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BloodArsenal ​

11 merged pull requests.

New Features ​

  • #46 Refactored EntityBloodTNT and RenderBloodTNTPrimed, added dispenser behavior in BlockBloodTNT, and registered rendering. - @koolkrafter5
    • Added: Blood TNT dispenser support, Blood TNT rendering
    • Removed: Unused code from Blood TNT classes
    • Fixed: Blood TNT rendering
  • #42 Added glassProtectiveItems configuration list in BloodArsenalConfig and integrated check in BloodArsenalEventHooks to skip bleeding damage when breaking glass with protected items. - @tiffit
    • Added: glassProtectiveItems config option, glass protection item list
    • Closes GTNH#23674

New Content ​

  • #44 Modified TransparentOrb to use 4-state texture system instead of 45 states, replacing texture assets with downscaled 16x16 versions. - @GDCloudstrike
    • Removed: 41 texture state files

Changes ​

  • #43 Modified BlockCompacter and other components to match Blood Magic API changes from PR#127. Updated dependency versions, Gradle daemon JVM properties, and added new repositories. - @koolkrafter5
    • Added: New repository configuration
  • #37 Reverted RitualEffectEnchant validation changes, restoring support for enchantment levels exceeding normal maximums. - @koolkrafter5

Bug Fixes ​

  • #47 Modified GlassSacrificialDagger and BloodArsenalEventHooks to prevent client-side effect tick duplication and zero-duration effect creation. - @ABKQPO
    • Fixed: Permanent zero-duration potion effects, Effect duration reduction double-counting
  • #41 Modified BlockCompacter to align Augmented Capacity Rune behavior with BloodMagic TEAltar implementation. - @koolkrafter5
    • Fixed: Augmented Capacity Rune effect alignment
  • #39 Added overflow protection in RitualEffectEnchant to handle cases where LP cost calculation would exceed Integer.MAX_VALUE. - @LazyFlesh
    • Fixed: Ritual lock-up on excessive cost calculation
    • Closes GTNH#23434
  • #38 Added validation in RitualEffectEnchant to prevent negative enchantment levels from byte casting overflow and capped cost calculations to prevent integer overflow on high-weight enchantments. - @felixfour
    • Fixed: Negative enchantment level generation, Negative LP cost calculation, Integer overflow in cost calculation
  • #36 Modified RitualEffectEnchant to enforce enchantment level validation similar to Botania's mana enchanter implementation. - @Caedis
    • Fixed: Enchantment level validation
  • #33 Enabled Jabel and generic injection in gradle.properties, added null check for UpgradedAltars.getUpgrades() which returns null on client, doubled costs to maintain balance, and aligned Dawn rune multiplier with Dusk runes. - @koolkrafter5
    • Fixed: Soul Compacter NPE and double LP deduction, cost balancing
    • Migration: Shipped in 1.4.10, which is the version GTNH 2.8.4 ships, so it is not part of this update. The Soul Compacter's LP cost is charged once at the full listed price instead of twice at half price, so what it drains is about the same.

Contributors ​

Everyone who authored, reviewed or co-authored a change on this page, with how many of them:

@koolkrafter5 (6), @Caedis (2), @ABKQPO (1), @Alexdoru (1), @boubou19 (1), @Dream-Master (1), @felixfour (1), @GDCloudstrike (1), @LazyFlesh (1), @LazyFleshWasTaken (1), @Nikolay-Sitnikov (1), @POPlol333 (1), @RecursivePineapple (1), @sisyphussy (1), @thehoblit (1), @tiffit (1), @UltraProdigy (1)