Releases: Tigereye504/chestcavity
Chest Cavity v2.3.0
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
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
Changelog:
New Textures made by Tild09
Chest Cavity 2.2.0
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
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
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
Updated dependency on ModifyDropsAPI, fixing server drops bug
Chest Cavity v1.3.0
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
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
Updated dependencies