue #345, where wizards, evil wizards and phoenixes would play their continuous spell sounds every tick
			# Fixed an issue where tomes of arcana would display an incorrect tier in their tooltips
			# Fixed a (virtually unnoticeable) rounding error related to invisibility when wearing wizard armour
			# Erased the stray pixel from the Skyrim-style HUD skin (What? It was annoying me...)

		Electroblob's Wizardry - 4.2.7 - MC 1.12.2:
			Version 4.2.7 - Hotfix
			* Smoke bombs now apply blindness to mobs as well as the mind trick effect - this should make it work better with Dynamic Stealth
			# Found the earth mage leggings texture, somehow it must have fallen down the back of the sofa
			# Fixed rounding errors when handling mana consumed by continuous spells, this was mainly noticeable when casting spells costing 5/second with a full matching armour set
			# Fixed an issue where enchanting scrolls with crystal shards or grand crystals used the mana value for regular magic crystals
			# Fixed an issue where Lycanite's mobs would not drop wizardry loot, also thanks to Azim-Palmer

		Electroblob's Wizardry - 4.2.6 - MC 1.12.2:
			Version 4.2.6 - A few festive fixes
			+ Added a damage property to the frost axe spell JSON file, fixing issue #322
			+ Added a config option to disable growing crystal flowers with bonemeal
			+ Decked the halls
			# Fixed issue #170 (and hopefully #208, #289 and #313), a GL state issue affecting rendering from other mods - courtesy of UltraHex
			# Fixed issue #261, where the frostbite skin overlay effect would stop the second layer of a player's skin from rendering until they left the game or changed their skin customisation settings
			# Fixed issue #262, where ice giants and phoenixes spawned from eggs would try to attack players in creative mode
			# Fixed issue #280, where all nearby players would see the on-screen blink effect when a player cast blink
			# Fixed issue #288, where OCDevices would query conjured item max damage before spell initialisation, causing a crash
			# Jingled the bells
			# Fixed issue #291, an error when loading wizard NBT data
			# Fixed issue #294, where wizard armour would sometimes break when it ran out of mana
			# Fixed issues #298 and #304, crashes (server and client respectively) caused by a ConcurrentModificationException when updating dispenser casting
			# Fixed issue #303, where the ring of chaining effect would attack the player wearing it
			# Fixed issue #305, where arcane-locked blocks would cause VoxelMap to crash
			# Fixed issue #306, a server error when creating ice spikes
			# Fixed issue #307, where re-remembering the same stone circle location would sometimes crash the game
			# Wrapped the presents
			# Fixed an issue where Lycanite's mobs with the frostbite effect would cause a rendering error, resulting in weird graphical glitches - courtesy of Azim-Palmer
			# Fixed an issue where black hole would grow indefinitely if the client got out of sync

		Electroblob's Wizardry - 4.2.5 - MC 1.12.2:
			Version 4.2.5 - Hotfix
			# Fixed issue #274, where spawning conditions for wizardry's hostile mobs were incorrectly applied to all hostile mobs

		Electroblob's Wizardry - 4.2.4 - MC 1.12.2:
			Version 4.2.4 - Bits and bobs, balancing and bugfixes
			+ Unleashed the full potential of spell properties files!
			> Spell properties files can now be overridden globally in config/ebwizardry/spells
			> Spell properties files can now be overridden for specific worlds in [world save]/data/spells
			> Moved the main config file to the new ebwizardry folder because it makes more sense for it to be there now
			+ API improvements to spell books:
			> Allow spells to set which book/scroll items they can appear on
			> Allow spell books to set custom GUI textures
			> Tweaks to loot functions and wizards to accommodate the changes
			* Updated the crystal ore picture in The Wizard's Handbook
			* Rebalanced wand progression, it should be a lot less of a grind now, especially at lower tiers
			* Increased the health threshold for the amulet of transience, it should now trigger more often
			* Fast worldgen now performs a simple check for water instead of just ignoring ocean biomes, so it shouldn't generate structures underwater
			* Improved the descriptions of some of the structure generation settings to make it clearer how to disable them completely
			# The looting spell context now works properly
			# Fixed issue #186 (also #269), a crash during world generation with Dynamic Trees installed - fancy worldgen should now work again with Dynamic Trees
			# Converted wizardry's in-world sound files from stereo to mono, fixing issue #218
			# Fixed issue #244, where arcane jammer would sometimes not work properly on evokers
			# Fixed issue #245, where the client and server would sometimes select different forfeits
			# Fixed issue #248, where the game would crash during world generation if any of the config structure file lists did not contain any valid files - this now prints a warning instead, sincce that's not how you should disable structures
			# Fixed issue #256, where removing spells (either by updating from an older version or uninstalling a spell pack) would result in various spell book and scroll metadata mismatches
			# Fixed issue #257, where the ring of condensing and amulet of transience would only recharge wands/armour on the client side, meaning the charge would reset to its previous value when the item was moved around
			# Fixed issue #260, where lightning wraith spawners would only work during thunderstorms
			# Fixed issue #267, a block detection misalignment that caused block properties to be queried on the wrong block in various spells

		Electroblob's Wizardry - 4.2.3 - MC 1.12.2:
			Version 4.2.3 - Hotfix
			# Temporarily disabled the spells sound category to prevent issue #238, this will be reinstated later when a solution is found
			# Fixed JEI spamming the log with errors about mana flask charging recipes having no output
			# Fixed issue #242, where charging an item with a mana flask would wipe its NBT data

		Electroblob's Wizardry - 4.2.2 - MC 1.12.2:
			Version 4.2.2 - More tweaks and fixes
			+ Added Polish translations, courtesy of Trozuu
			+ Spell books and scrolls now display their tier, element and spell type when advanced tooltips are enabled (F3+H) - this allows you to search by element or spell type in the creative menu, hooray!
			+ Conjure block now requires the player to be sneaking to dispel a block
			+ Added support for WAWLA enchantment descriptions to the en_us and en_gb lang files, fixing #210
			+ Added a 5x bonus progression modifier for casting an undiscovered spell for the first time
			* Wands now only track the last 5 spells cast, instead of 10 - this means that cycling through all the spells in sequence on any wand incurs no repetition penalty to progression
			* Reduced the required progression for all tiers by about 30-35%
			* Increased the default rarity of wizardry's structures, reset them in the config menu to get the new values
			* Combustion rune now respects player block damage and mob griefing settings, see issue #217
			* Items can no longer be recharged with mana flasks if they are already fully charged
			* The game will no longer launch with Forge versions older than the required version
			# Fixed issue #68, where mana flask charging recipes did not work correctly in non-vanilla crafting grids
			# Fixed issue #172 (also #191, #198, #199, #205, #211, #217, #220, #226, #230, #232 and #234), an ArrayIndexOutOfBoundsException crash related to wizardry's custom sound category
			# Fixed issue #179, where the possession spell shaders were applied to all players instead of just the one using possession
			# Fixed issue #182, where various construct spells would crash the game when cast by dispensers
			# Fixed issue #183, yet another ArrayIndexOutOfBoundsException in wand NBT data
			# Fixed issue #185, a crash related to summoned creature revenge-targeting
			# Fixed issue #190, where certain forfeits were able to break or overwrite blocks they should not
			# Fixed issue #196, a crash related to sound loops checking if they should continue
			# Fixed issue #205, a ConcurrentModificationException crash when rendering arcane lock effects
			# Fixed issue #216, where the game would sometimes crash when a shrine was conquered
			# Fixed a crash when clicking an already-remembered stone circle, see issue #217
			# Fixed spectral bow repeatedly re-equipping when used, see issue #217
			# Fixed imbuement spells not working correctly, see issue #217
			# Fixed issue #219, a crash on startup related to lightning hammer item attribute modifiers
			# Fixed issue #228, a dedicated server crash related to disintegration effects
			# Fixed issue #229, a NullPointerException crash during transportation teleporting
			# Fixed issue #236, a crash with targeting events related to possession
			# Fixed lighting issues with spectral blocks, they no longer emit light but always appear bright
			# Fixed clairvoyance particles not moving correctly
			# Fixed some typos in the lang files

		Electroblob's Wizardry - 4.2.1 - MC 1.12.2:
			Version 4.2.1 - Hotfix
			+ Added a config option to specify blocks that count as trees for wizardry's structure generators - fixes issue #165
			+ Added various translations which were missed in the 4.2.0 update
			* The wizard tower rarity config option now resets itself to the default value (600) when it is below the minimum value (20) - this means old configs should now change automatically
			# Fixed issue #49, where the game would crash when entities were added to the config immunity lists
			# Fixed issue #166, a crash caused by a NullPointerException in potion events
			# Fixed issue #171, where the game would crash with a JSON syntax error when recipes referenced from the handbook were removed - a blank recipe grid is now displayed instead when this happens
			# Fixed issue #176, another ArrayIndexOutOfBoundsException in wand NBT

		Electroblob's Wizardry - 4.2.0 - MC 1.12.2:
			^ Version updates
			+ Added features
			* Changed features
			# Bugfixes
			* Removed features
			Version 4.2.0 - An update so big the changelog is in multiple parts!
			^ Updated to Forge 1.12.2 -
			* Sanitised the jar filename a bit (removed the spaces and the apostrophe, apparently Maven doesn't like them)
			+ Added many new particle effects to various spells
			+ Added a variety of new sounds, including spell selection, spell binding in the arcane workbench, and casting of various spells
			+ The arcane workbench GUI now has a fancy animation when the apply button is pressed
			+ Conjured items now have an appearing/disappearing animation
			+ Creatures with the frostbite effect now show an icy layer over their skin
			+ Wizard robes now bend when the wearer is sneaking or sitting down
			+ Legendary wizard armour now has its own armour texture variants (the items still look the same)
			+ The spell HUD has a new default texture and now supports different skins defined using JSON files in resource packs, which can be selected in the config menu - the base mod now comes with 19 different skins to choose from!
			+ The spell HUD now shows the previous and next spells and has a spell-switching animation
			+ Sixth sense and transience (along with two of the new spells) now have fancy shaders!
			+ The spell HUD position config option now has four more options allowing the HUD to switch from left to right depending on which hand the active wand is held in
			+ Wands now display their progression when advanced tooltips are enabled
			+ Added a spells sound category, use the slider in Options -> Music & Sounds to change the volume of spells separately to other sounds
			+ Added a config option to turn off spell shaders
			+ Added a config option to reverse the spell switching scroll direction
			* The default spell HUD scroll direction has been reversed so it works the way you'd expect it to with the new animation
			* The spell HUD now scales itself to get out of the way of the hotbar and offhand slot - this normally only happens with a large GUI scale or a small game window, and can be avoided by changing the HUD position, GUI scale or the player's primary hand
			* Completely rewrote the rendering for arc/lightning ray/chain lightning, it is now fully 3D and no longer an entity, resulting in improved performance
			* Completely rewrote the rendering for forcefields, they are now actual spheres and not made of particles, and have particle effects when things hit them
			* Shockwave has a new animation and sound
			* Rewrote the particle system to use the texture atlas, resulting in a major performance improvement for large numbers of particles (such as with the blizzard spell)
			* Particles can now have simple physics, for example, flame ray spreads out when it hits a block
			* Spirit animals now fade away when dispelled
			* All sounds are now defined in separate sound events
			* Continuous spell sounds are now looped nicely, with start and end sections and a much longer loop
			* Retextured most of the blocks
			* Retextured nearly all of the items, including all of the wands
			* Retextured a number of spell icons
			* Retextured a few entities
			* Retextured all of the book GUIs and added subtly different variations for different tiers of spell book
			* Updated the Wizardry logo
			* Most chat readouts (excluding commands) have been changed to toast notifications above the hotbar
			# Fixed render pass/layer issues for various translucent things
			# Fixed a bug where status effects with custom particles (e.g. frostbite) would not update on the client when applied to non-players, causing them to appear to continue indefinitely
			# Status effects with custom particles no longer mix their colours with other status effects
			# Ice spikes no longer appear black when inside blocks
			# Fixed transparency for cobwebs from the cobwebs spell
			# Flame particles no longer appear dull and translucent for some spells (firebomb, flame ray, phoenix attacks, etc.)
			# Fixed various spells where particles that were meant to appear did not
			# Fixed z-fighting on the brim of wizard hats when they have the enchantment glint effect
			# Wizard hats no longer clip through the hat layer of player skins, fixing issue #83 - the brim is slightly wider now to keep it in proportion
			# The arcane workbench in-world animation is now smoother
			# The spell HUD no longer displays in spectator mode
			# Wizards no longer spawn heal particles around themselves when they first spawn
			* Removed the mana readout in item tooltips (you can still view the exact mana in an arcane workbench - or by pressing F3 + H, you spoilsport...)
			+ Added runestone and runestone pedestals
			+ Added elemental crystal block variants
			+ Stones of transportation now display particles at the positions of any stones missing from the circle when right-clicked
			* Magic light blocks can now be broken in creative mode
			# Fixed issue #128, where magic light blocks would grow indefinitely on server/client desync
			# Arcane workbenches no longer connect to fences, panes, iron bars or walls
			+ Added artefacts! These can only be found by exploring shrines, which will each contain a single artefact
			+ Added elemental crystal variants, which may be used to craft novice elemental wands
			+ Added wand progression - a new mechanic in which wands gain progression from casting spells and must reach a certain amount of progression before they can be upgraded to the next tier (tomes of arcana are still required to do the actual upgrading)
			+ Added a config option to revert to legacy wand levelling, because I know you'll ask
			+ Added 3 armour enchantments: Magic Protection, Frost Protection and Shock Protection - these can be applied to any armour, including wizard armour, and may be applied to or found in enchanted books
			+ Wizard armour items now show a tooltip in the arcane workbench with how much mana they have left
			+ Added spark bombs as an item - they work in much the same way as firebombs, poison bombs and smoke bombs and can be crafted or found in dungeon chests
			+ Added wand melee upgrades, which allow wands to deal more melee damage
			+ Added purifying elixir for removing curses
			+ Added astral diamonds, which can be found as loot and are now required to buy master-tier items
			+ There are now three different sizes of mana flask, which restore 300, 700 and 1400 mana respectively and can occasionally be found in dungeon chests or dropped by wizards, as well as being craftable as before
			+ Added spawn eggs for all of wizardry's non-vanilla summoned creatures
			* Magic wands are now empty when first crafted
			* Wizard armour can now be enchanted using an enchantment table, as well as with an anvil as before (though that was not intended prior to this release!) - fixes issue #139
			* The cost reduction provided per piece of wizard armour has been reduced to 15%, however there is now an additional 20% bonus for wearing a complete set, meaning that the cost reduction for a full set is still 80% as before
			* When invisible, wizard armour is now ignored when calculating the mob detection penalty for wearing armour
			* Wizard armour now doesn't render at all when invisible, rather than just using an invisible texture
			* Siphon upgrades have been buffed to grant at least 5 mana per level for each kill (it was 3 before)
			* All wands are now available in the creative inventory, and wizardry gear (wands, armour and artefacts) now has its own separate tab
			* Spell books and scrolls now stack to 16 (the arcane workbench slots still only accept one spell book at a time, but you can now enchant a stack of 16 scrolls at once)
			# Wands and conjured items can no longer be enchanted using an anvil
			+ Added obelisks
			+ Added shrines
			+ Added some of the new items to loot tables
			+ Firebombs, poison bombs, smoke bombs, spark bombs and a selection of spell scrolls now have a chance to generate in jungle temple dispensers
			+ Added the 'fancy' structure generation algorithm to determine whether there is space for the structure to spawn, meaning structures are very unlikely to spawn on cliffs, steep slopes, or other structures, and will clear any floating trees left behind after they generate - there is a config option to turn this off for potentially quicker worldgen
			+ Added the option 'undiscovered_bias' to the random_spell loot function; this option allows a weighting towards undiscovered spells to be specified, with 0 being no weighting (as it was previously) and 1 producing guaranteed undiscovered spells
			+ Added a config option to change the chance for a tower to contain an evil wizard and loot chest, see issue #133
			+ Added a config option to add, change and remove structure file locations, allowing pack makers to add and remove structure variants from resource packs rather than being limited to just overriding the default ones
			+ Added a config option to specify the loot injection locations, meaning you can now add wizardry's standard set of dungeon loot to any loot table from any mod
			* All structures now use the structure file system, meaning you can spawn them yourself using structure blocks and change them using resource packs
			* The tower rarity config option is now the 1/n chance per chunk that a wizard tower will generate, allowing for finer control over their rarity - multiply pre-4.2 values by 70 for an equivalent value in the new system
			* Wizard tower materials have been tweaked a little: cobblestone and stone brick towers now have random mossy blocks and towers in mesas are now made of red sandstone
			* Structures now ignore trees when finding a space to generate, meaning they should now spawn at the same rate in forests as everywhere else
			* The spell books and scrolls generated in dungeon chests and wizard tower chests (as well as shrines and obelisks) now have an undiscovered bias of 0.3 by default, meaning 65% of generated spell books and scrolls will contain spells the player has not yet discovered
			* Mob spell book drops are now defined in a loot table, and mobs can be blacklisted or whitelisted for this in the config
			* Mobs no longer drop master spell books, apart from evil wizards spawned from structures
			* All loot is now less common in dungeon chests, to account for the new structures
			* Tomes of arcana are now much less common
			* Various other loot rarity tweaks
			# Eliminated most cascading worldgen lag (a small amount still remains; this is due to the size of the bigger stuctures)
			# All structures now respect the generated structures world option
			# The rewrite should fix issue #100
			* Removed novice elemental wands from loot tables in favour of elemental crystals
			* Removed the generateLoot config option in favour of finer control over loot injection locations, see above
			+ Added 32 new spells!
			+ Spells can now be cast by placing a spell scroll in a dispenser and powering the dispenser - some spells behave slightly differently to when they are cast by players, and a few spells such as transportation cannot be cast by dispensers
			+ Continuous spells can now be cast using scrolls, and will last for a set duration of 6 seconds in survival mode. They also work in dispensers!
			+ Continuous spells may now have cooldowns, though by default none of them do
			+ Arcane jammer now prevents evokers from casting spells
			+ Added a config option to prevent player block damage, this should stop griefing on servers - the one exception to this is the new Mine spell since that's all it does, but it should still respect block protection mods (if not, you'll have to disable the spell, sorry)
			+ Added a pocket furnace item blacklist to the config
			+ Added sword and bow item whitelists to the config
			* Wizards (and other non-player spell casters) now obey range restrictions for all spells, so no more being electrocuted from 20 blocks away!
			* Wizards now have the decency to tell you which spell you are buying before you buy it - however, it will only count as discovered after you buy it
			* All construct spells including sigils now have anti-overlap, meaning that multiple constructs of the same type cannot be placed such that they intersect - this removes an exploit where constructs (especially sigils) could be stacked up at a single location to deal massive amounts of damage
			* All summoned creatures now increase their attack damage based on the potency the spell was cast with
			* Summoned creatures can now always attack non-players that are attacking their caster (noticeable with, for example, angry wolves)
			* Some spells such as blizzard no longer require the caster to be aiming at the ground in order to cast them, they can now be cast in mid-air just like black hole, fixing issue #132
			* Summoning a spirit horse or wolf when the player already has one now causes the old one to disappear, instead of not allowing the new one to be summoned - this fixes issue #74
			* Wizards can now cast even more of the spells
			* Some projectile spells have had their base ranges reduced to make range upgrades more useful
			* Forcefield's repulsion code has been completely rewritten; it is now impossible for anything to get through that isn't supposed to - this fixes issue #117
			* Forcefield now supports blast modifiers, which increase the forcefield size
			* Forcefield now protects against explosions - you can now stand inside your forcefield and watch creepers blow up in your face without taking a single bit of damage!
			* Blocks can now be placed and broken and entities can now be interacted with inside forcefields; however, you cannot interact with anything outside a forcefield from inside it, and vice versa
			* Sigil spells are now affected by potency modifiers
			* Blast upgrades now affect various spells that weren't affected by them before
			* Firestorm has been renamed to fire breath (any references to the old firestorm spell in existing worlds will change to fire breath)
			* Fireball and greater fireball have had their fireballs replaced with custom ones because the vanilla ones are useless - you can optionally replace all fireballs in the game with these if you prefer them
			* Phase step now allows teleportation through floors and ceilings, and also works as a short-distance teleport that does not require the caster to be looking at a block, unlike blink
			* Summoned silverfish now have a limit to the number of 'generations' that can happen, preventing them from multiplying indefinitely - this fixes issue #143
			* Flame ray and fire breath now support duration modifiers, in the same way as ignite
			* Life drain's healing power has been nerfed slightly, but now scales with potency modifiers
			* Wall of frost now freezes mobs solid if they are caught in its blast
			* Wall of frost now uses frosted ice instead of ice statue blocks, eliminating the large number of tile entities, resulting in improved performance
			* Wall of frost now supports duration modifiers, which will increase the time before the ice breaks
			* Lightning hammer now deals damage to entities on a direct hit
			* Phoenixes now spawn in mid-air instead of on the ground
			* Banish's teleportation radius is now affected by blast modifiers instead of range modifiers. The range of the actual spell shot is still affected by range modifiers.
			* Light is now affected by range modifiers
			* Greater fireball and growth aura are now affected by blast modifiers
			* Glide and flight are now affected by potency modifiers, which in both cases increase flight speed
			* Intimidate is now affected by potency modifiers, which increase the distance mobs will run away
			* Whirlwind is now affected by potency modifiers, which increase the repulsion speed
			* Ice spikes can now be summoned on walls and ceilings
			* Ice charge now spawns ice shards with greater velocity
			* Diamondflesh now gives resistance IV instead of resistance V
			* The code now allows wizards to cast most master spells, but only wizards spawned from shrines will actually do so naturally - but you can make any wizard cast master spells by right-clicking them with a master spell book in creative mode (at your own risk!)
			* All spells now respect the mobGriefing gamerule
			# All spells no longer hit entities that are in the process of dying
			# Transience now prevents all damage except being out of the world, as was originally intended - you can now jump off a cliff and land unharmed under its effects
			# Spirit wolves now spawn with a full 40 health instead of 8 (the value for untamed wolves, which was incorrectly used in previous versions)
			# Decoy now has a greater chance to trick mobs the higher the potency, as it should (it was less before... my bad!)
			# Pocket furnace no longer smelts weapons, tools or armour, fixing issue #115
			# Fixed issue #30, where Potion Core (or any other mod that modifies vanilla invulnerability timers) would cause continuous spells to deal damage in very quick succession in certain cases - the config-based workaround should no longer be necessary
			# Fixed issue #69, where discover spells would (sometimes?) reset client-side on player death
			# Fixed issue #137, where summoned iron golems would behave like village ones instead of player-built ones
			# Fixed issue #150, where lightning hammer caused a crash with LordCraft installed
			The Wizard's Handbook:
			+ Added a movable bookmark to The Wizard's Handbook
			+ Added more images to The Wizard's Handbook
			+ The Wizard's Handbook now adds pages as and when you discover the relevant item, location or thing, so that new players don't have a huge wall of text to start off with (and to encourage you people to actually read the thing!)
			+ Added a (client-side) config option to switch this behaviour off for the wizardry veterans out there
			+ Added a config option controlling whether wizardry's books pause the game when opened in singleplayer, fixing issue #126
			* The Wizard's Handbook is now defined in a JSON file, allowing for much more flexibility in its structure and formatting - it now supports:
			> Inline and animated crafting recipes, which are loaded dynamically from defined recipe JSON files
			> Inline images with captions > Customisable text colours
			> Inline hyperlinks to sections of the book and external websites
			> Customisable contents lists, complete with automatically-generated hyperlinks
			> Advancement triggers for book sections
			* Updated and reorganised the information in The Wizard's Handbook
			# As a result of the changes, text now wraps properly regardless of the font, language or book contents, fixing issue #58
			# Fixed issue #145, where the handbook background was coloured if the GL colour was not set to white by whatever was drawn before it
			Mod Integration / Compatibility:
			+ Added Baubles integration for the new artefacts - if Baubles is installed, they are active when worn in the appropriate Baubles slot, otherwise they are active when on the hotbar (and are limited to the same number as the Baubles slots would allow)
			+ Added Antique Atlas integration for wizard towers and the two new structures, shrines and obelisks - each has its own dedicated marker type, and by default global markers will be added as the structures are generated
			+ Added mod integration options to the config file
			# Added the damage safety checker, fixing issues #72 and #89 - this system allows wizardry to detect an imminent crash before it happens and divert the damage to prevent it
			# Fixed issue #125, a crash with the Applied Energistics 2 terminal
			# Fixed issues #66 and #153, an exploit where wands and armour could be refilled with mana using item repair methods from other mods
			+ Added support for positional spell casting using commands, meaning players and command blocks can cast spells at any location as if there was a dispenser there
			+ Spells now each have their own JSON file located under assets/ebwizardry/spells, which defines the spell's base attributes and where it can appear and be used - this means they can now be tweaked using resource packs
			> On a server, you'll need to modify the jar in the same way you would for recipes or advancements - but the changes will be sent to clients automatically
			+ Added proper advancement triggers, meaning you can make custom advancements for certain actions in wizardry including spell casting, spell discovery and arcane workbench use
			* Continuous spells cast via commands now last for a certain duration which may be specified in the command, or left as the default 5 seconds, similar to the /effect command
			* Assigning spells to wizards via right-clicking in creative now displays a chat readout
			* Increased the config limit for player/NPC damage scaling from 20 to 255
			* Wizardry's commands now respect the sendCommandFeedback gamerule (with the exception of /allies, since that's all it does)
			# Eliminated several ArrayIndexOutOfBoundsExceptions caused by wand NBT in commands
			+ Ice wraiths now occasionally spawn at night in tundra, ice spikes and ice mountains biomes
			+ Lightning wraiths now occasionally spawn in any biome during thunderstorms
			+ Added config options to control mob spawning
			+ Added a config option for changing the items required to buy items from wizards, useful if, for example, your modpack has a currency item such as coins
			+ Added Korean translations, thanks to rewi_wire and shejery
			+ Added French translations, thanks to Hahdrim
			+ Added Brazilian Portugese translations, thanks to lorrampi
			* The ally designation system now takes tamed creatures into account, including those from other mods (assuming they use the vanilla system): creatures tamed by you or an ally will not be targeted by your spells, even when you are not logged in
			* Due to internal changes (namely that they now implement IEntityOwnable), other mods should now recognise that your summoned creatures and constructs belong to you - actual effects will vary between mods
			* The friendly fire config option now has four settings: All (allow all friendly fire), Only players (prevent friendly fire on creatures summoned/tamed by you or an ally, but allow it on allied players), Only minions/pets (prevent friendly fire on players, but allow it on creatures summoned/tamed by you or an ally), and None (prevent all friendly fire)
			* The minion revenge targeting config option now works on everything the ADS works on, so your pets, your friends and their pets will now be completely safe if it is disabled
			* Wizard trades are a bit less expensive now, and diamonds have been removed from the potential items bought
			* Reorganised wizardry's advancements, added some new ones and removed some old ones
			* Updated Russian translations, thanks to kellixon
			* Reorganised and improved the config file and GUI
			* Polar bears are now immune to frost damage
			# Binding the next/previous spell keys to mouse buttons finally works properly - gaming mouse users, rejoice!
			# Fixed issue #116, where the server would freeze when it received an invalid arcane workbench packet (this now prints a warning instead)
			# Squashed a load of other little bugs
			+ Improved API support for adding new elements
			+ Improved API support for adding new tiers, you'll probably need to do some of the legwork yourself though
			+ Added the ISpellCastingItem interface, allowing custom spellcasting items to be defined without needing to extend ItemWand
			+ Added the IManaStoringItem interface, allowing custom implementations of mana storage (such as NBT)
			+ Added a spell data system to WizardData which allows data of any type to be stored in it. This is done by specifying a key which is an IVariable<T>, where T is the type of data you want to store. The system also allows automatic saving to NBT through supplied converter functions, see IStoredVariable. There are a number of static methods for generating keys for primitives and other common data types in StoredVariable. The system is completely optional, so you may well not even need to use it.
			* Reorganised some of the packages
			* Moved a lot of methods around in an effort to improve code navigability and separation of concerns. There shouldn't be too many external changes, but some helper methods may be somewhere different to before (notably: raytracing, NBT helpers and the ally designation system).
			* Significantly refactored the structure and hierarchy of the spell classes, introducing a set of standardised superclasses for similar types of spells. These changes should be backwards-compatible except for a few minor tweaks/name changes, though these are insignificant compared to the changes required as part of the spell JSON system - HOWEVER, it is highly recommended that spell classes are converted over to extend the appropriate superclass wherever possible. This will likely result in deletion of a lot of copied code.
			* Introduced spell properties, which are the code representation of the base_properties object in the new spell JSON files. You'll need to make JSON files for all your spells and plug in their tier, element, cost, etc. (I have a code snippet that generates the standard stuff for you, give me a shout). The more involved part is taking the hardcoded constants ('properties') out of your spells and moving them over to the JSON file so that users can change them. Your spells will still work without doing this, so which things you choose to give users control over is up to you. See my spell classes for examples.
			* Decoupled spell metadata from the numbers used in packets. This fixes a problem where removing a spell from a world (perhaps by uninstalling a spell pack) would result in the game crashing when trying to sync spell glyph data. Spells now have a network ID which must be used for packets, see Spell#networkID() and Spell#byNetworkID(int). For clarity, the Spell#id() and Spell#get(int) methods have been renamed to metadata() and byMetadata() respectively. N.B. Spell metadata is likely to be phased out in future updates in preparation for 1.13 and the flattening, network IDs are the first step towards that.
			* Rewrote the particle system, pretty much from the ground up. Wizardry particles must now be spawned using the particle builder - see electroblob.wizardry.util.ParticleBuilder for more details. It's pretty self-explanatory though, this isn't a difficult change to make. You can even add your own particles to this system!
			* Improvements and changes to spell casting events and modifiers to accommodate dispenser casting, including proper support for cooldown modifiers and integration of cost into the modifiers system - fixing issue #140
			* Allies are now stored as UUIDs, as are owners of summoned creatures and constructs, which now also implement IEntityOwnable. The ally system has been tweaked accordingly and there are a few extra helper methods for it, see electroblob.wizardry.util.AllyDesignationSystem for details. This change fixes issue #113 and possibly #21.

- EZStorage 2
- GottschCore
- InGame Info XML
- Iron Backpacks

Generated using [ChangelogGenerator 2.0.0-pre3](https://github.com/TheRandomLabs/ChangelogGenerator).


Download the mod pack using our launcher here: LINK

Banned Items: HERE!

Daily Reward: HERE!

Donate to support us: HERE!



Adventuring and exploration, looting and fighting


Share this post

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Guidelines.