- [CHANGE] fix targeting crash related to iron golems (#278(
- [CHANGE] fix targeting crash related to iron golems (#278(
- [CHANGE] fix #275 and #276 (crashes with mods that load memory modules before Guard VIllagers)
- [CHANGE] make guards intentionally try to avoid powdered snow and other hazards more often
- [CHANGE] fix #275 and #276 (crashes with mods that load memory modules before Guard VIllagers
- [CHANGE] make guards intentionally try to avoid powdered snow and other hazards more often
CHANGELOG:- [CHANGE] fix crash with vampirism
- [CHANGE] try to mitigate against clerics failing to aim towards healing target
- [CHANGE] intentionally extend guard crossbow range when patrolling
- [CHANGE] fix #274 (crashes with vampirism)
- [CHANGE] try to mitigate against clerics failing to aim towards healing target
- [CHANGE] intentionally extend guard crossbow range when patrolling
CHANGELOG:
- [CHANGE] fix #273 (guards not spawning) and golem repair ai not working
- [CHANGE] fix #272 by adding a config option and automatically display text when max health above default
CHANGELOG:
- [CHANGE] fix swapped config options with professions that repair golems and professions that repair guards
- [CHANGE] Update French translations for guard villagers - acorsicanfrog
- [CHANGE] added config option for exact angle ranged guards check for friendlies before firing
- [CHANGE] - add range limit for guards sinking to fight mobs underwater
- [CHANGE] Guard inventory now has heart and armor images instead of just pure numbers
- [CHANGE] fix #255 (guards not patrolling properly near villages)
- [CHANGE] Added a config option for guards converting to zombies on death
- [CHANGE] configurable amount of guards that can spawn in village + makes it so guard villagers does not override iron_golem.nbt in the first place to avoid interference with other mods
- [CHANGE] golems can only be repaired by smith villagers once a day
- [CHANGE] clerics can now only heal guards, players with hero of the village, and villagers 3 times a day
- [CHANGE] armorers and weaponsmiths can only repair guard armor 3 times a day
- [CHANGE] disable iron golems floating in water by default
- [CHANGE] add configs for mobs that guards actively protect
- [CHANGE] mechanic where guards can sink temporarily to fight mobs underwater
- [CHANGE] - Update pt_br.json
- [CHANGE] - Guard inventory now has heart and armor images instead of just pure numbers
- [CHANGE] - fix #255 (guards not patrolling properly near villages)
- [CHANGE] - Update simplified Chinese translation
- [CHANGE] - Added a config option for guards converting to zombies on death
- [CHANGE] - configurable amount of guards that can spawn in village + makes it so guard villagers does not override iron_golem.nbt in the first place to avoid interference with other mods
- [CHANGE] - golems can only be repaired by smith villagers once a day
- [CHANGE] - clerics can now only heal guards, players with hero of the village, and villagers 3 times a day
- [CHANGE] - armorers and weaponsmiths can only repair guard armor 3 times a day
- [CHANGE] disable iron golems floating in water by default
- [CHANGE] - add configs for mobs that guards actively protect
- [CHANGE] - add mechanic where guards can sink temporarily to fight mobs underwater, configurable
- Fixed rare crash where guards crash the game upon dying with armor
- Fixed issues if a modded variant had a funky name
THIS UPDATE WILL BREAK DATA PACKS THAT MODIFY GUARD EQUIPMENT, PLEASE BE WARY OF THIS BEFORE INSTALLING!!!!!!!!!!!
- Fixed issues if a modded variant had a funky name
- Added proper fallback system incase guard is missing texture for variant
THIS UPDATE WILL BREAK DATA PACKS THAT MODIFY GUARD EQUIPMENT, PLEASE BE WARY OF THIS BEFORE INSTALLING!!!!!!!!!!!
- Added proper fallback system in case guard is missing texture for variant
- Update ru_ru.json
- Fixed players not being able to be blacklisted from being attacked by guards
- Fixed witches being able to attack baby villagers
- Fixed mixin warning error appearing
- Fixed tameables not being able to be attacked by guards
- Fixed Guard Villagers not attacking you if your reputation is low and you're on a team
- Added configs for guard durability and what professions a guard can be created from
- Fixed players not being able to be blacklisted from being attacked by guards
- Fixed tameables not being able to be attacked by guards
- Fixed Guard Villagers not attacking you if your reputation is low, and you're on a team
- Added configs for guard durability and what professions a guard can be created from
- Port over new guard equipment data pack system from 1.21.1
- Fixed guards not being able to be created with crossbows in 1.20.1
- Fixed witches attacking baby villagers
- Alleviate issues with guards not staying on patrol point
THIS UPDATE WILL BREAK DATA PACKS THAT MODIFY GUARD EQUIPMENT, PLEASE BE WARY OF THIS BEFORE INSTALLING!!!!!!!!!!!
- Backport changes from 1.21
- Made guards teleport if following the player
- Made items guards were able to be converted by a tag
- Now more items can convert villagers into guards if put into the tag
- Made guard village patrol false by default
- Bells when rung by a player with hero of the village will make guards in a 30 block radius follow that player or stop following
- Made guards able to fire muskets from ewewukek's Musket Mod
- Fixed guard helmet being offset by one pixel
- Bow guards now follow avoid friendly fire rules like crossbow guards
- Fixed rare issue where guards would not patrol if they were following even if owner didn't have hero of the village
- Added stats for guard conversions
- Improvements to CTM integration
- Path to model is now the same as fabric
- Added compatibility with Musket mod
- Added more compatibility with modded villager types with new guard system (now no longer limited to a specific amount)
- Added statistics for guard conversions
- Set guard village patrol village ai to not operate by default due to lag concerns
- If you were experiencing extreme unintended lag from this mod, consider disabling this ability
- For Ctrl F purposes the specific option is "Allow guards to naturally patrol villages? This feature can cause lag if a lot of guards are spawned"
- If you were experiencing extreme unintended lag from this mod, consider disabling this ability
- Added unique guard yes and no sounds ids for resource pack purposes
- PLEASE NOTE THAT THIS UPDATE CONTAINS BREAKING CHANGES TO ANY RESOURCE PACKS THAT MODIFY GUARDS


