- Improved code by replacing MCreator generated procedures with my own code.
- A lot of minor client side fixes to the Kobold Models.
- Improved code by removing some MCreator in favor of my own work in some areas.
- Moved Kobold Goals from their own separated files into the main AbstractKoboldEntity file, similar to how some custom goals are done in vanilla.
- Added missing config setting to allow villagers avoid kobolds back.
- Zombies Attack Kobolds, Illagers Attack Kobolds, and Villagers Avoid Kobolds are now handled in mixins.
- Clean up unnecessary model code.
- Fixed up all the kobold models overall.
- Fixed armor related bugs.
- The hat is now it's own thing in the model instead of being part of the head.
- The Rascal can now pick up armor and swords.
- Kobold Rascal will now only have a small chance of awarding the player with a bundle.
- Kobold Model is now a HumanoidModel instead of an EntityModel.
- Kobolds can now have their worn armor rendered.
- Fixed all Kobold Potions not being consumed properly.
- Clean up some more code from the potions and buffed a few.
- Updated all Kobold Dens to have more up to date Kobolds.
- Fixed kobold den related issues such as missing entities or enchanters being saved with CanPickUpItems set to false.
- Fixed a visual bug where all kobolds were linked, causing their body to 'swing' when any of them are trading.
- Kobold Enchanters can now pick up and wear armor.
- Fixed Kobolds not picking up shields.
- Kobolds can now pick up emeralds as a way to trade.
- Fixed Pirate Kobolds sometimes spawning with both a primary weapon and a trident.
- Fixed Kobolds picking up items when it isn't necessary and limit the items which they will pick up off the ground.
- Kobolds with no weapons at all will be given a crossbow by default (if they have AI enabled).
- Attempted to fix an issue where Kobold Pirates spawned within a Pirate Den can sometimes have both a trident and a sword (or crossbow).
- Code Cleanup.
- Updated old code for potions.
- Fixed issue with Kobold Skull Block working underground when it is suppose to have LOS to the sky.
- Fixed issue with NoAI kobolds still performing basic kobold tasks, such as using healing potions (can still trade with them though).
- The Kobold Captain is no longer looking for treasure (his trading action was becoming way too buggy recently, am looking into a new option for him).
- Clean up unnecessary tags and code.
- Updated base code.
- Fixed Banners in the Mountain Den, Pirate Den, and Zombold Dungeons.
- Updated the Mountain Den with a partial new look.
- Kobolds will no longer attack the player if the difficulty is set to Peaceful.
- Initial Port to 1.19.2.
- New: Kobold Rascals
- Spawns naturally near Kobold Dens and can despawn naturally.
- If found, can lead the player towards the nearest kobold entity that isn't a Kobold Rascal.
- Fixed Kobold Iron Axe Enchantability.
- Fixed Missing tag for "Kobblestone" music disc.
- Kobold Dens are slightly deeper underground now.
- Kobold Iron Axe is now more combat focus.
- Fixed animation bug with Kobold Legs that happens after one has recently sat down in a boat, cart, or other similar block/entity.
- Change default value for breed item from DIAMOND to AMETHYST.
- Fixed repair item lists for all Kobold Iron tools.
- Added Kobold Iron Hoe which can be used as a normal hoe or to harvest Amethyst Shards.
- Updated Kobold Trade list and removed a few items from their list.
- Fixed an issue with Skelebolds that causes crashes due to duplicate IDs & made them unable to spawn properly.
- Updated Texture Placements
Note: Please update any resource packs accordingly as all entity textures in this mod is now within an entities folder.
- Kobold Skull is no longer a waterlog block.
- Kobold Skull is now a gravity block.
- Gave a lunge ability to the Kobold Iron Sword to give it more use for post Ender Dragon gameplay.