
Saint's Dragons - 0.8.2 - Hotfix
- Fixed stunned dragons dying without sounds
- Fixed sleeping dragons staying in sleep animation and not playing appropriate animations
- Fixed dismounting and moving with flying dragons in lava
- Fixed keybind on Fabric
- Lessened the spawning of Moop
- Potentially fixed Volitans occasionally not targeting
- Added zh_cn.json localization, thank you, KB2285!
Saint's Dragons - 0.8.2 - Hotfix
- Fixed stunned dragons dying without sounds
- Fixed sleeping dragons staying in sleep animation and not playing appropriate animations
- Fixed dismounting and moving with flying dragons in lava
- Fixed keybind on Fabric
- Lessened the spawning of Moop
- Potentially fixed Volitans occasionally not targeting
- Added zh_cn.json localization, thank you, KB2285!
Fixed Dragon Mounts crashing on Forge and Fabric
Fixed Dragon Mounts crashing on both Forge and Fabric
Saint's Dragons - 0.8.0 - The Nonchalant Edition
Hi, long time no see. I find it really hilarious when Volitans are considered a chud, it gave me a crisssspy laughter. Anyway, why was this update so long? Let me see, config rework, datapack stuff, rewrites, reanimates, bug squashings, legacy code removal, a new fish, a new variant, some new mechanics, etc. As for what comes next in terms of a dragon, it'll be an ice one. Already got the model and some animations set up, but not sure when to implement it because there are still a bunch of other QoL stuff in the works. And what are those, you may ask? Oh I don't know. Something along the lines of a new book? Armors being crafted from dragon scales (this is one of the splits again, some want it, others don't)? More dragon idle animations? Dancing dragons?? DAMN. There are more, btw, I just don't wanna list them here. It'll have a two-winged, two-legged body plan and will walk with its wings rather than only on two legs like Rae. That being said, I hope everyone has been doing well over the past few weeks. Whatever you’re going through, I pray things’ll get better for you. That's all, folks. Take it easy and take care of yourself.
What's new/general:
- Updated to GeckoLib 4.8.3
- Overhauled the configuration for both Fabric and Forge, now split properly, seated inside folders for easier finding and server hosting to tune (only server host can change config, no one else)
- Chest egg loot chances are now edited through datapacks instead of config, and egg chest loot config entries have been removed from Forge config, Fabric Mod Menu, dragon attribute JSONs, and en_us.json
- Config for adding and removing dragon spawn biomes is removed. Use datapacks instead
- Config for toggling breeding on/off, server-authoritative
- Now use broader biome tags instead of specific ones for extensive compatibility with custom biome mods/terrain-gen mods
- Diving mechanic for flying dragons changed a bit, nothing too special
- Some particles and new VFXs for certain dragons
- Eye glow for dragons at night
- More advancements
- New weird jungle creature, can be picked up and thrown at things
- All dragons can now participate in Raid event (just pick the least destructive ones, Ignivorus will look like it is also raiding instead of helping, and Cindervane will accidentally explode itself). All Villagers and Iron Golems are whitelisted and protected
- Stegonaut and Varasuchus can now jump like vanilla Horses. Yipee! (this should've been a thing on day 1, 6 months later, here we are)
- New fihh called "Moop." Find them anywhere in any source of water, kill them, feed the babies Raw Moop, and boom, stunted child (can not grow and will be a baby forever). Starcatcher compatible. Not good for dragon consumption, but fantastic for humans
- Dragon variants are now datapack-compatible. Codex and Jade will also auto-update should you ever want to make your own variant
- Bleeding Bolt disc can now be found at Ivy's house (great for doing mundane tasks and overall various relaxed activities, trust)
- Provided tags for datapack stuff (Check Wiki if you are into those shenanigans, if it's not there, it'll be updated shortly)
- Some particles to indicate egg hatching started on placement
- Enforced a new rule so you don't accidentally press L-Shift and fall off your flying dragons in the air. Land them to dismount
- Moved sound subtitles to en_us.json so localization works nicely
- Hold Right-click while flying to lock pitching instead of the Y key
- Tried enforcing end-lag into dragon combat
- Golden Dragon Brush now +5 Happiness
- Ivy's trade table and dragon drops are now datapack-driven
- Added sound to indicate brushing succeeded
- Added a shared datapack-driven dragon_chest_loot system for dragon egg chest loot and Moop fishing loot
- Replaced multiple Forge loot modifier files with one generic saintsdragons:dragon_chest_loot modifier
Raevyx:
- Raevyx's Night Gold variant now uses golden lightning particles when supercharged
- Reanimated some animations
- Custom dive sound because Raevyx is built differently
Nullaw:
- Can now be bred
- New baby (it can't float)
- New binder
Varasooschus:
- Phase 1 Roar ability has been replaced with Tailguard and Parry, used by holding R (if an enemy attacks your Varasuchus while it is guarding, it will take no damage and deals 10 damage + knockback)
- Touched up walk animations
- Say hello again to Varasuchus's new(old) variant: Void-Kissed (Original Nulljaw colorway, can only be obtained by hatching a Varasus egg in The End)
- New taming rule: wait until the year 2077 to remount the Varasuchus after being bucked off (jk, wait 5s)
Contervane:
- Cindervane Fire Body now also detonates when it’s actively flying forward into a wall/cliff/mountain
- Cindervane's Albino variant now uses the Soul Flame particle
Stegosaurus:
- New H-holding ability (accidentally made it OP)
Ignivour:
- Ignivorus can now use fireball and magma pillars regardless of phases
- Made Ignivorus's Bulldozing ability to be more useful for digging tunnels (can still climb blocks, but not too much when digging, that is for people who don't want destruction and actually just want the ability to deal damage instead of breaking blocks)
- Potentially made spawning rarer
Voltains, Volantis, Volition, Volume, Chud, etc.:
- Volitans will try to seek further depth to sleep underwater
- Can now extinguish fire with water breath
Bug fixes/stability:
- Sortilage version 1.7.5 on Prominence II: Hasturian Era was the culprit for dragons not spawning/invisible dragons/egg hatching, but no dragon. Update it to 1.7.7
- Improved Forge/Fabric server lifecycle handling by routing shared server events through common code
- Fixed inconsistent mounted dragon restore/preserve behavior between loaders
- Added safeguards to prevent duplicate initialization
- Potentially fixed dragon models' neck segments and Ivy's head spinning wildly (didn't know Ivy suffered from this too, poor girl)
- Cleaned up stale sound entries that caused missing sound warnings
- Improved cross-loader consistency for client tick services and particle factory registration
- Simplified and optimised movement states for all dragons
- Fixed a bug with Respawnable Pets when having to use the gem again after binding the dragon
- Potentially fixed dragons disappearing
- Fixed stale Codex entries after dragon death
- Fixed some server/client initialization stuff for Forge and Fabric
- Made Fabric and Forge use the same common chest-loot registry
- Properly preserved tamed dragons on server exit
- Removed the stale RideableDragon interface and moved usage directly to RideableDragonBase
- Cleaned up rideable dragon animation state ownership for one single source for init/reset/tick restore flow
- Added a shared mounted-login animation restore method for Fabric instead of manually calling multiple animation sync methods from the loader event
- Removed redundant per-dragon overrides
- Fixed Draconic Codex dimension desync
- Fixed follow-owner landing target selection
- Fixed flying dragons not landing properly in Nether-like ceiling dimensions
- Egg generation config has been made consistent for both mod loaders
- Split animation controllers so certain actions won't t-pose a dragon
- Deleted Raevyx's weird fallback on its melee range
- Fixed Raevyx's lightning bolt summoning not damaging and setting things on fire
- Fixed Cindervane's bite hitbox
- Fixed default male and female textures on Varasuchus
- Fixed Varasuchus' melee not hitting sometimes
- Fixed Cindervane flying aggro speed being too fast
- Resolved Ivy's trading transitioning animations flicker
- Fixed Volitans' sleeping pose when leaving the chunks and re-entering, causing it to t-pose
- Dragons have a more sane detection range than before
- Fixed Raevyx, Volitans, and Ignivorus stunned animation syncing with flying animations??
- Fixed Ignivorus's ult not penalizing health
- Fixed incorrect biome tags for 1.20.1
- Potentially fixed saved dragon data on all Binders
- Fixed Cindervane sometimes ilding in the air when having no target after chasing something
- Optimised Ignivorus firebreath by deleting a raycasting method that is not needed
- Fixed a config issue not applying when having Kilt installed
- Fixed flying dragons not being able to take off out of water
- Fixed leftover Ignivorus's Crimson variant roll being 50% on spawn
- Centralized variant system so everything stays consistent for future dragons
- Fixed dragons using abilities instead of just biting on animals in the target selector goals
- Fixed a Volitans bug where it dashes backward in the air
- Fixed Raevyx missing a few bones in animations
- Optimised Cindervane's Fire Body's particle effects
- Deleted entries for baby Cindervane's flying speed (just why)
- Potentially fixed the shader t-posing issues on all dragons
- Fixed Happiness and Hunger decay not being applied on a server
- Stabilized generated dragon_eggs.json item tag ordering
- Fixed Cindervane's bite config not consistent
- Fixed Stegonaut having extra walk detection logic that was old and deprecated and aligned some other inconsistencies
- Fixed the config for Volitans, where they spawn too frequently on the first-loaded ocean biomes
- Potentially fixed the range of dragons' melee not landing when an entity is one block below
- Fixed broken parts of Varasuchus's default texture
- Cleaned up unused methods that were ticking in the background for dragons, further optimising all entities
- Fixed Draconic Codex persisting a dead dragon if you open the Codex while the dragon is dying
- Removed an old animation initialization method that could cause animation bugs
- Removed old ally system's codes and further optimised networking
- Fixed a weird bug with Fabric's camera where sometimes it's not smooth when transitioning/zooming
- Fixed a mipmap issue with Ignivorus's magma pillars
- Deleted some of Raevyx's unused sounds
- Fixed some of Raevyx's and Ignivorus's sounds not being heard/broadcasted
- Potentially fixed breeding on ALL DRAGONS, and Cindervane not even caring about breeding??
- Fixed flying dragons not playing appropriate animations when trying to land and glide down
- Fixed Volitans' flying not being consistent with others
- Fixed dragons commanding states not being consistent
- Fixed an invisible Volitans bug when binding it while it fights (???)
- Potentially fixed Codex not registering Volitans if you bind it and teleport far away, indeed very specific
Saint's Dragons - 0.8.0 - The Nonchalant Edition
Hi, long time no see. I find it really hilarious when Volitans are considered a chud, it gave me a crisssspy laughter. Anyway, why was this update so long? Let me see, config rework, datapack stuff, rewrites, reanimates, bug squashings, legacy code removal, a new fish, a new variant, some new mechanics, etc. As for what comes next in terms of a dragon, it'll be an ice one. Already got the model and some animations set up, but not sure when to implement it because there are still a bunch of other QoL stuff in the works. And what are those, you may ask? Oh I don't know. Something along the lines of a new book? Armors being crafted from dragon scales (this is one of the splits again, some want it, others don't)? More dragon idle animations? Dancing dragons?? DAMN. There are more, btw, I just don't wanna list them here. It'll have a two-winged, two-legged body plan and will walk with its wings rather than only on two legs like Rae. That being said, I hope everyone has been doing well over the past few weeks. Whatever you’re going through, I pray things’ll get better for you. That's all, folks. Take it easy and take care of yourself.
What's new/general:
- Updated to GeckoLib 4.8.3
- Overhauled the configuration for both Fabric and Forge, now split properly, seated inside folders for easier finding and server hosting to tune (only server host can change config, no one else)
- Chest egg loot chances are now edited through datapacks instead of config, and egg chest loot config entries have been removed from Forge config, Fabric Mod Menu, dragon attribute JSONs, and en_us.json
- Config for adding and removing dragon spawn biomes is removed. Use datapacks instead
- Config for toggling breeding on/off, server-authoritative
- Now use broader biome tags instead of specific ones for extensive compatibility with custom biome mods/terrain-gen mods
- Diving mechanic for flying dragons changed a bit, nothing too special
- Some particles and new VFXs for certain dragons
- Eye glow for dragons at night
- More advancements
- New weird jungle creature, can be picked up and thrown at things
- All dragons can now participate in Raid event (just pick the least destructive ones, Ignivorus will look like it is also raiding instead of helping, and Cindervane will accidentally explode itself). All Villagers and Iron Golems are whitelisted and protected
- Stegonaut and Varasuchus can now jump like vanilla Horses. Yipee! (this should've been a thing on day 1, 6 months later, here we are)
- New fihh called "Moop." Find them anywhere in any source of water, kill them, feed the babies Raw Moop, and boom, stunted child (can not grow and will be a baby forever). Starcatcher compatible. Not good for dragon consumption, but fantastic for humans
- Dragon variants are now datapack-compatible. Codex and Jade will also auto-update should you ever want to make your own variant
- Bleeding Bolt disc can now be found at Ivy's house (great for doing mundane tasks and overall various relaxed activities, trust)
- Provided tags for datapack stuff (Check Wiki if you are into those shenanigans, if it's not there, it'll be updated shortly)
- Some particles to indicate egg hatching started on placement
- Enforced a new rule so you don't accidentally press L-Shift and fall off your flying dragons in the air. Land them to dismount
- Moved sound subtitles to en_us.json so localization works nicely
- Hold Right-click while flying to lock pitching instead of the Y key
- Tried enforcing end-lag into dragon combat
- Golden Dragon Brush now +5 Happiness
- Ivy's trade table and dragon drops are now datapack-driven
- Added sound to indicate brushing succeeded
- Added a shared datapack-driven dragon_chest_loot system for dragon egg chest loot and Moop fishing loot
- Replaced multiple Forge loot modifier files with one generic saintsdragons:dragon_chest_loot modifier
Raevyx:
- Raevyx's Night Gold variant now uses golden lightning particles when supercharged
- Reanimated some animations
- Custom dive sound because Raevyx is built differently
Nullaw:
- Can now be bred
- New baby (it can't float)
- New binder
Varasooschus:
- Phase 1 Roar ability has been replaced with Tailguard and Parry, used by holding R (if an enemy attacks your Varasuchus while it is guarding, it will take no damage and deals 10 damage + knockback)
- Touched up walk animations
- Say hello again to Varasuchus's new(old) variant: Void-Kissed (Original Nulljaw colorway, can only be obtained by hatching a Varasus egg in The End)
- New taming rule: wait until the year 2077 to remount the Varasuchus after being bucked off (jk, wait 5s)
Contervane:
- Cindervane Fire Body now also detonates when it’s actively flying forward into a wall/cliff/mountain
- Cindervane's Albino variant now uses the Soul Flame particle
Stegosaurus:
- New H-holding ability (accidentally made it OP)
Ignivour:
- Ignivorus can now use fireball and magma pillars regardless of phases
- Made Ignivorus's Bulldozing ability to be more useful for digging tunnels (can still climb blocks, but not too much when digging, that is for people who don't want destruction and actually just want the ability to deal damage instead of breaking blocks)
- Potentially made spawning rarer
Voltains, Volantis, Volition, Volume, Chud, etc.:
- Volitans will try to seek further depth to sleep underwater
- Can now extinguish fire with water breath
Bug fixes/stability:
- Sortilage version 1.7.5 on Prominence II: Hasturian Era was the culprit for dragons not spawning/invisible dragons/egg hatching, but no dragon. Update it to 1.7.7
- Improved Forge/Fabric server lifecycle handling by routing shared server events through common code
- Fixed inconsistent mounted dragon restore/preserve behavior between loaders
- Added safeguards to prevent duplicate initialization
- Potentially fixed dragon models' neck segments and Ivy's head spinning wildly (didn't know Ivy suffered from this too, poor girl)
- Cleaned up stale sound entries that caused missing sound warnings
- Improved cross-loader consistency for client tick services and particle factory registration
- Simplified and optimised movement states for all dragons
- Fixed a bug with Respawnable Pets when having to use the gem again after binding the dragon
- Potentially fixed dragons disappearing
- Fixed stale Codex entries after dragon death
- Fixed some server/client initialization stuff for Forge and Fabric
- Made Fabric and Forge use the same common chest-loot registry
- Properly preserved tamed dragons on server exit
- Removed the stale RideableDragon interface and moved usage directly to RideableDragonBase
- Cleaned up rideable dragon animation state ownership for one single source for init/reset/tick restore flow
- Added a shared mounted-login animation restore method for Fabric instead of manually calling multiple animation sync methods from the loader event
- Removed redundant per-dragon overrides
- Fixed Draconic Codex dimension desync
- Fixed follow-owner landing target selection
- Fixed flying dragons not landing properly in Nether-like ceiling dimensions
- Egg generation config has been made consistent for both mod loaders
- Split animation controllers so certain actions won't t-pose a dragon
- Deleted Raevyx's weird fallback on its melee range
- Fixed Raevyx's lightning bolt summoning not damaging and setting things on fire
- Fixed Cindervane's bite hitbox
- Fixed default male and female textures on Varasuchus
- Fixed Varasuchus' melee not hitting sometimes
- Fixed Cindervane flying aggro speed being too fast
- Resolved Ivy's trading transitioning animations flicker
- Fixed Volitans' sleeping pose when leaving the chunks and re-entering, causing it to t-pose
- Dragons have a more sane detection range than before
- Fixed Raevyx, Volitans, and Ignivorus stunned animation syncing with flying animations??
- Fixed Ignivorus's ult not penalizing health
- Fixed incorrect biome tags for 1.20.1
- Potentially fixed saved dragon data on all Binders
- Fixed Cindervane sometimes ilding in the air when having no target after chasing something
- Optimised Ignivorus firebreath by deleting a raycasting method that is not needed
- Fixed a config issue not applying when having Kilt installed
- Fixed flying dragons not being able to take off out of water
- Fixed leftover Ignivorus's Crimson variant roll being 50% on spawn
- Centralized variant system so everything stays consistent for future dragons
- Fixed dragons using abilities instead of just biting on animals in the target selector goals
- Fixed a Volitans bug where it dashes backward in the air
- Fixed Raevyx missing a few bones in animations
- Optimised Cindervane's Fire Body's particle effects
- Deleted entries for baby Cindervane's flying speed (just why)
- Potentially fixed the shader t-posing issues on all dragons
- Fixed Happiness and Hunger decay not being applied on a server
- Stabilized generated dragon_eggs.json item tag ordering
- Fixed Cindervane's bite config not consistent
- Fixed Stegonaut having extra walk detection logic that was old and deprecated and aligned some other inconsistencies
- Fixed the config for Volitans, where they spawn too frequently on the first-loaded ocean biomes
- Potentially fixed the range of dragons' melee not landing when an entity is one block below
- Fixed broken parts of Varasuchus's default texture
- Cleaned up unused methods that were ticking in the background for dragons, further optimising all entities
- Fixed Draconic Codex persisting a dead dragon if you open the Codex while the dragon is dying
- Removed an old animation initialization method that could cause animation bugs
- Removed old ally system's codes and further optimised networking
- Fixed a weird bug with Fabric's camera where sometimes it's not smooth when transitioning/zooming
- Fixed a mipmap issue with Ignivorus's magma pillars
- Deleted some of Raevyx's unused sounds
- Fixed some of Raevyx's and Ignivorus's sounds not being heard/broadcasted
- Potentially fixed breeding on ALL DRAGONS, and Cindervane not even caring about breeding??
- Fixed flying dragons not playing appropriate animations when trying to land and glide down
- Fixed Volitans' flying not being consistent with others
- Fixed dragons commanding states not being consistent
- Fixed an invisible Volitans bug when binding it while it fights (???)
- Potentially fixed Codex not registering Volitans if you bind it and teleport far away, indeed very specific
Saint's Dragons - 0.7.2 - another hotfix
Hi, ILY, delete/reset config (sorry). P.S. I hate this nulljaw, I will actually harm it because I've been spending years trying to fix its 1st-person bug, but whatever, it'll have to do for now.
What's new?
- Added Jade (11.13.1 for Fabric and 11.13.2 for Forge) support for displaying genders, egg hatching timer, and variants (Optional, of course, if you have Jade installed, you should get more info, otherwise, not hard required.)
- All eggs will now be timer-based instead of random ticking like turtle eggs before
- Nulljaws can now be lured with Chorus Fruit
Bug fixes:
- Fixed flying dragons not playing appropriate animations when pitching up
- Changed the default taming values on Volitans to be more forgiving than before AND added missing entry for the .json file itself for said values to be applied correctly (geez)
- Fixed an Ignivorus dying bug that sometimes, in SPECIFIC conditions, did not kill the thing properly and would make it immortal
- Fixed Forge config not applying for Barrel Roll, Happiness/Hunger decay, and Screen Shake
- Fixed Nulljaw not being able to be fed
- Fixed the hurt sound on Nulljaw being cut off abruptly
- Fixed Cindervane not having any grumbling sounds
- Fixed Ignivorus sometimes stopping when flying
- Cindervane now makes ambient noises more
- Fixed Nulljaw rider being offset weirdly (you still have to get closer to mine blocks)
- Raevyx spawning is now more forgiving in thunderstorms, and fixed Raevyx not spawning in already loaded chunks during thunderstorms (I suggest you set the spawn weight higher, depending on how many mods that add in entities you currently have)
- Fixed Volitans egg not being water-logged correctly
- Fixed Volitans not being able to be interacted with without an empty hand
- Fixed Cindervane default and albino textures
- Resolved config mismatch
Saint's Dragons - 0.7.2 - another hotfix
Hi, ILY, delete/reset config (sorry). P.S. I hate this nulljaw, I will actually harm it because I've been spending years trying to fix its 1st-person bug, but whatever, it'll have to do for now.
What's new?
- Added Jade (11.13.1 for Fabric and 11.13.2 for Forge) support for displaying genders, egg hatching timer, and variants (Optional, of course, if you have Jade installed, you should get more info, otherwise, it's not hard required.)
- All eggs will now be timer-based instead of random ticking like turtle eggs before
- Nulljaws can now be lured with Chorus Fruit
Bug fixes:
- Fixed flying dragons not playing appropriate animations when pitching up
- Changed the default taming values on Volitans to be more forgiving than before AND added a missing entry for the .json file itself for said values to be applied correctly (geez)
- Fixed an Ignivorus dying bug that sometimes, in SPECIFIC conditions, did not kill the thing properly and would make it immortal
- Fixed Forge config not applying for Barrel Roll, Happiness/Hunger decay, and Screen Shake
- Fixed Nulljaw not being able to be fed
- Fixed the hurt sound on Nulljaw being cut off abruptly
- Fixed Cindervane not having any grumbling sounds
- Fixed Ignivorus sometimes stopping when flying
- Cindervane now makes ambient noises more
- Fixed Nulljaw rider being offset weirdly (you still have to get closer to mine blocks)
- Raevyx spawning is now more forgiving in thunderstorms, and fixed Raevyx not spawning in already loaded chunks during thunderstorms (I suggest you set the spawn weight higher, depending on how many mods that add in entities you currently have)
- Fixed Volitans egg not being water-logged correctly
- Fixed Volitans not being able to be interacted with without an empty hand
- Fixed Cindervane default and albino textures
- Resolved config mismatch
Saint's Dragons - 0.7.1 - hotfix
lil bug fixing
Bug fixes/changes:
- Ignivorus default health bumped to 450
- Nerfed Stegonaut Binder's buffs
- Added a missing translation key for Stegonaut Binder
- Nerfed the life out of Varasuchus, no more solo-ing wild Ignivorus
- Fixed all dragons not landing attacks correctly
- Added missing Claw Attack damage config for Varasus
- Fixed Volitans' taming animations
- Volitans' health buffed to 160
- Albino Cindervane is now rare, with a 15% chance of spawning
- Removed some of Ivy's physic
- Fixed Volitans and Raevyx not being able to dodge in a fight with other mobs except players
- Applied the config for Volitans correctly
- Fixed Nulljaw spawning problem where there are a frick ton of them in the End
- Fixed Nulljaw spawning in the normal End and Overworld biomes instead of End Barrens only
- Fixed Nulljaw and player clipping through the ground
- Fixed Nulljaw's config not being applied
- Fixed EMI not showing recipes for potions
- Removed vanilla potions for Potion of Searing and Tideguard (for aesthetic reasons, you can't throw them anymore)
By the way, the old config won't be reverted, so delete ya config, people.
Saint's Dragons - 0.7.1 - hotfix
lil bug fixing
Bug fixes/changes:
- Ignivorus default health bumped to 450
- Nerfed Stegonaut Binder's buffs
- Added a missing translation key for Stegonaut Binder
- Nerfed the life out of Varasuchus, no more solo-ing wild Ignivorus
- Fixed all dragons not landing attacks correctly
- Added missing Claw Attack damage config for Varasus
- Fixed Volitans' taming animations
- Volitans' health buffed to 160
- Albino Cindervane is now rare, with a 15% chance of spawning
- Removed some of Ivy's physic
- Fixed Volitans and Raevyx not being able to dodge in a fight with other mobs except players
- Applied the config for Volitans correctly
- Fixed Nulljaw spawning problem where there are a frick ton of them in the End
- Fixed Nulljaw spawning in the normal End and Overworld biomes instead of End Barrens only
- Fixed Nulljaw and player clipping through the ground
- Fixed Nulljaw's config not being applied
- Fixed EMI not showing recipes for potions
- Removed vanilla potions for Potion of Searing and Tideguard (for aesthetic reasons, you can't throw them anymore)
By the way, the old config won't be reverted, so delete ya config, people.
Saint's Dragons - 0.7.0 - Mors per Venenum
Hi, welcome to the changelog section. First of all, a few things. I now have two more artists on the team. Everyone, say hi to Eve and Rogerin, super talented folks, very awesome and lovely people, I am glad to have them. This should make asset creation much faster since I am trash at texture work, but I'm learning. The reason this took a while is because of animation, abilities, models, textures, and config rework, as well as two new dragons, one simpler than the other. Took me a while with the rewrites, reanimate, and remodel. As well as replanning and redoing almost everything. Hope you guys enjoy this one.
What's new?
- New dragons. Of course. Say hello to the Volitans, and a new dragon that will inherit the Nulljaw name
- Nulljaw now renamed to Varasuchus, remodeled, and retextured (was kind of misleading, and the model was buns)
- Barrel roll for all of the flying dragons (shout out to Book of Dragons for the inspiration! It was so hard to implement with the camera on Fabric)
- Overhauled the wild dragons' pathing in flight, no more spinny neck + weird landing bullcrap bugs (hopefully)
- Dragons will now fly slower than before, of course, feel the old speed again with the configuration
- Spawn config reworked, before it was permissive, not anymore
- New Refresh Entry button for the Codex to help with retrieving dragon data and automatically reassign them back into the Draconic Codex's list, should anything ever happen
- Removed biome entries in the Codex, will reintroduce this in a new book system + a Wiki page
- Dragons can now take off while falling
- New rider system where the player is actually attached to the dragon instead of trailing behind and not following the dragon's bank/pitch correctly
- Aquatic dragons can now be set to stay in one place underwater, and players can go somewhere else
- Config for disabling screen shake
- Config for Hunger and Happiness
- Some sections of the config will use % instead of 1 in N chance for it to be user-friendlier (Egg loot chances, taming chances, etc.)
- Config for disabling Ivy spawn
Ivy Oleander:
- Ivy now has a little house. Can be found existing rarely in various forest biomes. Of course, config is available for disabling that
- Progress with Ivy by locating her house, and right-click on her with any type of egg (For now, she won't deal in Volitans eggs as I have to come up with some custom items for it)
Ignivorus:
- Wild Ignivoruses will now fly slower and stop occasionally while flying (they won't constantly fly around like Raevyx and Cindervane)
- New fire breath sprite, thanks to Eve (I swear it's so much better)
- Movement and some ability animations fixed and reanimated to be smoother and better
- Baby Ignivorus remodeled and retextured
- New baby model and texture
Volitans:
- Aquatic/poison dragon. Fight to tame, like Raevyx and Ignivorus. That's it, find out more when you encounter it
- Modeled and animated by yours truly, Leon Saint, while Pakaru handled all the textures and their Bloodshot variant. Super lovely work. Can't stop staring at it, honestly.
- Egg, scale, spine, and binder items
- Automatically aggressive, exercise big freaking caution
- Baby model textured, modeled, and animated by me
- Find the egg in Shipwrecks. Encounter them in various ocean biomes
Nulljaw:
- Can only be found in End Barrens. Tame with Chorus Fruit
- It carries you around by holding ya head. That's it
Raevyx:
- Now only spawn in thunderstorms, no more wild Raevyxians just casually appearing upon world creation to make it fair
- Egg texture updated by Eve. Thank you, Eve!
- Baby Raevyx remodeled and retextured. Before, it looked like a red june beetle
- New H-holding ability on ground
- Overhauled the combat system to be less spammy in dodging
- Reanimated some aspects of the dragon
- Egg loot will no longer appear in Shipwrecks to make it rarer
- New lightning chaining visuals
- Can also dodge in the air (for rider only)
Varasuchus (OG Nulljaw):
- Heavily reduced cubes in the model, so it won't affect rendering
- Remodeled and reanimated by me + Eve with the walk cycle. Texture work by Rogerin. Big shout out to them!
- New bucking mechanic for taming, unsuccessful attempt will result in an immediate chase
- Phase 2 will now start in an instant
- Clawing will be even faster and more devastating than before
Stegonaut:
- Will now only spawn in Lush Caves
- Config for disabling buffs
Cindervane:
- Will now spawn in high altitude biomes
- Is now a pack animal, and you can encounter some flying together
- New egg item texture thanks to Eve
- Now has a new air combat goal (dunno why I didn't do this sooner)
Bug fixes:
- Optimized entities ticking
- Fixed Adding Ally by removing stupid safeguards
- Potentially fixed a bug with Raevyx sometimes not attacking
- Fixed an issue with flying dragons landing underwater, which breaks their model
- Fixed an issue with Cindervane sometimes taking off when set to follow
- Fixed a hard tag requirement issue for Iron's Spells 'n Spellbooks on Raevyx
- Fixed Ignivorus textures
- Fixed Ignivorus, Varasuchus, and Cindervane eggs to instant hatch with lightning bolts
- Fixed some things related to the camera on dragons
- Fixed an issue with the dragon not being able to take off in water when ridden
- Fixed a problem where water pathing causes a crash on the server
- Fixed Ignivorus's multi-part bug where it'd crash when using C2ME on Forge and Fabric
- Fixed a bug where dashing/dodging abilities on dragons cause you to fly forever if you keep spamming
- Fixed Ignivorus's attack pattern, where sometimes it would make them get stuck
- Fixed a bug with Zoomify where you can't zoom in while riding the dragons on Fabric
- Fixed an issue with a bunch of Cindervanes hanging around one baby
- Fixed an issue where baby Cindervane floats weirdly
- Fixed an issue with crashing when hitting an Ignivorus to drop items
- Fixed an issue with dragons not landing correctly upon aggro mid-air
- Fixed wild Raevyx not landing any bites when fighting in the air
- Fixed Raevyx's beam not aligned well while shooting from the air
- Stegonaut, Cindervane, and Varasuchus no longer aggro in Creative Mode
- Fixed potion recipes not working
- Fixed a cap on Fabric's damage config
- Fixed dragon breeding sometimes not happening, especially Varasuchus
- Fixed baby dragon not having a variant (no textures for now, but check for the Codex + wait when they grow up, you'll know)
- Fixed an issue with airborne baby dragons
- Fixed inconsistencies between Fabric and Forge config
Stupid freaking update. The update list is small because it's only in general, but in fact, a lot of things have been done. Sorry if your current Nulljaw got turned into a worm...
Saint's Dragons - 0.7.0 - Mors per Venenum
Hi, welcome to the changelog section. First of all, a few things. I now have two more artists on the team. Everyone, say hi to Eve and Rogerin, super talented folks, very awesome and lovely people, I am glad to have them. This should make asset creation much faster since I am trash at texture work, but I'm learning. The reason this took a while is because of animation, abilities, models, textures, and config rework, as well as two new dragons, one simpler than the other. Took me a while with the rewrites, reanimate, and remodel. As well as replanning and redoing almost everything. Hope you guys enjoy this one.
What's new?
- New dragons. Of course. Say hello to the Volitans, and a new dragon that will inherit the Nulljaw name
- Nulljaw now renamed to Varasuchus, remodeled, and retextured (was kind of misleading, and the model was buns)
- Barrel roll for all of the flying dragons (shout out to Book of Dragons for the inspiration! It was so hard to implement with the camera on Fabric)
- Overhauled the wild dragons' pathing in flight, no more spinny neck + weird landing bullcrap bugs (hopefully)
- Dragons will now fly slower than before, of course, feel the old speed again with the configuration
- Spawn config reworked, before it was permissive, not anymore
- New Refresh Entry button for the Codex to help with retrieving dragon data and automatically reassign them back into the Draconic Codex's list, should anything ever happen
- Removed biome entries in the Codex, will reintroduce this in a new book system + a Wiki page
- Dragons can now take off while falling
- New rider system where the player is actually attached to the dragon instead of trailing behind and not following the dragon's bank/pitch correctly
- Aquatic dragons can now be set to stay in one place underwater, and players can go somewhere else
- Config for disabling screen shake
- Config for Hunger and Happiness
- Some sections of the config will use % instead of 1 in N chance for it to be user-friendlier (Egg loot chances, taming chances, etc.)
- Config for disabling Ivy spawn
Ivy Oleander:
- Ivy now has a little house. Can be found existing rarely in various forest biomes. Of course, config is available for disabling that
- Progress with Ivy by locating her house, and right-click on her with any type of egg (For now, she won't deal in Volitans eggs as I have to come up with some custom items for it)
Ignivorus:
- Wild Ignivoruses will now fly slower and stop occasionally while flying (they won't constantly fly around like Raevyx and Cindervane)
- New fire breath sprite, thanks to Eve (I swear it's so much better)
- Movement and some ability animations fixed and reanimated to be smoother and better
- Baby Ignivorus remodeled and retextured
- New baby model and texture
Volitans:
- Aquatic/poison dragon. Fight to tame, like Raevyx and Ignivorus. That's it, find out more when you encounter it
- Modeled and animated by yours truly, Leon Saint, while Pakaru handled all the textures and their Bloodshot variant. Super lovely work. Can't stop staring at it, honestly.
- Egg, scale, spine, and binder items
- Automatically aggressive, exercise big freaking caution
- Baby model textured, modeled, and animated by me
- Find the egg in Shipwrecks. Encounter them in various ocean biomes
Nulljaw:
- Can only be found in End Barrens. Tame with Chorus Fruit
- It carries you around by holding ya head. That's it
Raevyx:
- Now only spawn in thunderstorms, no more wild Raevyxians just casually appearing upon world creation to make it fair
- Egg texture updated by Eve. Thank you, Eve!
- Baby Raevyx remodeled and retextured. Before, it looked like a red june beetle
- New H-holding ability on ground
- Overhauled the combat system to be less spammy in dodging
- Reanimated some aspects of the dragon
- Egg loot will no longer appear in Shipwrecks to make it rarer
- New lightning chaining visuals
- Can also dodge in the air (for rider only)
Varasuchus (OG Nulljaw):
- Heavily reduced cubes in the model, so it won't affect rendering
- Remodeled and reanimated by me + Eve with the walk cycle. Texture work by Rogerin. Big shout out to them!
- New bucking mechanic for taming, unsuccessful attempt will result in an immediate chase
- Phase 2 will now start in an instant
- Clawing will be even faster and more devastating than before
Stegonaut:
- Will now only spawn in Lush Caves
- Config for disabling buffs
Cindervane:
- Will now spawn in high altitude biomes
- Is now a pack animal, and you can encounter some flying together
- New egg item texture thanks to Eve
- Now has a new air combat goal (dunno why I didn't do this sooner)
Bug fixes:
- Optimized entities ticking
- Fixed Adding Ally by removing stupid safeguards
- Potentially fixed a bug with Raevyx sometimes not attacking
- Fixed an issue with flying dragons landing underwater, which breaks their model
- Fixed an issue with Cindervane sometimes taking off when set to follow
- Fixed a hard tag requirement issue for Iron's Spells 'n Spellbooks on Raevyx
- Fixed Ignivorus textures
- Fixed Ignivorus, Varasuchus, and Cindervane eggs to instant hatch with lightning bolts
- Fixed some things related to the camera on dragons
- Fixed an issue with the dragon not being able to take off in water when ridden
- Fixed a problem where water pathing causes a crash on the server
- Fixed Ignivorus's multi-part bug where it'd crash when using C2ME on Forge and Fabric
- Fixed a bug where dashing/dodging abilities on dragons cause you to fly forever if you keep spamming
- Fixed Ignivorus's attack pattern, where sometimes it would make them get stuck
- Fixed a bug with Zoomify where you can't zoom in while riding the dragons on Fabric
- Fixed an issue with a bunch of Cindervanes hanging around one baby
- Fixed an issue where baby Cindervane floats weirdly
- Fixed an issue with crashing when hitting an Ignivorus to drop items
- Fixed an issue with dragons not landing correctly upon aggro mid-air
- Fixed wild Raevyx not landing any bites when fighting in the air
- Fixed Raevyx's beam not aligned well while shooting from the air
- Stegonaut, Cindervane, and Varasuchus no longer aggro in Creative Mode
- Fixed potion recipes not working
- Fixed a cap on Fabric's damage config
- Fixed dragon breeding sometimes not happening, especially Varasuchus
- Fixed baby dragon not having a variant (no textures for now, but check for the Codex + wait when they grow up, you'll know)
- Fixed an issue with airborne baby dragons
- Fixed inconsistencies between Fabric and Forge config
Stupid freaking update. The update list is small because it's only in general, but in fact, a lot of things have been done. Sorry if your current Nulljaw got turned into a worm...
Oops- accidental delete, now restored.
Saint's Dragons 0.6.1 - 1.21.1 accommodation
I'm just gonna throw this out with very minor changes and whatnot.
- Fixed an issue with Binders being discarded, but Codex did not clear entries
- Raised max health and armor cap for all dragons to 100000 for... I don't know, weapons that deal 99² damage?
- Raised spawn weight to 5000 on all dragons
Saint's Dragons - 0.6.0
This has been a crazy bomboclaat month. How are you doing? Happy Valentine's, by the way. If you have a significant other, buy them gifts, go out together to the park or the movies, or do something nice together, you lovebirds. Anyway, my good artist friend (Percon) has been cooking slowly for the past few weeks. I am glad and immensely grateful to have such a talented and hardworking friend. Much love to him, and I appreciate all the effort he put into making the dragons feel more alive. I couldn't have done it without him. I've learned a lot about texturing from him, too. That's one crazy man.
What's new (TL;DR: Basically rewritten a lot of stuff in the mod):
- Overall architectural changes for my development, and making implementing new dragons MUCH MUCH easier without inheritance hell
- A new Codex system with a Physiology tab showing Happiness, Hunger, Variant, Health, HP, Armor, current position, and biomes. An Ecology tab showing information and lore of each dragon, and an Ally tab to whitelist friends, all put into one book. Draconic Codex now replaces Dragon Ally Book. Sprite work by Percon
- New UI and everything done by Percon
- New Biome Exclude config for removing dragons from specific biomes
- New items
- Raised the hard cap of Health and Armor on all dragons to 10000 in config
- Config for tuning flying speed on wild flying dragons
- Config for toggling aggression for all wild dragons
- Config or egg hatching chances + egg spawning + egg looting
- Config for reactive terrain clearing upon damage for wild and tamed dragons
- New stun HP threshold config for Ignivorus and Raevyx
- Spawn biome tags now include broader optional biome-category tags (minecraft:/c:), not just specific biome IDs to improve compatibility with biome mods like Regions Unexplored, BYG/BWG, Terralith, and Biomes O’ Plenty. (btw, you don't even need a datapack, just include the tags in the config)
- Refactored the spawn system into a centralized registry
- Overhauled the sound system so moving sound is a thing on dragons + other clients can hear them too + wings flapping sounds on flying dragons
- Passive regen for dragons when out of combat
Nulljaw:
- New tail attack ability for Phase 1 with G key
- New dashing ability for Phases 1 and 2
- Improved aspects of combating
- Reworked spawning logic to be rarer
- New griefing toggle config
Cindervane:
- New adult and baby textures + variant adult texture done by Percon and me
- Cindervane new secondary melee
- New config for fire body explosion damage upon impact
- Diving down while on fire to create a big explosion will now damage the Cindervane to nerf it. Of course, config is also wired for tuning the received damage on Cindervane
- New griefing toggle config
Raevyx:
- New Storm Summoning animations and made them faster for combat purposes + config for cooldown, weather change, and stats multiplier
- New variant by Percon
- Touched up some of the other animations because I did not like how they looked
- New textures by Percon and me
- Will drop Raevyx Scale upon grooming
- Binder recipe updated and is now harder to craft
- New egg dropping chances + egg loot config
- Wild Raevyx will not dodge and dash randomly, but will anticipate your attacks in combat
- Taunt using Ctrl + 4 (why? Because Raevyx is freaky? I don't know)
- Reposition the player on the Raevyx
- New dashing damage config
Ignivorus:
- Cured Ignivorus of bad posture, AKA, phase2, and sitting animation redone
- Will drop Ignivorus Heart and Ignivorus Tooth upon dying. A tooth can also drop while fighting the Ignivorus
- Will drop Ignivorus Scale upon grooming
- Will now drop eggs when a female Ignivorus dies
- Binder recipe updated and is now harder to craft
- Small adjustments to the textures by Percon
- New egg dropping chances + egg loot config
- Will now use everything it has to fight you, + Nerfed the spammy moves with longer cooldown
- New moveset where it'll fly up and either use fireball or fire breathing when fighting
- Config for phase2 usage chances
- Made the Crimson variant rarer
- New pillar looks + faster cooldown + widened hitbox
- New bulldozing, magma pillars damage, and griefing toggle config
Stegonaut:
- New Left-Click and melee switching ability
- New G-holding ability
- Will now help you in combat by fighting and will attack you if you hit a wild Stegonaut
- Is now a pack animal, the pack leader will now defend the members, and will attack you if you attack one of them
- New texture + baby texture by Percon and me
- Will now drop Stegonaut scale, Amethyst Shard upon grooming
- Will now drop eggs when a female Stegonaut dies
- Binder recipe updated, but not too difficult to craft
- New egg texture by forestwastakenn
- New config for tuning the damages
- Some new sounds for the attack
- Can now carry a chest
Bug fixes:
- Reduced some renderer load on Raevyx's beam
- Improved combat pathing in water for all dragons
- Removed some leftover debugs
- Removed a failsafe from Raevyx that can cause issues
- Optimised the hell out of all textures and models and heavily reduced GPU load
- Optimised Ignivorus's flame entities to reduce network/CPU load to improve stability during sustained breath use
- Optimised networking for stuff like whitelisting friends, ability usage, etc.
- Optimised the dragons' renderer load on locators by removing the methods (just some Blockbench stuff that is no longer required)
- Optimised rider positioning and ridden dragons tick cost
- Optimised Ignivorus's multi-part hitboxes
- Optimised dragons' pathfinding to reduce tick cost
- Fixed t-posing issue on dragons when using shaders
- Potentially fixed a freezing problem with dragons out of bounds (Maybe other mods that cull entities can also affect this...)
- Fixed an issue with Ignivorus's damage config not being applied correctly
- Fixed an issue where breeding two tamed dragons produced a non-tamed baby dragon
- Fixed Nulljaw still using ground wandering instead of water when swimming
- Fixed dragons not landing correctly
- Fixed Raevyx being able to dodge in water
- Fixed dragons turning when sitting
- Fixed dragon wobbly movements when hitting something while flying
- Fixed a recursion risk on dragon taking off to prevent stack overflow
- Fixed a Nulljaw animation syncing problem
- Fixed an FOV problem where it's not consistent between dragons when sprinting
- Fixed an issue where Ignivorus and Raevyx babies are stunned upon hatching
- Fixed baby dragons' gender not registered correctly
- Fixed an issue where Ignivorus and Cindervane ascend super slowly while pressing Spacebar
- Fixed the flying dragons sometimes ascend when L-Alt is pressed and descend when Spacebar is pressed
- Fixed the Stegonaut sometimes not having a hurt sound effect
- Fixed a bug where Ignivorus and Raevyx do not fall if stunned mid-air
- Fixed an issue on Fabric where Ignivorus's multi-part hitboxes aren't cleaned up correctly upon leaving simulation distance
- Fixed an issue where ridden dragons can still be hit when riders Left-Click
- Fixed an issue with flying dragons not playing the landing animation with proper ground detection
- Fixed Ignivorus fire breath becoming inconsistent in some modpacks by improving fire-breath energy recovery/re-arm behavior (so it no longer gets stuck “depleted” for too long) and adding diagnostics for rejected flame spawns
- Fixed a Cindervane egg cluster mismatch issue
- Fixed a baby Stegonaut issue where it did not follow its parents
- Fixed inconsistent values for Fabric and Forge config
- Fixed Ivy despawning issue
- Fixed some delayed animations on all dragons
- Fixed an issue where the Wandering command still makes the dragons follow
- Fixed the Cindervane two-passenger logic
Hopefully, with this update, I can provide you guys with even more stable gameplay with my beloved creatures. Any suggestions + ideas. Feel free to leave them in the comments, as I will always listen to whatever you guys have and consider them as I develop. Let your imagination loose sometimes. It helps a lot. Some of your suggestions are still on the "Maybe Pile". I am not forgetting. New water/poison-type dragon next update. See ya! Much love to every one of you and take good care of yourself.
Saint's Dragons - 0.6.0
This has been a crazy bomboclaat month. How are you doing? Happy Valentine's, by the way. If you have a significant other, buy them gifts, go out together to the park or the movies, or do something nice together, you lovebirds. Anyway, my good artist friend (Percon) has been cooking slowly for the past few weeks. I am glad and immensely grateful to have such a talented and hardworking friend. Much love to him, and I appreciate all the effort he put into making the dragons feel more alive. I couldn't have done it without him. I've learned a lot about texturing from him, too. That's one crazy man.
What's new (TL;DR: Basically rewritten a lot of stuff in the mod):
- Overall architectural changes for my development, and making implementing new dragons MUCH MUCH easier without inheritance hell
- A new Codex system with a Physiology tab showing Happiness, Hunger, Variant, Health, HP, Armor, current position, and biomes. An Ecology tab showing information and lore of each dragon, and an Ally tab to whitelist friends, all put into one book. Draconic Codex now replaces Dragon Ally Book. Sprite work by Percon
- New UI and everything done by Percon
- New Biome Exclude config for removing dragons from specific biomes
- New items
- Raised the hard cap of Health and Armor on all dragons to 10000 in config
- Config for tuning flying speed on wild flying dragons
- Config for toggling aggression for all wild dragons
- Config or egg hatching chances + egg spawning + egg looting
- Config for reactive terrain clearing upon damage for wild and tamed dragons
- New stun HP threshold config for Ignivorus and Raevyx
- Spawn biome tags now include broader optional biome-category tags (minecraft:/c:), not just specific biome IDs to improve compatibility with biome mods like Regions Unexplored, BYG/BWG, Terralith, and Biomes O’ Plenty. (btw, you don't even need a datapack, just include the tags in the config)
- Refactored the spawn system into a centralized registry
- Overhauled the sound system so moving sound is a thing on dragons + other clients can hear them too + wings flapping sounds on flying dragons
- Passive regen for dragons when out of combat
Nulljaw:
- New tail attack ability for Phase 1 with G key
- New dashing ability for Phases 1 and 2
- Improved aspects of combating
- Reworked spawning logic to be rarer
- New griefing toggle config
Cindervane:
- New adult and baby textures + variant adult texture done by Percon and me
- Cindervane new secondary melee
- New config for fire body explosion damage upon impact
- Diving down while on fire to create a big explosion will now damage the Cindervane to nerf it. Of course, config is also wired for tuning the received damage on Cindervane
- New griefing toggle config
Raevyx:
- New Storm Summoning animations and made them faster for combat purposes + config for cooldown, weather change, and stats multiplier
- New variant by Percon
- Touched up some of the other animations because I did not like how they looked
- New textures by Percon and me
- Will drop Raevyx Scale upon grooming
- Binder recipe updated and is now harder to craft
- New egg dropping chances + egg loot config
- Wild Raevyx will not dodge and dash randomly, but will anticipate your attacks in combat
- Taunt using Ctrl + 4 (why? Because Raevyx is freaky? I don't know)
- Reposition the player on the Raevyx
- New dashing damage config
Ignivorus:
- Cured Ignivorus of bad posture, AKA, phase2, and sitting animation redone
- Will drop Ignivorus Heart and Ignivorus Tooth upon dying. A tooth can also drop while fighting the Ignivorus
- Will drop Ignivorus Scale upon grooming
- Will now drop eggs when a female Ignivorus dies
- Binder recipe updated and is now harder to craft
- Small adjustments to the textures by Percon
- New egg dropping chances + egg loot config
- Will now use everything it has to fight you, + Nerfed the spammy moves with longer cooldown
- New moveset where it'll fly up and either use fireball or fire breathing when fighting
- Config for phase2 usage chances
- Made the Crimson variant rarer
- New pillar looks + faster cooldown + widened hitbox
- New bulldozing, magma pillars damage, and griefing toggle config
Stegonaut:
- New Left-Click and melee switching ability
- New G-holding ability
- Will now help you in combat by fighting and will attack you if you hit a wild Stegonaut
- Is now a pack animal, the pack leader will now defend the members, and will attack you if you attack one of them
- New texture + baby texture by Percon and me
- Will now drop Stegonaut scale, Amethyst Shard upon grooming
- Will now drop eggs when a female Stegonaut dies
- Binder recipe updated, but not too difficult to craft
- New egg texture by forestwastakenn
- New config for tuning the damages
- Some new sounds for the attack
- Can now carry a chest
Bug fixes:
- Reduced some renderer load on Raevyx's beam
- Improved combat pathing in water for all dragons
- Removed some leftover debugs
- Removed a failsafe from Raevyx that can cause issues
- Optimised the hell out of all textures and models and heavily reduced GPU load
- Optimised Ignivorus's flame entities to reduce network/CPU load to improve stability during sustained breath use
- Optimised networking for stuff like whitelisting friends, ability usage, etc.
- Optimised the dragons' renderer load on locators by removing the methods (just some Blockbench stuff that is no longer required)
- Optimised rider positioning and ridden dragons tick cost
- Optimised Ignivorus's multi-part hitboxes
- Optimised dragons' pathfinding to reduce tick cost
- Fixed t-posing issue on dragons when using shaders
- Potentially fixed a freezing problem with dragons out of bounds (Maybe other mods that cull entities can also affect this...)
- Fixed an issue with Ignivorus's damage config not being applied correctly
- Fixed an issue where breeding two tamed dragons produced a non-tamed baby dragon
- Fixed Nulljaw still using ground wandering instead of water when swimming
- Fixed dragons not landing correctly
- Fixed Raevyx being able to dodge in water
- Fixed dragons turning when sitting
- Fixed dragon wobbly movements when hitting something while flying
- Fixed a recursion risk on dragon taking off to prevent stack overflow
- Fixed a Nulljaw animation syncing problem
- Fixed an FOV problem where it's not consistent between dragons when sprinting
- Fixed an issue where Ignivorus and Raevyx babies are stunned upon hatching
- Fixed baby dragons' gender not registered correctly
- Fixed an issue where Ignivorus and Cindervane ascend super slowly while pressing Spacebar
- Fixed the flying dragons sometimes ascend when L-Alt is pressed and descend when Spacebar is pressed
- Fixed the Stegonaut sometimes not having a hurt sound effect
- Fixed a bug where Ignivorus and Raevyx do not fall if stunned mid-air
- Fixed an issue on Fabric where Ignivorus's multi-part hitboxes aren't cleaned up correctly upon leaving simulation distance
- Fixed an issue where ridden dragons can still be hit when riders Left-Click
- Fixed an issue with flying dragons not playing the landing animation with proper ground detection
- Fixed Ignivorus fire breath becoming inconsistent in some modpacks by improving fire-breath energy recovery/re-arm behavior (so it no longer gets stuck “depleted” for too long) and adding diagnostics for rejected flame spawns
- Fixed a Cindervane egg cluster mismatch issue
- Fixed a baby Stegonaut issue where it did not follow its parents
- Fixed inconsistent values for Fabric and Forge config
- Fixed Ivy despawning issue
- Fixed some delayed animations on all dragons
- Fixed an issue where the Wandering command still makes the dragons follow
- Fixed the Cindervane two-passenger logic
Hopefully, with this update, I can provide you guys with even more stable gameplay with my beloved creatures. Any suggestions + ideas. Feel free to leave them in the comments, as I will always listen to whatever you guys have and consider them as I develop. Let your imagination loose sometimes. It helps a lot. Some of your suggestions are still on the "Maybe Pile". I am not forgetting. New water/poison-type dragon next update. See ya! Much love to every one of you and take good care of yourself.
Saint's Dragons - 0.5.1
Hey there. Update incoming. This update is quite small, mostly adding missing stuff and patching things, so I'll keep it short.
What's new:
- New trader. You can find her around villages. Check her stocks out. She refreshes her stock every 20 minutes or so. Keep her around your base or something. I'll expand on her later on. Right now, she'll just trade with you and run away from zombies.
- New config system. Didn't know Forge provided an in-game UI system for you to just change stuff directly without having to exit the client! Only thing is I gotta create the UI itself, but whatever. So, you just gotta change attributes in-game and boom, you're good. It can be hot-reloaded, no need to leave the game and rejoin. Same with Fabric. But spawning config begs to differ
- Stegonaut config entry
- Small config for the trader stock refresh timer
- Ignivorus new Ultimate animation for phase 1 and new sounds for it. Didn't like the old animation one bit, should've shipped it in 0.5.0...
Bug fix:
- Fixed a crash where Ignivorus's flame entities crash your game when used on Dynamic Trees
- Nulljaw ability initialisation fixed where sometimes it would not be usable on servers
- Fixed an issue where the Cindervane and Stegonaut egg can't be picked up with Silk Touch
- Fixed an issue where allies and tamed animals get damaged by tamed Ignivorus's Bulldoze and Ultimate
That's all, folks! Have a great day/night.
Saint's Dragons - 0.5.1
Hey there. Update incoming. This update is quite small, mostly adding missing stuff and patching things, so I'll keep it short.
What's new:
- New trader. You can find her around villages. Check her stock out, she refresh her stock every 20 minutes or so
- New config system. Didn't know Forge provided an in-game UI for you to just change stuff directly without having to exit the client! So, you just gotta change attributes in-game and boom, you're good. It can be hot-reloaded, no need to leave the game and rejoin. But spawning begs to differ
- Stegonaut config entry
- Trading config
- Ignivorus new Ultimate animation for phase 1 and new sounds for it. Didn't like the old animation one bit, should've shipped it in 0.5.0...
Bug fix:
- Fixed a crash where Ignivorus's flame entity crashing your game when used on Dynamic Trees
- Nulljaw ability initialisation fixed where sometimes it would not useable on servers
- Fixed an issue where Cindervane and Stegonaut egg can't be picked up with Silk Touch
- Fixed an issue where allies and tamed animals get damaged by tamed Ignivorus's Bulldoze and Ultimate
That's all, folks! Have a great day/night.
Fire devours.
Saint's Dragons - 0.5.0 - The "Folks with their babies, amirite?" update.
How are you doing nowadays? Life treating you all good? A dear artist friend and I have been hard at work for the past few weeks. And I bring news. So, grab your water and hydrate, because... I don't know, this could be the mod's leaving alpha? We'll see
What's new:
- Babies. Yep. Baby dragons are a thing now
- All eggs require Silk Touch to be picked up
- All eggs can be made with breeding tamed dragons only, Shift + Right-click with food item, Salmon, or Hearty Dragon Meal
- All eggs will hatch normally, whenever and wherever. Only the Raevyx egg hatches faster in thunder
- Egg textures redone by Percon
- You can now command and mount dragons regardless of whatever you have in hand, unless it's Binders, food items, and the Dragon Ally Book
- Everything now stays in Saint's Dragons Creative tab
- New command: /setvariant (note works on Ignivorus because no other dragon currently has other variant)
Ignivorus:
- New texture and variant texture - Shoutout to Percon for this, this man right here is one crazy man, full credit goes to him for the textures
- New baby model, textures, and animations.
- Animation transition fixing where it would jitter, and redone some attack animations
- New Ultimate effect
- Fire-breath particles have been heavily reduced for performance
- New config for tuning fire particle to your liking
- Config section for the Ignivorus: "fire_breath_flame_spawn_multiplier": 1.0, - adjust for how many particles should be spawned "fire_breath_flame_speed_multiplier": 1.0, - adjust for how fast particles should move "fire_breath_flame_lifetime_multiplier": 1.0, - adjust for longer or shorter particle life "fire_breath_ignite_block_chance": 1.0 - set this to 0 if you don't want blocks being ignited
- Ignivorus eggs are found in Ancient Cities, Nether Fortresses, and Bastion Remnants (Only the Remnants with Magma Cube spawner, AKA, the treasure room?). Since you worked hard for it, standing on it won't break it
Raevyx:
- Animation transition fixed and some animations tweaked because I ain't happy with them
- Fixed baby spawning normally because before, the babies weren't saved correctly
- Raevyx eggs are found in Pillager Outposts, Ancient Cities, and Shipwrecks (mentioned this before, but whatever)
- Better aiming when using Lightning Beam
- Fixed an issue where the damage isn't aligned with the beam visual
Stegonaut, this thing rock freak dragon, I love it and hate it:
- New everything
- New baby model, textures, and animations.
- Rideable, just can't fight for now
- Fixed a model issue where the head of it would be stiff
- New sounds
- Stegonaut eggs are manually produced via breeding, can't be found anywhere, can't break when standing on for lore purposes
- Now resists knockback
- Won't run away from Raevyx anymore
Nulljaw:
- Nulljaw eggs can be found around beaches and stony shores, but it's a rare sight
- Now resists knockback for combat purposes
- New baby model, textures, and animations.
Cindervane:
- Cindervane eggs can be found only in plains, either one egg or a cluster, and you can actually find the baby hanging with the parents if you're lucky
- New baby model, textures, and animations. The babies are quite big compared to the egg's size... maybe I'll change later
Bug fixes:
- Mixins fixing
- Ignivorus's multi-part hitbox fixed for being collideable on Fabric
- I actually forgot. But general fixing.
Conclusion: Taming is A LOT easier now. Find egg, hatch egg, tame baby by feeding it food, grow baby by feeding it food after taming, boom, free dragon. Some suggestions in the comments aren't here for now, but I'm working on it. So, don't worry! What's next? 1.21.1 NeoForge port? Potentially. Or a new water-type dragon I'm working on. More items? Regardless of whatever, it's gonna be bug fixing. If you guys encounter something unusual, let me know in Issues or comments. Buh-bye!
Fire devours.
Saint's Dragons - 0.5.0 - The "Folks with their babies, amirite?" update.
How are you doing nowadays? Life treating you all good? A dear artist friend and I have been hard at work for the past few weeks. And I bring news. So, grab your water and hydrate, because... I don't know, this could be the mod's leaving alpha? We'll see
What's new:
- Babies. Yep. Baby dragons are a thing now
- All eggs require Silk Touch to be picked up
- All eggs can be made with breeding tamed dragons only, Shift + Right-click with food item, Salmon, or Hearty Dragon Meal
- All eggs will hatch normally, whenever and wherever. Only the Raevyx egg hatches faster in thunder
- Egg textures redone by Percon
- You can now command and mount dragons regardless of whatever you have in hand, unless it's Binders, food items, and the Dragon Ally Book
- Everything now stays in Saint's Dragons Creative tab
- New command: /setvariant (note works on Ignivorus because no other dragon currently has other variant)
Ignivorus:
- New texture and variant texture - Shoutout to Percon for this, this man right here is one crazy man, full credit goes to him for the textures
- New baby model, textures, and animations.
- Animation transition fixing where it would jitter, and redone some attack animations
- New Ultimate effect
- Fire-breath particles have been heavily reduced for performance
- New config for tuning fire particle to your liking
- Config section for the Ignivorus: "fire_breath_flame_spawn_multiplier": 1.0, - adjust for how many particles should be spawned "fire_breath_flame_speed_multiplier": 1.0, - adjust for how fast particles should move "fire_breath_flame_lifetime_multiplier": 1.0, - adjust for longer or shorter particle life "fire_breath_ignite_block_chance": 1.0 - set this to 0 if you don't want blocks being ignited
- Ignivorus eggs are found in Ancient Cities, Nether Fortresses, and Bastion Remnants (Only the Remnants with Magma Cube spawner, AKA, the treasure room?). Since you worked hard for it, standing on it won't break it
Raevyx:
- Animation transition fixed and some animations tweaked because I ain't happy with them
- Fixed baby spawning normally because before, the babies weren't saved correctly
- Raevyx eggs are found in Pillager Outposts, Ancient Cities, and Shipwrecks (mentioned this before, but whatever)
- Better aiming when using Lightning Beam
- Fixed an issue where the damage isn't aligned with the beam visual
Stegonaut, this thing rock freak dragon, I love it and hate it:
- New everything
- New baby model, textures, and animations.
- Rideable, just can't fight for now
- Fixed a model issue where the head of it would be stiff
- New sounds
- Stegonaut eggs are manually produced via breeding, can't be found anywhere, can't break when standing on for lore purposes
- Now resists knockback
- Won't run away from Raevyx anymore
Nulljaw:
- Nulljaw eggs can be found around beaches and stony shores, but it's a rare sight
- Now resists knockback for combat purposes
- New baby model, textures, and animations.
Cindervane:
- Cindervane eggs can be found only in plains, either one egg or a cluster, and you can actually find the baby hanging with the parents if you're lucky
- New baby model, textures, and animations. The babies are quite big compared to the egg's size... maybe I'll change later
Bug fixes:
- Mixins fixing
- I actually forgot. But general fixing.
Conclusion: Taming is A LOT easier now. Find egg, hatch egg, tame baby by feeding it food, grow baby by feeding it food after taming, boom, free dragon. Some suggestions in the comments aren't here for now, but I'm working on it. So, don't worry! What's next? 1.21.1 NeoForge port? Potentially. Or a new water-type dragon I'm working on. More items? Regardless of whatever, it's gonna be bug fixing. If you guys encounter something unusual, let me know in Issues or comments. Buh-bye!



