Releases: Ladysnake/Effective
Releases · Ladysnake/Effective
v2.4.5-1.21.1
Effective 2.4.5 (Alpha) - 1.21.1:
- Rewrote fireflies
- Added dynamic lighting for fireflies
- Added dynamic lighting for glow squids
- Added a new "Dynamic Lights" config category
- Added a config option to enable firefly dynamic lights
- Added a config option to enable glow squid dynamic lights
see full changelog here
v2.4.4-1.21.1
Effective 2.4.4 (Alpha) - 1.21.1:
- Rewrote chorus petals
- Fixed the game crashing when loading in a world with Sodium
- Tweaked the splash droplet spawn radius
- Fixed ripple and cascade particles not using the last sprite in the animation
- Cleaned up sound effect registration code
see full changelog here
v2.4.3-1.21.1
Effective 2.4.3 (Alpha) - 1.21.1:
- Rewrote cascade mist
- Reduced the cascade mist sprite to give the fog a pixelated look
- Added back soft particle rendering (no clear intersection with blocks and water) to cascades and mist, thanks to ryanhcode
- Removed the Vanilla particle shader code override (for particles with an alpha lower to 0.1, as Vanilla culls these) to instead now use the Veil GLSL shader transformer, thanks to ryanhcode
- Added a Chilean Spanish translation thanks to Ganbare-Lucifer
see full changelog here
v2.4.2-1.21.1
Effective 2.4.2 (Alpha) - 1.21.1:
- Rewrote ripples and glow ripples
- Rewrote waterfall clouds
- Renamed to "cascade"
- Added a new particle type for glow cascades instead of changing the regular cascades' rendering
see full changelog here
v2.4.1-1.21.1
Effective 2.4.1 (Alpha) - 1.21.1:
- Rewrote underwater chest bubbles and ender chest bubbles
- Added a new particle type for ender chest bubbles instead of changing the regular bubbles' rendering
- Added config options to customize random block display ticks
- Some Minecraft blocks have visual effects that tick randomly. These options override the Vanilla ticker values to allow these effects to play from further or more frequently, e.g. cherry leaves, rain ripples on water, sculk dust spawning, etc...
- Added an option to customize the frequency of random block display ticks
- Added an option to customize the distance of close random block display ticks
- Added an option to customize the distance of far random block display ticks
- Added a new tab to the config: Technical
- Cleaned up particle registration code
see full changelog here
v2.4-1.21.1
Effective 2.4 (Alpha) - 1.21.1:
As Effective is getting updated to 1.21 and beyond, the mod will move away from Lodestone to instead use Veil.
As a result it requires a big rewrite, and instead of doing one big update, I figured I would do multiple alpha releases as I gradually work on it.
- Replaced the Lodestone library with the Veil library
- All the visual effects using Lodestone have been temporarily disabled until they get rewritten to use Veil. Temporarily removed:
- Chorus petals
- Will o' Wisps
- Allay trails
- Improved flames
- Improved dragon breath
- Underwater chest bubbles
- Waterfall clouds and mist
- Fireflies
- All screenshake effects
- Rewrote splashes and glow splashes
- Fixed inconsistencies with droplets sometimes appearing too far from the splash
see full changelog here
v2.3.2-1.20.1
Effective 2.3.2 - 1.20.1:
- Adjusted firefly spawning to be within 5 blocks off to the ground (instead of mostly in the sky like before)
- Added a soft wind ambience to swamp biomes (eg. mangroves being hot made them have no background wind)
- Added a unique mangrove bird ambience during the day
- Changed the cave ambience detection to use solid stone-like blocks above the player instead of light level
- This fixes some issues that would happen for instance in swamps, where being under a tree and lower than the sea
level would start playing the cave ambience
- This fixes some issues that would happen for instance in swamps, where being under a tree and lower than the sea
- Added a new reverbed foliage rustling sound for lush caves instead of the regular forest one
- Added a check for dripstone cave biomes up to 20 blocks above the player for its ambience
- This should fix the unreliability of the biome's layout often not reaching the ground where there are no
stalagmites
- This should fix the unreliability of the biome's layout often not reaching the ground where there are no
- Fixed the ULTRAKILL parry effect missing the white flash
- The parry effect now uses a direct overlay render instead of Lodestone screen particles
- Reduced the ripple quantity when it rains
- Increased the rain ripple density default config value
- Increased the cascade sound distance default config value
see full changelog here
v2.3.1-1.20.1
Effective 2.3.1 - 1.20.1:
- Reworked all audio ambience to make it more dynamic. Different ambient effects will now stack on top of each other
depending on the environment's properties.- Added bees in floral biomes during the day
- Added birds in forests during the day
- Added cicadas in savannas during day
- Added crickets in temperate (excluding swamps to use their dedicated cricket and frog ambience instead) and floral
biomes at night - Added frogs and crickets in swamps at night
- Added day jungle animals in jungles during the day
- Added night jungle animals in jungles at night
- Added owls in forests at night
- Added rustling foliage in forests, floral biomes, swamps, jungles, wooded badlands and lush caves
- Added water dripping in dripstone caves
- Added water streams in lush caves
- Added water flowing in rivers
- Added water waves in beaches and oceans
- Added arid wind in deserts and mesas
- Added cave wind in caves (excluding the deep dark to use its dedicated ambience instead)
- Added cold wind in cold biomes (excluding peaks to use their dedicated wind instead) and mountain slopes
- Added deep dark ambience (classified as wind)
- Added end ambience (classified as wind)
- Added mountain wind in peaks
- Added soft wind in temperate, floral, savanna, jungle and mushroom field biomes
- Split ambient effects into 4 categories (animals, foliage, water and wind) and added volume configuration for each
- Allows the user to fine tune their audio ambience exactly how they want. If you don't like animal sounds in
ambience mods for instance, you can completely disable them and keep the rest!
- Allows the user to fine tune their audio ambience exactly how they want. If you don't like animal sounds in
- Changed cascade audio detection to make it so cascades underground can only be heard by players underground, and
surface cascades can only be heard by players on the surface, to reduce the amount of cascade audio coming from
underground sources.
see full changelog here
v2.2.2.1
v2.2.1+1.20.1
Effective 2.2.1 - 1.20.1:
- Added more config options for the splash effect, screen shake, and trails (thanks donkeyrat !)
- Added a Dutch localization (thanks cph101 !)
- Fixed a bug causing the accessibility onboard screen and the main menu fade-in to be skipped (thanks Ennui !)
- Fixed splash being centered on the nearest block rather than the entity that jumped into the water
see full changelog here