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Releases: Tigereye504/chestcavity

Chest Cavity v2.3.0

15 Jan 02:41
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Changelog:
-Introduced Venom Glands, inflicting poison on unarmed strikes
-Bees and Cave Spiders have updated chest cavities
-Cows with Silk Glands now trigger the glands when milked
-Sheep with Silk Glands now drop cobwebs and/or silk when sheared
-Creepers now need their appendix to explode, neutered creepers make wonderful pets.
-all Chest Cavity food items now support Nourish nutrition tags (Special thanks to ThisIsSammy for providing the nutrition tags)

Chest Cavity 2.2.2

24 Nov 00:37
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Changelog:
-Glowstone makes you glow
-Can now assign Chest Cavity Managers to mobs by identifier, greatly easing integration
-Assigned Chest Cavities to Direbats and Age of Exile mobs
-Changed how bones modify damage
-Added new config options
Bugfixes:
-Spleens were not effecting healing speed
-Lacking a Kidney was not poisoning entities
-breath meter would flicker from short term desyncs
-stacked organs would only drop one at a time from unopened mobs
-resetorganscores command did not require creative permissions
-unopened players could generate loot organs on death

Chest Cavity 2.2.1

17 Nov 21:57
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Changelog:
New Textures made by Tild09

Chest Cavity 2.2.0

17 Nov 04:20
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Changelog:
-Improved organ tooltips: organs now list their quality and nature
-Introduced insect organs: Hearts, Stomachs, Intestines, Caeca, and Muscles
-Introduced Silk Glands, they produce silk. Use multiple for cobwebs or wool blocks
-Spiders and Cave Spiders have updated chest cavities
-Introduced food items derived from insect meats
-Reduced bonemeal gained from salvaging ribs and spines
-Explosion Cooldown and Silk Cooldown status effects added, replacing internal timers
-The Backrooms now contain organs, some quite well preserved
-Mobs now know what their species' default organ scores should be, should it deviate from the global default

Chest Cavity 2.1.0

14 Nov 19:08
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Changelog:
-Added small animal organs, for animals too small to justify the same meat contents as a cow
--Small animals now contain those organs instead of organ meat and bonemeal
-merged the contents of Chest Cavity: Special Organs. That addon is now redundant and no longer supported.
-Rabbits now have a unique chest cavity
-Creepers now have a unique chest cavity
-Endermen now have a unique chest cavity (WIP)
-added mini sausages
-added raw&cooked man meat, raw&cooked human organ meat, raw&cooked human sausage, and raw&cooked rich human sausage
-expanded salvage recipes to accept multiple unwanted organs at once

Bugfixes:
-fixed potential crash when using chest opener
-fixed endless loading bug
-chestcavity now recognizes wendigoism's change to anthropophagy
-stacks of organs greater than max size no longer have exceptional effect

Chest Cavity v2.0.0

03 Nov 02:34
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Major update, will break existing add-ons I'm afraid...
Changelog:
-All mobs have chest cavities now.
--Interact with any mob using the chest opener to access their chest cavity
--Chest cavities have widely varying contents depending on the owner
--If a chest cavity hasn't been defined for that particular entity type, it will default to an exceptionally stable but low-value state
--Many mobs have special rules governing their chest cavities. For example, animals treat animal organs as human-quality, zombies function at half strength with no organs at all, and slimes need nothing but slime balls to function
-Most organs are now Soulbound.
--Soulbound organs should not be used by any entity other than their original owner, on penalty of Organ Rejection
--The more incompatible organs a entity contains, the more rapidly Organ Rejection occurs
--Organs dropped as loot are never Soulbound, but organs within a chest cavity typically are
-For performance reasons, chest cavities don't exist until the first time a player opens that entity's chest cavity
-Loot generation has been changed
-If the target's chest cavity has ever been opened, then any unbound organs within are dropped
-Otherwise, loot is generated to approximate similar results (looting applies though)
-Most functionality has been moved to the ChestCavityManager, allowing for significant flexibility and easy mod integration
-Added animal muscle so that pillaging one cow's innards wouldn't feed you for a month
-Added butchered meat, raw sausage, raw rich sausage, burnt meat chunks, cooked butchered meat, sausage, and rich sausage
--Custom ChestCavityManagers can be set for any EntityType using ChestCavityManagerFactory::register. This will overwrite any existing ChestCavityManager for that entity
--Custom chest cavity contents are set by overwriting fillChestCavity
--Minimum organs scores (like in ZombieChestCavityManagers) are set by overwriting resetOrganScores
--Special organ-entity interactions (like animals with animal organs or slimes with slimeballs) are set by overwriting catchExceptionalOrgan
--Loot generation for unopened ChestCavityManagers can be set by overwriting generateLootDrops
-Organ score identifiers moved from CCItems to CCOrganScores
-spine score renamed to nervous_system score to further differentiate it from bone score
-muscle score separated into strength and speed scores so that future content (or addons) can have different quality for each half.

Chest Cavity v1.3.1

09 Oct 05:05
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Updated dependency on ModifyDropsAPI, fixing server drops bug

Chest Cavity v1.3.0

07 Oct 02:41
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Changelog:
Added Wendigoism Integration
-Human Organs can be combined with Wendigoism's Human Flesh to get more Flesh
-Human Flesh and Corrupted Flesh function as human Muscle
-Wendigo Hearts can be combined with Raw Organ Meat to create the Cannibal Heart, who's quality ranges from rotten to superhuman depending on the player's wendigoism.
-Tethered Hearts can be combined with Raw Organ Meat to create the Tethered Cannibal Heart, an animal-tier heart that records the user's wedigoism upon crafting and will rapidly restore them to that state should it change.
Added configuration options via Autoconfig.
-Can change magnitude or frequency of most organs' effects
-Can enable or disable mod integration (currently just Wendigoism)

Chest Cavity v1.2.5

02 Oct 23:41
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bug fixes and balance changes:
-restored raw beef/pork/mutton's function as animal muscles
-secret easter egg organ is no longer 70,000% intended strength
-organ meat saturation lowered to intended values
-organ drops now draw from possible organs without replacement (no more organ bundles with 3 rotten appendixes)
-lowered average number of organs dropped at once

Chest Cavity v1.2.4

29 Sep 01:23
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Updated dependencies