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Roguelike Adventures and Dungeons server update to version 1.40a is complete!


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Server address:  rad.craftersland.net

 

Server update to modpack version 1.40a is complete. it's a big update with mods added, removed and a lot of changes! This update is available for download on Twitch and our Launcher.

 

Changes:

  • Added 7 mods
  • removed 3 mods
  • Updated 32 mods
  • Updated configs and scripts

 

Official changelog:

Spoiler

===========================
R.A.D. 1.39 --> R.A.D. 1.40
===========================

Added:
- Backported Flora
- Better Hurt Timer
- Corail Tombstone
- Ender Skills
- Roguelike Dungeons - Fnar Edition
- Titles
- Yoyos

Updated:
	Aether Continuation (Aether Continuation v1.2.3 - Server Fix #2 --> Aether Continuation v1.3.0.jar):
		Aether Continuation v1.3.0.jar:
			+ Updated to be compatible with the newest version of the Aether for Minecraft 1.12.2! Thanks to [Zachary2897!](https://github.com/Zachary2897)
			+ Added German translation thanks to [TobiPeterG!](https://github.com/TobiPeterG)
			* Removed Skyroot Beds as they were added by the actual Aether mod itself.

	Aether: Lost Content (Lost Aether Content 1.12.2-v1.0.1 --> Lost Aether Content 1.12.2-v1.0.2):
		Lost Aether Content 1.12.2-v1.0.2:
			* Updated to support the latest Aether Legacy update (v1.5.0)
			* Menu toggle now overrides the existing Aether menu, it has proper button placements when outside the native resolution, unlike the normal Aether one. It also displays a nice Aether Dirt background.
			* Added an option to display the Modding Legacy server on the menu.
			* Songstone now plays a sound when triggered.

	Atum 2: Return to the Sands (Atum-1.12.2-2.0.17.jar --> Atum-1.12.2-2.0.19.jar):
		Atum-1.12.2-2.0.19.jar:
			* Fixed crash with mods altering Mineshafts

		Atum-1.12.2-2.0.18.jar:
			* Added gen events for caves, mineshafts & ravines
			* Added decorate events for trees

	Charm (Charm-1.12.2-1.3.7.jar --> Charm-1.12.2-1.4.jar):
		Charm-1.12.2-1.4.jar:
			1.4 is a maintenance release for Minecraft 1.12.2 with Forge.
			1.4.0
			* Changing dimension keeps player attributes
			Future MC compatibility fixes (SokyranTheDragon)
			* Fix FutureMC compat recipes
			* Added recipes in case FutureMC is present for equivalent blocks
			* Added FutureMC flowers/sweet berries to the list of compostable items
			* Added FutureMC blocks for world decoration when Charm equivalents are missing

	Controlling (Controlling-3.0.9 --> Controlling-3.0.10):
		Controlling-3.0.10:
			updated Polish lang

	CraftTweaker (CraftTweaker2-1.12-4.1.20.574.jar --> CraftTweaker2-1.12-4.1.20.586.jar):
	Cyclic (Cyclic-1.12.2-1.20.3.jar --> Cyclic-1.12.2-1.20.6.jar):
		Cyclic-1.12.2-1.20.6.jar:
			Auto crafter now correctly moves container items to output slots and refills them (such as full buckets in cake recipe).
			Boomerang fixed to not break certain strong blocks such as Reinforced glass from securitycraft when thrown.
			Also Boomerang by default will no longer break blocks when flying (config boomerang.doesBreakBlocks to restore old way).
			(trunksbomb) Fix Pattern Replicator to not cause out of bounds exception

		Cyclic-1.12.2-1.20.5.jar:
			Optimize BaseEnchant calls to EnchantmentHelper and HashMap (merge PR Ricket).
			Fix merchant almanac bug.
			Fixed Cyclic Fluid Node Transfer Rate does not change with GUI.
			Fix compatibility crash with Just a Few Fish mod.
			Fix a pattern replicator block server crash bug.
			Missing texture added for potion effect 'stunned'.
			New config SprinklerAnimationsAllowed.
			Experience pylon fill and drain logic overhauled to fix bugs; player can sneak on the pylon to drain into it.
			If a player currently has the cyclic bounce potion effect bounching, and is using Multi-jump enchant as well, the horizontal momentum given from the multi-jump click is greatly reduced to avoid combining with the bounce enchant and becoming overkill.
			(closes 9 github issues total)

		Cyclic-1.12.2-1.20.4.jar:
			Add config to reverse placement of machines -UnInvertedPlacement- (default value is no changes, edit to make machines face away from player on placing)

	DefaultSettings (DefaultSettings-1.8.x-1.12.x-2.1.16 --> DefaultSettings-1.8.x-1.12.x-2.2.0):
		DefaultSettings-1.8.x-1.12.x-2.2.0:
			Updates:
			+ Added experimental support for older graphics cards
			* Shrunk the mod's filesize by compression

	Electroblob's Wizardry (Electroblob's Wizardry - 4.1.4 - MC 1.12.2.jar --> Electroblob's Wizardry - 4.2.11 - MC 1.12.2):
		Electroblob's Wizardry - 4.2.11 - MC 1.12.2:
			Version 4.2.11 - The final batch of fixes for 4.2
			+ Added config options for disabling the screen shake and blink effects
			+ Updated Chinese translations, courtesy of Hokorizero, TUsama and Determancer
			* Magical silk now accepts any ore dictionary string items, rather than requiring actual string
			* The mending enchantment may no longer be applied to wizard armour (it didn't do anything anyway), closing issue #383
			# Fixed issue #379, where the game would crash when a cow from AbyssalCraft was killed by the slime spell
			# Fixed issue #382, where the game would crash upon trying to place runestone with metadata 0 (obtained via /give)
			# Fixed issue #384, where the game would sometimes crash when updating old worlds
			# Fixed issue #394, where NPCs casting grapple would sometimes crash the game
			# Fixed issue #395, where the replaceVanillaFireballs config option wasn't synchronising properly
			# Fixed issue #397, where possession was still applying its shaders to all players in the vicinity
			# Optimised arcane lock rendering, hopefully fixing #399
			# Fixed issue #402, I have no idea what it was or how it happened but it won't any more!
			# Fixed issue #403, where artefact loot tables weren't registered properly so addons could not use them
			# Fixed issue #404, where the game would crash due to the wrong encoding being used in the chinese handbook translation file
			# Fixed a crash when throwing stuff with the greater telekinesis spell using the /cast command
			# Fixed replenish hunger and satiety not restoring the intended amount of food, and corrected their descriptions
			# Targets now dismount whatever they are riding when possessed, they no longer return to what they were riding after the possession ends
			# Fixed an issue with wildcards in the config
			* Removed the debug particle from the divination spell (it got left in by mistake...)
			* Removed redundant .txt handbook translations for languages that now have .json versions

		Electroblob's Wizardry - 4.2.10 - MC 1.12.2:
			Version 4.2.10 - Fixes, translations and tweaks
			+ Added Taiwanese translations, courtesy of chesterccj305
			* All of wizardry's structures are now a bit more common by default
			* Wizardry now requires Antique Atlas (if installed) to be version 4.6 or newer, fixing issue #378
			* Tomes of arcana are now a bit more common in wizardry's structures, and are now more likely to be apprentice tier (the overall effect is that apprentice tomes are significantly more common, and advanced/master tomes are slightly more common)
			* Wizards and evil wizards can no longer cast heal ally (it was nice of them though, even if it was an accident...)
			# Fixed issue #351, where the replaceVanillaFireballs config option was not synchronised
			# Fixed issue #365, an error in the Spanish handbook translations which would crash the game on launch
			# Moved the spell book GUI tier, element and mana cost text to the lang files, fixing issue #368
			# Fixed issue #370, where not specifying the metadata for currency items in the config led to the item displayed in the trade window having a missing texture
			# Fixed issue #371, where ice spikes would crash the game if their caster logged out
			# Fixed issue #372, where structures only spawned on top of 'cavern' dimensions like the nether
			# Added backwards compatibility to convert old Antique Atlas markers to the new format, their labels should now translate correctly
			# Fixed fireballs and iceballs not respecting the playerBlockDamage config option
			# The vanilla fall damage replacement is now only processed on the server, hopefully this will fix some inconsistencies

		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:
			Key:
			^ Version updates
			+ Added features
			* Changed features
			# Bugfixes
			* Removed features
			Version 4.2.0 - An update so big the changelog is in multiple parts!
			General:
			^ Updated to Forge 1.12.2 - 14.23.5.2814
			* Sanitised the jar filename a bit (removed the spaces and the apostrophe, apparently Maven doesn't like them)
			Cosmetic:
			+ 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...)
			Blocks:
			+ 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
			Items:
			+ 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
			Worldgen/loot:
			+ 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
			Spells:
			+ 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
			Technical/Commands:
			+ 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
			Miscellaneous:
			+ 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
			Internal/Development:
			+ 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.

	Elenai Dodge (Elenai Dodge v1.9.3 for 1.12.2 --> Elenai Dodge v1.12.0 for 1.12.2):
		Elenai Dodge v1.12.0 for 1.12.2:
			A MASSIVE thanks to my [Patrons](https://www.patreon.com/elenai):
			SandwichHorror
			NOTE IF UPDATING!
			Sorry guys, but you've gotta delete your configs!
			Navigate to .roaming/minecraft/config and delete ElenaiDodge.cfg, then you're ready to go!
			Changelog:
			* Added support for weight values to be decimals
			* Added support for negative values for armor weights
			* Fixed a bug where you couldn't wall jump when facing down
			* Reverted to old ledge grab
			* Added an option to adjust walljump range
			* Added an option to adjust walljump angle
			* Disabled walljumping and ledgegrabbing when the player is falling
			* Changed ledge grab control to jump

		Elenai Dodge v1.11.0 for 1.12.2:
			PLEASE READ IF UPDATING FROM 1.10.0!
			Please delete the 'ledge grab' and 'walljump' sections entirely from your config as I have rewritten them. Thank you!
			A MASSIVE shoutout to Shivaxi and his twitch community for playtesting for me!
			Changelog:
			* Added an option to disable dodging whilst sneaking or blocking with a shield
			* Rewrote ledge grabbing entirely, you now have to hold either sneak by default or jump if set in the config to pull yourself up!
			* Changed how wall-jumping works! You now are pushed in the direction you are facing. You must be facing at least 30degrees away from the wall to jump.
			* Added a cooldown for walljumping however it wasn't working, I tweaked a bunch of stuff and in my testing it now works, however if it doesn't for you please let me know!
			* Fixed a bunch of bugs, hopefully didn't create too many new ones
			If you enjoy my work, please consider donating to my curseforge page! Every little helps :)

		Elenai Dodge v1.10.0 for 1.12.2:
			1.10.0 is here! And with it some awesome new features! Including:
			* Armor Weight System as requested by SandwichHorror! (Read more below)
			* New Potion Effects (not potions don't worry, these are only for pack creators)
			* A load of tweaks to the optional Wall Jumping and Ledge Grabbing mechanics as suggested by Shivaxi!
			* Accessibility options
			Full (hopefully) Changelog:
			* Renamed the potion effect "Elenai Dodge" to "Elenai's Blessing" to make it less immersion breaking and to fuel my God Complex. (not really, please don't be mean to me)
			* Added the potion effect 'Skystride', which does the same thing as "Elenai's Blessing" except it let's you do it whilst airborne too.
			* Added the potion effect 'Sluggish' which stops you from dodging all together.
			* Added /set commands for power and cooldown incase you accidentally mess them up by constantly increasing them and forgetting what they are.
			* Added an option to the controls section of the Config to allow you to choose how long you have between double tapping
			* Fixed a bug where you couldn't sprint whilst being against a wall when walljump was enabled
			* Added options to make dodging, walljumping and ledge grabbing add to your velocity as opposed to overwriting them
			* Added an extra reach option to Ledge Grabbing, which allows you to reach an extra half slab
			* Added hunger limits to Ledge Grabbing and Wall Jumping
			* Tweaked the Reskillable values as everything was impossible to get and I'm an idiot
			* Fixed a bug where you could walljump or dash when on mounts
			* Added fall damage when you walljump or ledge grab whilst falling, no more cheesing it!
			* Added an option to invert the direction you have to be facing to walljump
			* Oh yeah, and I added an entire new Armor Weight system like Dark Souls... Which btw has Modding Compatibility.
			* And there's probably a lot more, but I've been working on this update for so long I've completely forgotten. I'm sure it's all good though
			If you find a bug, please let me know in the issues tab! I know it takes time to write but I will be forever in your favor. :)
			The Armor Weight System!
			Okay I'm pretty proud of this one, but unless you're playing Elenai Dodge in a modpack or are a very motivated player, you may never use it.
			Basically, in the Config Menu there's a new section called 'Armor Weights', in which, when enabled, you can assign different weight values to every single item of Armor in the game by its ID, this lets you also add weight to modded pieces of armor! You can then set different dodge 'Tiers' based on the player's weight. Each tier has a unique cooldown and dodge power. Basically, it's how dark souls does it. By default, a full set of Diamond Armor will overencumber you and you will be unable to dodge, and all the armors inbetween will adjust how much you can dodge. Remember, YOU CAN ADD/EDIT YOUR OWN TIERS and have infinite customizability. Hope you all enjoy!
			Things I want to add but are a bit of a challenge (so think of these as coming soon.. I'm just one person and I'm trying my best!)
			* Optional Invincibility Frames
			* Option to change ledge grab from sneak to jump key, right now it stops both from working for whatever unholy reason
			* Prevent the player from Walljumping or ledge grabbing after they've fallen a certain distance, this one should be possible, but is hurting my head.
			* Better momentum walljumps. As of this update, walljumping maintains your momentum, but as you get pushed directly away from the wall, it doesn't feel like it does. This is weird and I may need to code some game feel stuff for it over functionality.
			* And of course, when this is all finalised UPDATE THE NEW MECHANICS TO 1.15.2 AND 1.16.1
			A lil side note of appreciation: Honestly I'm so happy that we reached almost 60k downloads! This started as just a cute little dodge button and has grown to be a full fledged parkour mod, with armor tiers and loads of other stuff! It's cus of your kind words that I do this, and you guys make my day :D

		Elenai Dodge v1.9.4 for 1.12.2:
			Changelog:
			* Made dodging being processed twice less common (I've never had this issue but if you have it should now be fixed)
			* IMPORTANT CHANGE Walljumping and Ledge grabbing must be enabled both on the Client and Server by popular request. This allows people that don't like it to disable it, and allows other players on the server to still use it.
			* Fixed an annoying bug where you couldn't sprint when surrounded by blocks when wall jumping and ledge grabbing was disabled. This still happens when they're enabled, but will be fixed soon

	Embers Rekindled (EmbersRekindled-1.13-hotfix2.jar --> EmbersRekindled-1.14-hotfix.jar):
		EmbersRekindled-1.14-hotfix.jar:
			* Hopefully fix mystmech hard dependency

		EmbersRekindled-1.14.jar:
			* Big update
			* Eye of the Ancients is back as an item filter mechanic
			* Adds Item Requisitions for keeping items stock
			* Adds Oil Processing for more efficient boilers
			* Adds Reaction Chamber for turning Fuel Gas into Steam/Steam into Water
			* Add a new Actuator that has only one gear slot
			* Adds a load of config options
			* Adds a config gui
			* Adds JEI integration for boiler and steam engine
			* Adds a blaze powder stamping recipe
			* Mixer Centrifuge can now do some recipes without any ember cost if they're mechanically powered
			* Increases Ignem Reactor ember storage to 128k ember
			* Dawnstone tools now provide a bonus to augments
			* Changes Mini Boiler to also accept fluid from the sides
			* Allows mechanical actuators to be placed on Activators, Refineries and Reactors to increase Ember yield by 50% if they are powered with 15 R
			* Makes breakers insensitive to redstone from the front
			* Rewrite armor code so it actually layers over your limbs
			* Changes Dawnstone Anvil to rotate in 4 directions instead of 2
			* Update ru_RU.lang (thanks to SSKirillSS)
			* Update zh_CN.lang (thanks to Aemande123)
			* Add ko_KO.lang (thanks to cs8Minty)
			* Fix an infinite recursion with Accessors
			* Fix tool modifiers not applying to tools that hide the fact the they're tools
			* Fix Inferno Forge only considering one ember item per process
			* Fix Chargers voiding/duping ember in SSP
			* Fix pipes not connecting to caminite valves properly
			* Fix Inflictor Gems killing you without dropping a gravestone
			* Fix particles on the Ember Funnel
			* Assorted Bug fixes

	Extra Spells (Electroblob's Wizardry) (ExtraSpells-1.12.2-1.0.7.jar --> ExtraSpells-1.12.2-1.1.4.jar):
		ExtraSpells-1.12.2-1.1.4.jar:
			v1.1.4
			* fixed wrong placeholder potion name when extra alchemy is not loaded
			* fixed unnecessary spell property

		ExtraSpells-1.12.2-1.1.3.jar:
			v1.1.3
			* fixed crash when playing with potion core and without extra alchemy

		ExtraSpells-1.12.2-1.1.2.jar:
			v1.1.2
			* added particles and sounds to spells
			* improved a lot of code
			* fixed some small bugs

		ExtraSpells-1.12.2-1.1.1.jar:
			v1.1.1
			* fixed dependency bugs

		ExtraSpells-1.12.2-1.1.0.jar:
			v1.1.0
			* compatibility with Electroblob's Wizardry - 4.2.0 and newer
			Note: Currently there are no sounds or particles!

	Just Enough Items (JEI) (jei_1.12.2-4.15.0.296.jar --> jei_1.12.2-4.16.1.301.jar):
		Placeholder:
			No changelog available.

	Login Shield (Login_Shield-1.12.2-3-g7c6e7ac.jar --> Login_Shield-1.12.2-6-g5654706.jar):
		Login_Shield-1.12.2-6-g5654706.jar:
			removing debug log

	Mowzie's Mobs (Mowzie's Mobs - 1.5.6 --> Mowzie's Mobs - 1.5.8):
		Mowzie's Mobs - 1.5.8:
			+ Expanded configuration options
			+ Boss bars can be enabled/disabled
			+ Boss mobs healing while not in combat can be enabled/disabled
			+ Damage reduction and toughness from MM armors can now be customized
			+ Attack speeds on MM weapons can now be customized
			+ Wrought Helm, Axe of a Thousand Metals, Sol Visage, and Ice Crystal can be set to use durability and break
			+ Blowgun and Naga Fang Dagger poison duration can now be customized
			+ Naga Fang Dagger backstab damage can now be customized
			* Fixed Wroughtnaut attack behavior and animations
			* Barako will now use solar flare not only if the target is in range, but also if target is moving towards him
			* Fixed Barako's mixed physical and fire damage interacting poorly with shields
			* Frostmaws without ice crystals will now despawn
			* Fixed Frostmaws using Wroughtnaut's dimension generation settings
			* Fixed position desync on stationary mobs
			* Improved Barakoa deactivate animation

		Mowzie's Mobs - 1.5.7:
			+ Added subtitles
			+ New frostmaw model
			+ New Barakoa model
			+ Barakoa mouths now move when they talk
			+ Added boss health bars for Barako, Wroughtnaut, Frostmaw
			* Major pathfinding improvements, particularly on grottols, Wroughtnauts, and frostmaws
			* Wroughtnaut spawns now use the config settings
			* Interactable blocks can no longer be right-clicked to spawn boulders
			* Interaction issues with Bewitchment and Mob Control Wands fixed
			* Nagas now fight back when attacked
			* Animations can now be properly interrupted
			-Wroughtnaut no longer pauses after getting hit
			-Barakoa attacks can be interrupted by hitting them mid-swing
			-Wroughtnaut will no do multiple swings if they will not hit the target
			* Fix missing particle texture during baby foliaath eat animation
			* Fix frostmaw ice ball aim
			* Luminous jelly duration increased
			* Lantern glow particles can now be disabled in config
			* Rebalanced Barakoa trades
			* Fixed crash when generating Barakoa villages
			* Fixed indirect damage cause entities
			* Attacks that afflict a status effect now only do so if the actual attack damages the mob (ice crystal, blowdarts, etc)
			* Freeze effect server-client behavior is more stable
			* Added blacklist for mobs that cannot be frozen in config
			* Nagas are now immune to poison
			* Barakoa now take knockback from attacks
			* Frostmaws now take bonus damage from fire
			* Frostmaws now jump away to escape lava
			* Config files now reload when edited in game
			* Fix mob attack distance checks - frostmaw is no longer immune to Mowzie's Mobs melee attacks
			* Barako, Frostmaw, Wroughtnaut restore health quickly while not active/in combat (Players can no longer die and resume the fight where they left off, or snipe Barako from a distance)

	RandomPatches (RandomPatches 1.12.2-1.22.0.0 --> RandomPatches 1.12.2-1.22.1.7):
		RandomPatches 1.12.2-1.22.1.7:
			Fixed the ItemBucket patch.

		RandomPatches 1.12.2-1.22.1.6:
			Fixed CatServer compatibility with the ItemBucket patch again.

		RandomPatches 1.12.2-1.22.1.5:
			Fixed CatServer compatibility with the ItemBucket patch.

		RandomPatches 1.12.2-1.22.1.4:
			Fixed Magma compatibility.

		RandomPatches 1.12.2-1.22.1.3:
			Fixed Quark compatibility.

		RandomPatches 1.12.2-1.22.1.2:
			Fixed the TileEntityPiston patch.

		RandomPatches 1.12.2-1.22.1.1:
			Fixed Ice and Fire and Quark compatibility.

	Rustic (rustic-1.1.4.jar --> rustic-1.1.6.jar):
		rustic-1.1.6.jar:
			+ added wooden lanterns from MineFantasy
			+ added wooden lanterns from MineFantasy
			+ added silver chain, candle, chandelier, and lantern (can be disabled in config)
			* removed debug logging from apiary
			* fixed compatibility with Rustic Thaumaturgy
			* fixed a crash with Fauna and Ecology

		rustic-1.1.5.jar:
			* - Added a new CraftTweaker function to add evaporating basin recipes with custom durations
			* - Changed alchemy CraftTweaker integration to allow for recipes that don't require a bottle

	Sound Filters (SoundFilters-0.12_for_1.12.jar --> SoundFilters-0.12.1_for_1.12.jar):
		SoundFilters-0.12.1_for_1.12.jar:
			* Fixed reverb aboveground when there are lots of stone blocks around and solid blocks to the southeast of you

	Thaumic Augmentation (ThaumicAugmentation-1.12.2-1.1.19.jar --> ThaumicAugmentation-1.12.2-2.0.8.jar):
		ThaumicAugmentation-1.12.2-2.0.8.jar:
			* Fixed the metaspacial extruder being able to create rifts from empty jars
			* Fixed the metaspacial extruder not checking for nearby rifts before creating one
			* Spire obelisks will now break when the boss is defeated

		ThaumicAugmentation-1.12.2-2.0.7.jar:
			At this point I feel like the bugs have been ironed out, so it's release time. Hi to everyone that will be trying the 2.0 update for the first time :)
			Changes since the last beta:
			* Fixed some rendering causing particles from other mods to render incorrectly / in all white
			* Reduced log spam when joining world and there are dimensions not installed in the FractureDimList config entry (still only like 5 lines for each server/world join, but still)
			* If you're making a pack or something and think that's an issue, the logging is still in the debug log
			* Renamed void boots
			* Hopefully made the spire dewarding after beating the boss work much more consistently
			* Fixed the fortified glass and starfield glass recipes giving only 1 glass instead of 8 as intended
			* Made the warding sigil recipe give 3 sigils instead of 1

		ThaumicAugmentation-1.12.2-2.0.5.jar:
			* Clarified requirements for the Thaumostatic Harness research
			* Fixed the elemental augment not being craftable and missing an example recipe
			* Fixed eldritch mobs that die near obelisks not actually dying
			* Tweaked research requirements to be more in-line with what we need
			* Example: Vis Regenerator research doesn't need all of Alchemical Metallurgy anymore, just the first part

		ThaumicAugmentation-1.12.2-2.0.4.jar:
			* Fixed crash when autocaster tries to fire a blank focus
			* Fixed the arcane terraformer research being impossible to finish due to a typo in the mountain requirement
			* Fixed the experience modifier not correctly applying its modifier
			* Fixed impulse cannon beams sometimes not disappearing when they are supposed to
			* Added a delay after leaving a fracture before being able to go through another one
			* In response to issues on some alternative server software

		ThaumicAugmentation-1.12.2-2.0.3.jar:
			* Tweaked the Impetus Matrix stability to have the same scaling, regardless of the max number of cells
			* Max instability has increased a bit to compensate
			* Fixed some armors like from Construct's Armory missing their textures and other visuals
			* Fixed the stability field generator's beam being weird
			* Made urns easier/faster to break
			* Fixed the FractureDimList config option being broken (it has slightly changed format, however)

		ThaumicAugmentation-1.12.2-2.0.2.jar:
			Hotfix for another crash, and also being unable to use keys with some other mods installed
			It's been quite a long time since the last update, but the 2.0 update of Thaumic Augmentation is finally here! This update doubles the amount of content in the mod, adding new things as well as expansions on some of the content introduced in 1.1. As with everything else in Thaumcraft, if you are unsure how to proceed during research or are unsure how to use something, the Thaumonomicon is your best friend.
			The following changelog has spoilers for the new content and research - read at your own risk!
			* Added a structure to the Emptiness, the Eldritch Spire
			* It spawns in any biome except the taint biome - you'll know when you found it ;)
			* Contains 4 sections
			* Includes new forms of Ancient Stone as decoration
			* Blocks returning from old versions of Thaumcraft, such as Strange Crystals and Crusted Stone
			* Notable returning mobs include Eldritch Crabs and Autocasters
			* Ends in a fight with a tweaked version of either the Eldritch Warden or Eldritch Construct (randomly decided for each structure)
			* Completing this structure is a requirement for research progression - modpack makers, you will need to decide how to hand out that research if you disable the Emptiness
			* Added multiple rift management devices
			* Flux Inducer - uses Vitium essentia to grow rifts directly, can grow rifts to double the maximum normal size
			* Extradimensional monitor - provides visual and redstone outputs corresponding to the size or stability of a nearby rift
			* Metaspacial Accumulator/Extruder - allows moving a rift after it has been created - just don't let anything interrupt it...
			* Reinforced Jars - store rifts collected with the Metaspacial Accumulator, can be released with the Metaspacial Extruder or placed on your shelf
			* Stability Field Generator - uses RF/FE to stabilize rifts without creating Flux
			* Added devices to manage the creation, storage, and transport of Impetus
			* This kind of Impetus is in the form of "charged" Impetus, which can be transported, unlike normal Impetus
			* Impetus Drainer - takes away some energy from a nearby rift, and converts it to charged impetus on demand
			* Impetus Relay - regular Impetus transport device, used for connecting drainers and machines together
			* Impetus Gate - upgraded version of the Impetus Relay that will not transfer Impetus when given a redstone signal
			* Impetus Diffuser - uses charged Impetus to recharge Impetus-containing devices in the player's inventory and in the world
			* Void Recharge Pedestal - uses charged impetus to recharge an Impetus-containing device placed in it, at a fast rate
			* Impetus Matrix - stores charged Impetus for later use, but make sure to stabilize it
			* Impetus Mirror - can transfer charged Impetus across large distances and dimensions
			* Used to power Thaumic Augmentation devices:
			* Arcane Terraformer - uses Vis, Impetus, and Essentia to convert the biome(s) around it into another
			* Impetus Generator - uses Impetus to produce RF/FE
			* Impulse Cannon - uses Impetus as a weapon, with augmentations for different firing modes
			* Void Shield - new focus effect that summons a shield that stays with its owner and blocks attacks
			* Impetus Thruster - used with the Elytra Harness (see below) to provide momentum
			* Added Fortified Glass, which is immune to explosions and other forms of destruction (and looks pretty), with panes as well
			* Added Starfield Glass, which displays the rift, emptiness sky, or magic mirror effect inside it
			* Added the Water focus, which can douse fires and water plants, among other uses
			* Added Arcane Pressure Plates and Buttons, that react to only their owners and can open Arcane Doors
			* Decorative non-Arcane versions of the pressure plates and buttons were added as well
			* Added two flight harnesses - the Thaumostatic Harness and the Elytra Harness, which are body baubles
			* The Thaumostatic harness only consumes Vis instead of Essentia
			* Cannot be recharged with Vis while flying
			* Has two augments, the Gyroscope and Girdle, to tweak the harness for more controlled or fast flight, respectively
			* The elytra harness acts as a pair of Elytra
			* Has a small Vis buffer that protects them from damage
			* Can be customized with banners and some other cosmetic items
			* Added a Vis Battery caster augment, to allow limited casting in areas with a low or nonexistent aura
			* Added Morphic Armor, which acts like the Morphic Tool but is tweaked to be fully compatible with all armor
			* Added the Primordial Wisp, a mini-boss spawned when doing things you aren't supposed to do with rifts and rifts in jars
			Technical / Advanced Changes
			* Added a thaumicaugmentation command, for a few helpful tasks
			* ward - can clear all wards in a chunk
			* fixaura - can detect and regenerate broken aura chunks
			* makefracture - can create a pair of linked Dimensional Fractures
			* Tweaked versions of the Eldritch Guardian, Eldritch Warden, and Eldritch Construct
			* They should still be detected as their TC versions for most purposes, other than their registry name
			* However, they do not replace their TC counterparts; you will need to refer to the TA versions explicitly
			* Multiple rendering bugs have been fixed with them, and they use loot tables instead of hardcoded drops

		ThaumicAugmentation-1.12.2-2.0.1.jar:
			Hotfix for a crash from me being stupid and an issue with the coremod
			It's been quite a long time since the last update, but the 2.0 update of Thaumic Augmentation is finally here! This update doubles the amount of content in the mod, adding new things as well as expansions on some of the content introduced in 1.1. As with everything else in Thaumcraft, if you are unsure how to proceed during research or are unsure how to use something, the Thaumonomicon is your best friend.
			The following changelog has spoilers for the new content and research - read at your own risk!
			* Added a structure to the Emptiness, the Eldritch Spire
			* It spawns in any biome except the taint biome - you'll know when you found it ;)
			* Contains 4 sections
			* Includes new forms of Ancient Stone as decoration
			* Blocks returning from old versions of Thaumcraft, such as Strange Crystals and Crusted Stone
			* Notable returning mobs include Eldritch Crabs and Autocasters
			* Ends in a fight with a tweaked version of either the Eldritch Warden or Eldritch Construct (randomly decided for each structure)
			* Completing this structure is a requirement for research progression - modpack makers, you will need to decide how to hand out that research if you disable the Emptiness
			* Added multiple rift management devices
			* Flux Inducer - uses Vitium essentia to grow rifts directly, can grow rifts to double the maximum normal size
			* Extradimensional monitor - provides visual and redstone outputs corresponding to the size or stability of a nearby rift
			* Metaspacial Accumulator/Extruder - allows moving a rift after it has been created - just don't let anything interrupt it...
			* Reinforced Jars - store rifts collected with the Metaspacial Accumulator, can be released with the Metaspacial Extruder or placed on your shelf
			* Stability Field Generator - uses RF/FE to stabilize rifts without creating Flux
			* Added devices to manage the creation, storage, and transport of Impetus
			* This kind of Impetus is in the form of "charged" Impetus, which can be transported, unlike normal Impetus
			* Impetus Drainer - takes away some energy from a nearby rift, and converts it to charged impetus on demand
			* Impetus Relay - regular Impetus transport device, used for connecting drainers and machines together
			* Impetus Gate - upgraded version of the Impetus Relay that will not transfer Impetus when given a redstone signal
			* Impetus Diffuser - uses charged Impetus to recharge Impetus-containing devices in the player's inventory and in the world
			* Void Recharge Pedestal - uses charged impetus to recharge an Impetus-containing device placed in it, at a fast rate
			* Impetus Matrix - stores charged Impetus for later use, but make sure to stabilize it
			* Impetus Mirror - can transfer charged Impetus across large distances and dimensions
			* Used to power Thaumic Augmentation devices:
			* Arcane Terraformer - uses Vis, Impetus, and Essentia to convert the biome(s) around it into another
			* Impetus Generator - uses Impetus to produce RF/FE
			* Impulse Cannon - uses Impetus as a weapon, with augmentations for different firing modes
			* Void Shield - new focus effect that summons a shield that stays with its owner and blocks attacks
			* Impetus Thruster - used with the Elytra Harness (see below) to provide momentum
			* Added Fortified Glass, which is immune to explosions and other forms of destruction (and looks pretty), with panes as well
			* Added Starfield Glass, which displays the rift, emptiness sky, or magic mirror effect inside it
			* Added the Water focus, which can douse fires and water plants, among other uses
			* Added Arcane Pressure Plates and Buttons, that react to only their owners and can open Arcane Doors
			* Decorative non-Arcane versions of the pressure plates and buttons were added as well
			* Added two flight harnesses - the Thaumostatic Harness and the Elytra Harness, which are body baubles
			* The Thaumostatic harness only consumes Vis instead of Essentia
			* Cannot be recharged with Vis while flying
			* Has two augments, the Gyroscope and Girdle, to tweak the harness for more controlled or fast flight, respectively
			* The elytra harness acts as a pair of Elytra
			* Has a small Vis buffer that protects them from damage
			* Can be customized with banners and some other cosmetic items
			* Added a Vis Battery caster augment, to allow limited casting in areas with a low or nonexistent aura
			* Added Morphic Armor, which acts like the Morphic Tool but is tweaked to be fully compatible with all armor
			* Added the Primordial Wisp, a mini-boss spawned when doing things you aren't supposed to do with rifts and rifts in jars
			Technical / Advanced Changes
			* Added a thaumicaugmentation command, for a few helpful tasks
			* ward - can clear all wards in a chunk
			* fixaura - can detect and regenerate broken aura chunks
			* makefracture - can create a pair of linked Dimensional Fractures
			* Tweaked versions of the Eldritch Guardian, Eldritch Warden, and Eldritch Construct
			* They should still be detected as their TC versions for most purposes, other than their registry name
			* However, they do not replace their TC counterparts; you will need to refer to the TA versions explicitly
			* Multiple rendering bugs have been fixed with them, and they use loot tables instead of hardcoded drops

	The Aether ( Aether Legacy 1.12.2-v1.4.4 --> The Aether 1.12.2-v1.5.2):
		The Aether 1.12.2-v1.5.2:
			Additions:
			Eternal day can be toggled in the mod config (intended to be used by modpack creators).
			Darts can now be shot from dispensers.
			Cockatrices will fight back if attacked by other mobs.
			The skin layer that gloves render on can be toggled with a config option.
			The Slider will be given a name and a reset point when spawned with /summon.
			Enchanter and Freezer recipes can now be removed with CraftTweaker.
			Changes:
			Skyroot Beds can be crafted with all wool colors.
			Skyroot Beds now have a 3D item model to be consistent with vanilla.
			The config option to toggle between Golden Feathers and Valkyrie Capes in loot has been split into two config options to allow for toggling them separately.
			Accessories are now dropped with LivingDropsEvent, this should allow for compatibility to be made with graves mods.
			Zephyr snowball lifetime has been reduced.
			Hammer projectile lifetime has been reduced.
			Gold Dungeons should be slightly more common.
			Mob spawnrates have been tweaked so Aechor Plants should be more common and Zephyrs should spawn less.
			Removed a damage limit in the Slider class.
			Tweaked the Lightning Knife and Lightning Sword lore entries to account for an inaccuracy.
			Fixes:
			Fixed crash loop from Sentries riding minecarts.
			Fixed I18n errors caused by the Book of Lore on servers.
			Ice Crystals create particles upon collision.
			Valkyrie Lance can now be enchanted with mending.
			Extended reach now works on the Ender Dragon.
			Aether Leaves now drop with their default metadata when silk touched.
			Blue Aerclouds have been given a better bounding box.
			The accessory menu should be more compatible with mods that internally replace the vanilla inventory.
			Aether menu music now loops.

		The Aether 1.12.2-v1.5.1:
			Fixes:
			Major crash caused by projectiles that aren't shot by an entity.
			Packet errors caused by by extended reach.
			Aether Axes are now able to be enchanted with sharpness and can disable shields.
			Holy Sword now works against more undead mobs.
			The Slider will destroy all liquids and can no longer break unbreakable (unobtainable) blocks like bedrock.
			The Slider won't render as on fire if it is somehow set on fire.
			Golden Oak can now be properly obtained with silk touch.
			Crystal Island Trees should now be able to be chopped down with treecapitator style mods.
			More tools that count as pickaxes should work against the Slider.
			Cloud Staff projectiles make mobs drop experience.
			Cloud Staff now has durability.
			Interacting with the Valkyrie Queen no longer consumes items.
			Added the Hammer of Notch to Bronze Dungeon loot.

		The Aether 1.12.2-v1.5.0:
			Required Forge Version: 1.12.2-14.23.5.2847
			Additions:
			* Eternal day. When first entering the Aether there is no daylight cycle until a Sun Spirit is killed. This same logic applies to multiplayer.
			* Skyroot Beds, which can be used to set the player’s spawn in the Aether with or without sleeping.
			* Aether Menu. The menu is off by default but can be toggled with a button in the top right corner of Minecraft’s Menu. Both the button and menu can be turned off in the mod’s config in case of any conflict with another mod.
			* Resource pack to swap between b1.7.3 textures and 1.2.5 textures for the mod. This includes the Skyroot Curative Bucket, the Lightning Sword, the Flaming Sword, the Holy Sword, the Phoenix Bow, Phoenix Armor, and the Agility Cape. A config option can be disabled to prevent the pack from being added to the resource packs folder in case of any issues.
			* Leather Gloves are dyeable. Their dye can be cleaned off with cauldrons.
			* Skyroot Buckets can fill cauldrons.
			* Aether Capes now apply skins to the Elytra similar to Minecon capes (this is unfortunately not compatible with Colytra or Quark’s dyed elytras without additions on their end).
			* Holystone can be used to craft a vanilla Furnace.
			* Skyroot can be used in the Shield crafting recipe.
			* Phygs drop Feathers.
			* Zanite Rings and Pendants are repairable in the Altar and Anvil.
			* Flame and Fire Aspect boost the amount of time that Phoenix Bows and Flaming Swords respectively deal fire damage.
			* Smite boosts the Holy Sword’s damage towards undead mobs.
			* Depth Strider will boost the movement of Neptune Armor in water and Phoenix Armor in lava.
			* Blocking a Zephyr’s projectile with a shield will prevent it from flinging you upwards, but not backwards.
			* The Agility Cape’s step height ability will be stopped when sneaking.
			* The Book of Lore can be crafted with Flint or Glowstone in place of Ambrosium in its recipe, making it craftable with Overworld and Nether materials as a nod to the original three Books of Lore.
			* Fast Graphics support for Aether Leaves.
			* Snowy blockstate for Aether Grass.
			* Added subtitles for various Aether mobs that originally used subtitles from vanilla mobs.
			* The Valkyrie Queen will teleport to the player if they try to cheat the fight from an unreachable location for too long.
			* Glove rendering can be toggled on and off to fix incompatibilities with mods like Quark that make changes to player arm rendering.
			* Aether Capes can be turned off so if the player has another cape (like a Minecon cape), it will render instead. This will affect which elytra skin is rendered too.
			* Config option to skip Sun Spirit dialogue.
			* Added lore entries for items that were missing them.
			* Quicksoil Glass has CTM support with ConnectedTexturesMod (not Optifine though).
			* Moa Eggs oreDict as eggs.
			* Skyroot Milk Buckets oreDict as milk.
			* Skyroot Sticks oreDict as sticks.
			* Additional Altar and Freezer fuels added by CraftTweaker will now show in JEI as fuel options.
			* Updated Korean translation.
			* Updated German translation.
			Changes:
			* Gummy Swets restore hunger instead of health.
			* Ambrosium will only heal half a heart now.
			* Changed the Book of Lore’s texture.
			* Obtaining Golden Amber requires a Zanite Axe and up instead of a Gravitite Axe.
			* The Inebriation effect is now considered a potion effect, meaning it has a timer in the inventory like any other effect.
			* Made Zephyr AI based off of Ghast AI.
			* Aerwhales are now able to get them unstuck from most positions.
			* Cockatrice AI has been improved.
			* Aerbunnies riding the player can no longer be damaged by certain player or enemy actions.
			* Adjusted mob spawnrates. Swets should spawn more commonly now.
			* Dungeon rarities have been adjusted to be more balanced.
			* Silver and Gold dungeons can generate at varying y-levels.
			* Bronze Dungeon generation has been improved so Bronze Dungeons will appear more frequently.
			* Made a few small additions to Dungeon Loot, like Blue Moa Eggs and Gold Gummy Swets in Silver Dungeons.
			* The Valkyrie Queen no longer despawns in peaceful mode.
			* The Valkyrie Queen will spawn lightning balls a bit more frequently now.
			* Improved the Sun Spirit’s death animation.
			* Treasure Chests can be broken after being unlocked.
			* Dungeon Keys will no longer burn in fire so they can’t accidentally be destroyed in the Gold Dungeon.
			* Lightning spawned by the Lightning Sword or Lightning Knives won’t injure the player.
			* The Valkyrie Lance and Tools’ range has been reduced from 10 to 8 blocks.
			* The Valkyrie Lance no longer has sword sweeping (and can no longer be enchanted with Sweeping Edge). Their attack speed has also been reduced in an attempt to make them less overpowered.
			* Nerfed Aether axes as they were more powerful than vanilla axes.
			* The Shield of Repulsion’s blue render layer on the player will disappear if the player is moving.
			* The Sun Altar no longer works outside of the Aether dimension.
			* The Sun Altar is only usable by operators in multiplayer unless the config option to disable that is enabled.
			* The E key can be pressed to close the Sun Altar GUI.
			* The Aether’s sky will update accordingly if it is raining in the Overworld.
			* The Aether’s sky colors are more accurate to the original mod.
			* The Aether’s biome name is now just “Aether”
			* Aether Tune and Ascending Dawn are now named Blue Music Disc and Valkyrie Music Disc respectively.
			* The Enchanter is now named the Altar by default, but this can be toggled with a config.
			* Enchanted Aether Grass, Aerogel, Aerogel Stairs, Aerogel Slabs, Aerogel Walls, Enchanted Gravitite, and Quicksoil Glass now have colored item names.
			* The Enchanted Berry’s item name is now blue for consistency.
			* Being killed by a lightning ball will display its own death message.
			* Parachutes no longer auto-deploy in creative.
			* The player will stay mounted to entities when falling out of the Aether.
			* Easter eggs.
			* Halo and Dev Glow are toggleable with skin customization options. This is only relevant to certain players.
			* Lore entries are translatable.
			Fixes:
			* The “?” button has been removed so unsuspecting players will no longer crash from it.
			* Fixed cascading chunk errors.
			* Zephyrs and Aerwhales no longer randomly despawn.
			* Plains biomes no longer appear in the Aether.
			* Fixed portal looping issues.
			* Sheepuff loot tables are no longer broken.
			* Slabs are no longer named tile.null.
			* Parachutes are now properly consumed when deployed.
			* Gold Parachutes will still auto-deploy even if damaged.
			* Made some fixes to cape rendering.
			* Note Blocks no longer interrupt each other.
			* Music Discs properly cancel the Aether’s ambient music.
			* Plants no longer replace the bottoms of Aether trees.
			* Sheepuffs properly puff up and no longer can do so if sheared.
			* Cloud Minions properly appear when summoned now.
			* Baby Sheepuffs now follow their parents.
			* Fixed various typos.
			* Aether Portal blocks use the glass broken sound.
			* Added previously missing lang file entry for the Disable Startup Loot config.
			* Items enchanted in the Altar now properly keep their NBT data. This fixes some previous compatibility issues with mods like Quark in which colored rune data was removed from items after enchanting.
			* Unstackable items no longer stack in the output of Altars and Enchanters.
			* Fixed some log warnings about loot tables.
			* Killing a mob in one hit with the Flaming Sword or Phoenix Bow will properly cook mob drops.
			* The Phoenix Bow no longer can be pulled if the player has no arrows.
			* The Pig Slayer properly spawns fire particles when killing a pig entity.
			* Various fixes to dart collision.
			* Various mob parts properly turn red when the entity is hit now, including Swets’ slime layer, Sheepuffs’ wool, and Phygs and Flying Cows’ wings.
			* Golden Oak Trees on the Gold Dungeon are now longer randomly cut in half.
			* Various armors no longer prevent the player from dealing critical hits.
			* Lightning Knives and the Hammer of Notch projectile don’t get stopped by non-solid blocks.
			* The Shield of Repulsion no longer blocks the player’s projectiles.
			* Made some fixes to Phoenix Arrows after relog.
			* Swets no longer lose their AI when dismounted with a Swet Cape.
			* Fire Minions will properly notice the player after being spawned.
			* Lakes should no longer spawn inside dungeons.
			* The Valkyrie Queen should always spawn now.
			* The Silver Dungeon boss door should properly reopen now.
			* Floating blocks will no longer overwrite each other.
			* Aerwhales can now be named.
			* Certain vanilla tools work properly on Aether blocks now.
			* Fixed the Pig Slayer not being in Gold Dungeon loot.

	The Twilight Forest (Twilight Forest - MC 1.12.2 - 3.10.1013 --> Twilight Forest - MC 1.12.2 - 3.11.1021):
		Twilight Forest - MC 1.12.2 - 3.11.1021:
			Fixed an exploit: Charms now only activate for real Players.
			There are no changes to the Final Castle nor the Final Boss yet besides the placeholder Kobold. Your final boss will be in another Minecraft Version after 1.16.2+. Despite this bugfix build, content development of Twilight Forest will still only be continued for 1.16.2 and above.

		Twilight Forest - MC 1.12.2 - 3.11.1020:
			Optimization to shortcircuit the Bresenham Line algorithm.
			There is no Final Boss yet besides the placeholder Kobold. Your final boss is in another Minecraft Version after 1.16.2+
			We uploaded this because we were getting a lot of bogus bug reports about one of our 1.7.2 builds because of the way Curseforge lists uploads. This build is also a workaround of that problem.
			Despite this bugfix build, content development of Twilight Forest will still only be continued for 1.16.2 and above.

Downgraded:
	LibrarianLib (librarianlib-1.12.2-4.21.jar --> librarianlib-1.12.2-4.19.2):
		librarianlib-1.12.2-4.21.jar:
			* fixed some UI textures being squashed instead of clipped
			* fixed non-full width recipes displaying incorrectly in guides

		librarianlib-1.12.2-4.20.jar:
			No changelog available.

Removed:
- Corpse
- FastFurnace
- Roguelike Dungeons

 

Download the mod pack using our launcher here: LINK

Banned Items: HERE!

Daily Reward: HERE!

Donate to support us: HERE!

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Adventuring and exploration, looting and fighting

rad.craftersland.net

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