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Major Changes

  • Added fragile Skulls
    • Disappear when leaving a level to prevent keeping skulls from levels
  • Level Changes
    • limbo1 Illusionary Paradise
      • Fixed an unprotected gap inbetween Room Hall of Nails and Room Filthy Staircase
      • Fixed a bunch of Spawner Listeners yaw Attribute
      • Replaced Skulls with fragile Skulls
    • limbo2 Halls of the Blameless
      • Fixed an unprotected gap in Room Lava
      • Fixed an unprotected gap in Room Hideous Court
      • Replaced Skulls with fragile Skulls
      • Added some more Stained Glass Windows
    • limbo3 Clair de Lune
      • Fixed an unprotected gap right outside the Entrance Elevator
      • Replaced Skulls with fragile Skulls
  • Fixed Bucket Items being usable to both take and place fluids in protected Areas
  • Fixed Flint and Steel being usable to place fire in protected Areas
  • Disable Flashy VFX Setting is now disabled by default
    • It was enabled by accident
  • Fixed punch_breakable and knuckle_breakable block tags not working properly
  • Knuckleblaster punches and blasts can now break cracked stone bricks
  • Ultracraft Explosion Knockback will now always go upwards
    • As in, it takes the absolute value of y; it still applies velocity on the x and z axis of course
  • Fixed Magnet Slots not being freed up when a Magnet is removed
  • Updated Russian Translation provided by closet748

Commands

  • Fixed /ultracraft progression level grant-all not unlocking Level clair de lune
  • Fixed /ultracraft progression <unlocked//obtained> grant-all not unlocking Hivel Wings, Blood Healing and UltraHUD
  • Added /ultracraft progression <list> revoke-all <target>
    • Clears the given progression list on given targets (level unlocks are still global, so any target will affect everyone)

Tweaks

  • Buffed Knuckleblaster Explosion Damage (1.0 -> 2.0)
  • Increased Style decay rate

Minor Changes

  • Fixed Shotgun Pump Animation
  • Fixed the Counterfeit Music Disc not being in the REI Music Disc Item Group

Resource Changes

  • Reverted some unintended changes to the shotgun model in 2.2.0 (mainly animation related)

just a quick hotfix

Major Changes

  • Fixed Saw Shotgun and Jumpstart Nailgun being uncraftable in old worlds due to a logic error
  • Weapon Variants now get automatically added to the corresponding Weapon Loadout when obtained
  • V2 in clair de lune now skips her intro animation once the fight was started once in the current instance

Edit Mode Changes

  • Added special spawn ultracraft:v2_nointro to Spawner Listener

Major Changes

  • Added Versus by Aavanitro to OST
  • Added Counterfeit by ENNWAY to OST
    • Played in Limbo Freeroam Dimension as long as you're not in creative mode
  • Added Level Clair de Lune
  • Improved V2 Boss Fight
    • Buffed Speed slightly
    • Decreased Attack Cooldowns
    • Fixed Wing Rendering
    • Beam Projectiles aren't Sharpshooter hittable anymore
    • Fixed Movement after Death issue
    • Fixed V2 ascension issue
    • Fixed V2 running off of ledges
    • Fixed V2 trying to chase after dead and or creative//spectator targets
    • Sort of fixed V2s Green Movement (fleeing)
  • Added Sawed-On Shotgun
  • Added Jumpstart Nailgun
  • Added new ████
  • Added Hank
  • Added new varians of Stained Glass Windows
  • Removed "glitched" Blockstate from Fake Leaves
    • The Glitch visuals still appear, but it's random now
  • Removed Proximity Blockstate from Cerberus Block
    • Proximity triggered Cerberi now use the nbt tag proximity instead
  • Added intro Attribute to level music data
    • This allows setting an intro sound played before the actual track starts
  • Added Flipped state to Cerberus Block
  • Added sacrificial nbt tag to Pedestals
  • Added Hyacinth
  • Added Hyacinth patches to Limbo worldgen
  • Added Butteflies :3
  • Changes to old levels
    • Replaced all Black Stained Glass with Darkness Blocks
    • limbo1 Illusionary Paradise
      • Fixed enemies not spawning again after dying in room-62
      • Fixed the room where you obtain the red skull not actually being a room and thus not being protected
      • Fixed red pedestal in room-67 not being locked
      • Fixed checkpoint in Room filthyStaircase being parented to Room HallOfNails instead
      • Added Tutorial Message on Pedestals
      • Added Hyacinth
    • limbo2 Halls of the Blameless
      • Fixed Checkpoint in Room Funtain
      • Fixed Room Funtain resetting when left due to a misconfigured spawn trigger
      • Fixed Checkpoint in Room TheBigRed being too big, allowing it to be triggered before finishing the preceeding Room (Funtain)
      • Added Hyacinth
  • Fixed Fall Damage not working correctly for Players
  • Fixed Deadcoins not being shootable
  • Added Fire Sky Block variant
  • Added Luna Sky Block variant
    • The old Night Sky Block variant now doesn't have a moon anymore
  • Style doesn't decay anymore while time is frozen
  • Added Malicious Statue Item
  • Level Timer now pauses while time is frozen
  • Fixed Level Timer Pausing not actually working at all lmao
  • Added Item to place decorative Malicious Faces more easily
  • Fixed sprint and sneak states tending to get stuck when enabling hivel mode
  • Changed how slide and slam states are handled
  • Changed how movement sounds are handled
  • Reinforced Stained Glass windows don't need to be supported by blocks anymore once they've been placed successfully
  • Improved Beam Projectiles
  • Fixed Punchable Blocks (like Pedestals) not reaction to Main Hand punches in protected Areas
  • Added style and collision Properties to Sky Blocks
  • Regular Machineswords now only drop During Cybergrind
    • Obtaining it so early on was throwing off the pacing a lot
  • Fixed entities sometimes not being Removed when level instances get destroyed
  • Coin fixes
    • Players can now only deadcoin their own coins; meaning ricoshots won't be interrupted anymore by others throwing coins
    • Fixed chained coins only doing damage as if 1 coin was hit
    • Fixed logic error when checking whether nearby coins are valid targets

Settings & Config

  • Added rememberVariant Client Setting
    • If disabled, switching off of a weapon will replace it with its first equipped variant. Enabled by default
  • Moved Repeat Intro Setting to Debug Category
    • This always was a debug setting for triggering the Intro to repeat as the name suggests
    • If you want to disable the intro repeating after switching versions, use the Don't show Intro after switching Versions Setting

Tweaks

  • Reduced delay before Malicious Faces first attack

Minor Changes

  • Fixed Cerberus Cracking Sounds not playing
  • Fixed the modification suppression message in limbo showing up when it shouldn't
  • Fixed fake trees being able to generate on any block
  • Moved photosensitivity warning to Intro Sequence
  • Fixed Style resetting when taking damage equal to or greater than half of the players Health
  • Fixed Malicious Face not being immune to explosions anymore
  • Opening the UltraCredits Screen now stops main menu ambience sounds
    • This fixes an issue where they'd stack when opening and closing the credits
  • Fixed Nailgun alt-fire animation not being interrupted by rapid uses while not primary firing
  • Fixed Weapons that weren't obtained yet, but aren't already equipped in the weapons loadout, being uncraftable
    • Normally all weapons are equipped by default, the unobtained ones just were skipped when switching weapons; newly added weapons weren't in previously saved loadouts though, revealing this issue
  • Added sprite-override Attribute to UltraRecipes
  • Changed how Fishes are handled
  • Fixed a minor issue with Malicious Faces rotation
  • Kinda fixed transparency layering issues with visual effects (only works with Fabulous! graphics enabled)
  • Fixed an issue that caused the music in limbo1 to switch back to Mirage of Paradise when it shouldn't
  • Added Hyacinth and//or Butterflies to old Limbo Levels
  • Music Sounds now get streamed, meaning they cause less lag
  • Progression Unlock Logic now uses the items UltraRecipe unlock list instead of being hard-coded
  • Progression Unlock checks now take Unlock Logic into account
    • That means, as long as you have obtained for example the Piercer Revolver, the Marksman and Sharpshooter are unlocked
  • Added Darkness Block
  • Stained Glass Windows in Levels no longer drop when broken
  • Fixed Level Music (half) restarting when changing volume
    • Only the Version that isn't currently primarily playing is reset
  • Instead of locking Players out of the Patterns menu completely, the Disable Flashy VFX Setting now only removes animated patterns from there
    • Previously Wing Overlays would be inaccessible due to that
  • Updated LOLCAT translation provided by Doggochleb (up to 2.1.3)
  • Updated Russian translation provided by closet748 (up to RIGHT NOW)
  • Improved UltraCredits Screen
    • Added scrolling
    • Fixed text overflow
    • Changed Texture to be pure white instead of very light blue to make it consistent with the rest of the text
  • Fixed an issue with Greater Filth enraging
  • Reduced volume of Blood-Heal noise from per-tick damage

Edit Mode Changes

  • Changes to Spawn Listeners
    • Added noAI Attribute
    • Added onGround Attribute
      • Tries to spawn the entity on the first Solid Block directly below the spawner instead of at its Blocks Center position
      • If there's no suitable ground block within 64 Blocks, the entity will just be spawned at the Blocks Position anyways
    • Removed Special Spawn Identifier ultracraft:dummy
  • Added knockbackOnly Attribute ot explosion listeners
    • Enabling this, will make the explosion listeners throw entities within its explosionRadius away from it
    • The velocity is calculated using (1f - (distance(entity, block) / explosionRadius)) * explosionDamage
    • This is used to launch V2 after spawning
  • Added Timer Listener
    • Starts//Stops the Timer for all players in its parent room when the flag bound to it is activated
    • This is used to stop the Level Timer after V2 has been defeated
  • Added Unlock Check Trigger
    • Sets the bound flag based on whether enough players with a specific Progression Entry are within the Blocks Area.
    • The Attributes checkUnlocked and checkObtained define whether the target is required to have unlocked and//or obtained the progression entry
    • This is used to ensure the Knuckleblaster is picked up before leaving limbo3 Clair de Lune

Resource Changes

  • Changed Shotgun UVs(moved smoke to make room for the chainsaw)

Major Changes

  • Added an OST composed by various Ultrakill Fan//UST Composers
    • Prelude 1 - Beyond the Fire by Triage
    • Prelude 2 - Inferno by Efefski
    • Prelude 3 - Wardens of Hell by Psykomatic
    • Limbo 1 (intro) - Mirage of Paradise by Oxblood
    • Limbo 1 - Truth of the Broken Screen by Oxblood
    • Limbo 2 - Blameless by Efefski
    • Cybergrind - Infinite by Efefski
    • And more Tracks to come!! (very exciting)
    • All Tracks have Music disks for both their calm and combat version (if applicable)
      • These currently cannot be obtained in survival. I'll think of something for that.
    • Everyone involved has done a fantastic Job and were a joy to work with. If you like their work, please consider supporting them!
  • Remade limbo2
  • Made slight changes to limbo1
  • Fixed a soft-lock in prelude1
  • Fixed the Level Unlock Trigger in prelude1 being too big
  • Major Improvements to the Music System
    • When the Game is paused or the local player is dead, the music will lower in pitch and volume
    • Combat Music is now triggered by all Hostile entities, not just ultracraft enemies
    • It's now possible to set multiple Tracks per Level
    • Added a Popup that shows up whenever a new Track starts playing, and it has sufficient metadata
      • It says the Name and Author of the Track along with a neat colored stripe
      • To add credit pop-ups for non-ultracraft music, make a resourcepack containing a music.json file in the same directory that the sounds.json would go in
    • Music will fade out when the Level is finished (or in other words, when a Force Travel Trigger is entered)
    • For more info on the specifics, refer to the Resource Changes Segment
  • Added Music to Cybergrind
    • You can put your own cybergrind playlist in the game using a Resourcepack that replaces the sound ultracraft:music.cybergrind
  • Added Support for Custom Layers // Level Collections using Datapacks
  • Rage is now a Potion Effect
    • Doesn't alter any stats by itself
    • Makes any living entity have the rage halo
    • Makes any living entity red
      • except for those in the entity type tag ultracraft:no_rage_tint
    • If applicable, Enemies Enraged Behavior will be used while having the Effect, regardless of other requirements like Health
  • Added Emissive Layer to Hideous Mass Enraged and Dying Textures
  • Added separate Emissive Texture for Enraged Swordsmachine
  • Changed Pixel [42,45] of the Uncracked Cerberus Entity Texture from #7c7c7c to #7d7d7d
  • Added New Progression Unlock Items
    • Feedbacker - Unlocks the Feedbacker Arm
    • Hivel Wings - Unlocks Ability to toggle High Velocity Mode
    • Absorbant Plating - Unlocks Blood Healing Ability
    • All of these Items are unobtainable in Survival per default; They were just added for map and modpack creators pretty much
    • If Trinkets is installed, these Items lose their Progression Unlock Functionality and are used as equippable Trinkets instead.
      • If the Gamerule ultra-startAsV1 is enabled, then the basic mechanics always work regardless of whether the Trinkets are equipped or not!
  • Added Trinkets Support (optional)
    • This is mainly for Modpack Creators that want more control over ultracraft core mechanic unlocking//progression.
  • Added Fancy Carpet Variants in all Colors
  • Fixed players that kept their inventory due to a checkpoint still dropping XP
  • Added System that automatically detects whether a damage type is applied every tick
    • This only affects IFrames in Hivel Mode
    • The List of detected Damage Types isn't saved; it'll be cleared when the server//world is closed
    • Damage Types that were detected as per tick will use iframes as if the player wasn't in hivel
  • Schisms can now be interrupted by punching them with the feedbacker while they're firing; this kills them instantly
  • Fixed the carry on Mod allowing picking up and placing blocks within modification suppressed areas
  • Edit Mode Blocks can no longer be picked up using the carry on Mod
  • Changed how respawning is handled again
  • Fixed the You're in Grave Danger Mod still clearing the Inventory and placing a Grave for Players in Levels or with an active Checkpoint
  • When being rescued from a Level (which shouldn't normally be necessary), you now get teleported to your own Spawn Point instead of World Spawn
  • Added Fake Leaves Block
  • Fixed Swordsmachine seething with rage so hard that it doesn't actually do anything
  • Replaced all leaves and.. "leaves" in limbo dimension and structures belonging there with Fake Leaves
    • This change doesn't change old worlds retrospectively ofc
  • Replaced all Levels kill planes with the new Edit Mode Abyss Triggers
    • aside from the abyss at the end of prelude3 because funi
  • Fixed Tundra//Agony stun animation not playing
  • Fixed Thrown Machineswords not saving Sword Item data
  • Fixed Swordsmachine getting stuck in a interruptible state when interrupted

Settings & Config

  • Added Server Config DisableModificationSuppression which allows disabling Edit Mode Room Modification Suppression; Default is false
    • Or in other Words, it lets you break and place Blocks in otherwise protected Areas, like Levels
  • Added Server Config ProtectNature which disables natural blocks like flowers and grass to be broken by ultracraft explosions; Default is false
  • Changed default value for UnlockCustomLevels Server Config to false
    • If your Server//World is set to the old default value, the config will update to reflect this change automatically upon loading next.
  • Added a new Gamerule ultra-startAsV1; Default is true
    • Whether Hivel Wings, Blood Healing and the Feedbacker are unlocked per default
    • This Gamerule can be used in conjunction with the new Progression Unlock Items to add more progression to maps//modpacks
  • Added Client Setting armSkinFirstPerson; Default is true
    • Whether the First Person offhand arm skin is replaced by that of the equipped ultracraft arm
  • Added Client Setting onlyShowarmWhilePunching; Default is false
    • Whether the First Person offhand arm is always visible when holding an item and an ultracraft arm is equipped
  • Added Client Setting hideVanillaHotbar; Default is false
    • Whether the Vanilla Hotbar is hidden; all other HUD elements stay.
  • Due to an Internal name change, your Third Person ultracraft Arm Skin Setting might be reset to its default value

Commands

  • Added new Debug Command /ultracraft debug clearLikelyPerTickDamageTypes
    • Clears the List of automatically identified per-tick damage types

Tweaks

  • Nerfed Nailgun Damage a little
    • Heatsink Nails against Enemies (0.3 -> 0.25)
    • Heatsink Nails against Players (0.3 -> 0.1875)
    • Regular Nails against Players (0.3 -> 0.225)

Minor Changes

  • Crops now break from slamming//explosions
  • Slam block breaking area was extended upwards by one Block
  • Made Bright Panels actually bright (they now emit Light Level 6)
  • Removed Clair de Lune Music Disc from V2s Loot Table
  • Fixed Wing Customization Screen messing up FoV Effect Scale Setting
  • Progression Unlock Items now don't get consumed upon use while in creative
  • Progression Unlock Items now use Ultracraft Titles instead of Vanilla ones
  • Knuckleblaster Unlcok Item is no longer Stackable
  • Edit Mode HUD now renders behind chat
  • Fancy Carpet is no longer Waterloggable
  • Fancy Carpet is no longer Flammable
  • Added Band-Aid fix for sky block textures getting messed up when using Sodium
    • Shaders still make the skybox invisible tho unfortunately
  • Finally added some missing Icons to the /ultracraft config screen
  • Changed Interruptable Charge rendering
  • Changed Schism Interruption-Explosion positioning slightly
  • Changed Stray Interruption-Explosion positioning slightly
  • Added Dispenser Behavior to Blood Buckets
    • You'd think that stuff would just kinda work automatically, but I guess not
  • Fancy Carpet now doesn't break when placement conditions aren't met anymore
  • Fancy Carpet can now be placed on any Block that isn't Air
  • Machinesword is no longer a two-handed weapon when using Better Combat
  • Hideous Mass doesn't contribute to the Music State while it's hidden

Edit Mode Changes

  • Rooms can now be Parented to Rooms (yay, recursion)
    • Added /edit config recursiveRooms, which toggles whether Rooms you place while having another Room focused, will be parented to the selected Room or just be placed as new Root.
    • Focusing a Room that's part of a Room Hierarchy, the entire Hierarchy is rendered
      • Added /edit config showRelations, which toggles whether colored lines between related Rooms are shown (default: true)
    • Rooms will tick regardless of whether their parent room is active (or in other words, the hierarchy doesn't affect Rooms Ticking)
    • Recoursive Rooms are disabled by default for convenience
  • Changed the Edit Mode Renderer a lot to make rendering the Room Hierarchies easier//possible without more bloat
  • Added new Edit Mode Blocks to control Music in Levels
    • Music Listener
      • Changes the currently playing Soundtrack Key of everyone in the Room while the bound local flag activates
      • If stopOnDisable is enabled, the currently playing Soundtrack Key of Players will be cleared (meaning the music stops) upon the bound local flag deactivating.
    • Music Trigger
      • Changes the currently playing Soundtrack Key of Players that enter its Area IF the bound local flag is active
      • If the Track Key is already playing for the Player, it won't do anything
    • To stop the currently playing music, either set the key to an unused value, or leave it empty
    • When a Track Switches, the last one will fade out and the next one will Fade in to make for a smooth transition
  • Added Attribute forceDestination to ForceTravelTriggers
    • If this value is set, the player won't get a choice on where they travel
    • If openRanking is enabled, they'll still be shown the Ranking Screen; however, the next Level button will always lead to the forced Destination and the Select Level Button is Disabled
    • If openRanking is disabled, they'll travel to the forced Destination immediately after the Travel Screen intro Animation finished
    • It takes an Identifier being either a level or layer dimension id (in other words a valid destination) and its Default Value is none
    • The Default value can be restored by setting it to any of the following: [null, none, default]
  • Improved Edit Mode Block removal handling
    • In other words, all children // the parent of a broken Block now immediately know that it was removed
  • Added new Edit Mode Block "Abyss"
    • Acts as a Trigger that applies damage and teleports players that enter its Area to its Block Position (or rather the first solid Block below it (in a range of 16 Blocks))

Resource Changes

  • The Icon for the Sound Listener Mapping Block is now used for Music Listeners instead
  • Changed how Music in the Level Metadata works
    • You can now set multiple Tracks for the same Level
      • Their Key (value in quotes "" before the colon :) will be their Track ID
      • Any String works as a track Key. If you set the key to be default, it will start playing immediately upon entering the level
    • Added title, author and color Fields
      • These will be used for a pop-up that shows up whenever the Track starts playing, IF an author is set
    • Added combat-threshold Field
      • The music will automatically switch to the combat version if there are more enemies than the combat-threshold around the local player
      • Default is 0, so if there's 1 Enemy, the Combat track variant will play
    • Added no-calmdown Field
      • Setting this to true makes it so that once the combat track is playing, it won't go back to the calm track anymore
      • This is used in Limbo3 for example
  • Added unlocked Field to Level Metadata
    • This defines whether a Level should always be unlocked. The default is false
  • Changed the order Clair de Lunes Music disc description to be more uniform with minecraft (it's now Author - Title and not the other way around)
  • Added fragile_nature Block Tag
    • Fragile Plants like Flowers and Leaves were separated into this tag to allow for nature to be protected from ultracarnage using the new ProtectNature Server Config
  • Crops were added to the fragile_nature Block Tag
  • Translation Keys for Layer Buttons changed (screen.ultracraft.travel.layer<index> -> layer.ultracraft.<layer-name>)
  • Clair de Lune (Music Disc) Identifier changed (ultracraft:clair_de_lune -> ultracraft:disc/clair_de_lune)
  • Changed Progression Item Tooltip color (item.ultracraft.progression-item.lore | §8 -> §7)
  • Renamed Fancy Carpet Block (block.ultracraft.carpet | Fancy Carpet -> Blue Fancy Carpet)
  • Added missing translation key for Server-Join-Info (message.ultracraft.parry-chaining)
  • Fixed typo in translation key for Server-Join-Info (message.ultracraft.fall-drowning -> message.ultracraft.drowning)
  • Changed Level Rescue Messages
  • Fixed Culling issue in Pedestal Model

tiny hotfix for yesterdays update

Changes

  • Fixed Wing Overlays on Servers
  • Updated Russian Translation

This isn't a full update; 2.1.3 isn't fully ready yet.. Until it is, happy pride!

Major Changes

  • Added Wing Overlays
    • Wing Overlays are like Wing re-textures. They aren't recolorable.
    • Added Pride themed Wing overlays
      • Happy Pride Month!
      • You don't need to be a Supporter to use these. Pride should never have a price tag
      • Please let me know if you feel like more should be added
  • Inverted Scrolling on Wing Customization Screen
  • Added Unique Textures for almost every ultracraft Spawn Egg
  • Fixed some nullref issues when setting Mapping Block Attributes to values that fail parsing

Minor Changes

  • Changed how Splash Texts work internally to allow for them being translated
  • Changed Map Level Unlock Listener icon and name back because I have the Stupid
  • Added rankingTitleSuffix Attribute to Force Travel Trigger Mapping Blocks
    • If this is enabled, the title of the ranking screen will have .title suffixed to it
    • In the built-in Levels this is used to display a different Translation Key on the Ranking Screen than on the Travel Screen more easily.
  • Fixed a broken edit mode feedback message (Nothing focused with key '%s')
  • Fixed parrying your own projectiles healing you
  • Weapon Descriptions are now only shown either Shift Key is held
  • Added Loot Tables for Blocks that were missed
  • Fixed Creative Players defaulting to flying when entering a world
  • Fixed /edit reparent desyncing the user

another mini bug fix patch; sort of a 2.1.2 Part 2

Major Changes

  • Fixed some crashes
  • Fixed an Issue where out of bounds Players would wouldn't be removed from Cybergrinds, causing desyncs
    • and they'd be counted as out of bounds when just walking into the arena walls

Tweaks

  • Fixed Malicious Face Nail Damage Modifier (1x -> 1.5x)

Minor Changes

  • Fixed Level Unlock Trigger Icon having an Question Mark as if it were a Listener
    • Also fixed it being sorted into the Listener Items in the Creative Inventory

a quick mini bug fix patch

Major Changes

  • Fixed Carpet mod incompatibility
  • Reduced chance of mixin conflicts by replacing all ModifyConstants with ModifyExpressionValues
  • Fixed possible Nullref crash in Pause Menu

Minor Changes

  • Updated Russian translation
    • Provided by closet748

Mainly fixing annoying bugs from the initial release

Major Changes

  • Fixed Overheat Nailgun being uncraftable
  • Fixed rare client crash caused by style bonus nullref
  • Fixed the last target of a piercing shot not actually taking the damage of all remaining pierces due to I-Frames
  • Fixed Hell Bullets doing vanilla thrown projectile damage, which scales with difficulty
  • Fixed Persistent Projectiles being parriable when stuck in ground
  • Fixed Slam storage.. storage(?) issue
  • Fixed alternate revolver hammer pull not working like in the original
  • Hopefully fixed issue with enemies in levels not despawning properly
    • If it does work, that should also fix stained glass windows sometimes staying behind when a level instance gets destroyed
  • Improved Drone parrying
  • Improvements to Levels
    • All Levels Entrance Elevator door trigger has been expanded
    • All Level Unlock Triggers have been expanded
    • With some rare exceptions, none of the Rooms in Levels should have Reset Timers anymore
    • Prelude2 // Straight to Hell
      • Expanded first spawn trigger in BigOutdoors Room
      • Changed mainRoom wave 2 Schism placement to guide players towards the right door more naturally
    • Limbo1 // Illusionary Paradise
      • Fixed softlock in room-68
      • Moved spawn trigger in room-69 slightly
      • Fixed one of the doors in room-69 not locking properly
      • Made decorative Maurice in the room with the red skull more visible
    • Limbo2 // Halls of the Blameless
      • Nailgun Pedestal now gets removed after obtaining the Nailgun to reduce confusion
      • Made Odd5ShapedRooms Spawn Trigger harder to skip accidentally
      • Reduced delay before second wave in FirstRoomIEverMade
  • Added a safeguard that fixes an edit mode desync preventing focusing of blocks
  • Hopefully fixed or at least improved door desyncing issue
  • Fixed Coin Splitting
  • Hitscans can no longer hit dead entities
  • Fixed all Mod Explosions doing 2.25x the damage they were supposed to
    • Fixed Mod Explosion damage boost towards non-mod entities also affecting Players
    • Fixed Mod Explosion damage scaling with difficulty
  • Fixed double//triple//multi kill style bonuses not working correctly
  • Fixed Style Bonus Weapon Staleness still being used when only one Weapon is held//equipped
  • Fixed a rare crash involving enemies in levels dying
  • Fixed alternative cybergrind loot tables for enemies being messed up, resulting in nothing being dropped at all
  • Made getting locked out of the destiny-chapel Limbo Challenge Structure harder
  • Hopefully fixed Structures and Levels being breakable when they shouldn't be
  • Fixed typo in Triple Kill
  • Fixed Main Menu Crashing the game when using Vivecraft
  • Added Travel Button to Pause Screen while in a level
  • Added Drone dodging behavior back
  • Fixed Hideous Mass Harpoon Velocity being way too high because I forgor to normalize a vector
  • Fixed V2s Arm Progression Item Drop (or any that are set to not give actually an item really) not working properly
  • Room Mapping Blocks can now be set to not use the reset timer using /edit attribute set room resetCooldown never
  • Fixed Progression Item Entities being.. pick-uppable..? multiple times
  • Fixed Swordsmachine (2nd phase only) spawning with too little health
  • Fixed Swordsmachine not dropping a Shotgun Progression Item when mob loot is disabled
  • Fixed Vanilla and Progression Item Entities being destroyed by slamming on them
  • Fixed ████████ not being stackable
  • Fixed Sneak and Sprint state sort of getting stuck server side when enabling hivel mode
  • Offhand punches now get disabled when no arm is unlocked (feedbacker is still unlocked by default)
  • Punching while having a locked arm equipped, now switches to the first unlocked one automatically

Tweaks

  • Reduced Hell Bullet damage (6 -> 5)
  • Made Interrupting Swordsmachines Melee Attacks easier
  • Made Coin Splitting easier
  • Made Hideous Mass Enrage faster and reduced all of its Attacks Cooldowns
  • Reduced Malicious Face Attack Cooldown
  • Slightly improved Overpump Knockback

Minor Changes

  • Finally removed the Console spam caused by datafixers missing from entities
  • Updated Russian Translation
    • Thanks to closet748, it's no longer scrapped
  • Added debug nbt tag to mod enemies
    • setting it to true does debug stuff with the enemy
    • currently it only makes melee interruptable enemies glow while they are interruptable
  • Changed draw order of Style Bonuses
  • Fixed a small bit of weirdness with weapon loadouts
  • Added more Hell Mass to Demons
  • Travelling between dimensions now cancels slams
  • Fixed Limbo Decal Structure gateway2 having a stripe of red terracotta
  • Terminals without Owner can no longer be customized by any Player
  • Fixed Hideous Mass T-Posing under specific conditions after an Attack animation
    • no more funi flesh doggo :pensive:

Resource Changes

  • Fixed minor issue with ultracraft:bright_panel blockstate//model

Major Changes

  • Added Prelude Structure to Overworld
    • Complete this Dungeon to obtain a Teleporter that can be used to travel to other Layers
  • Added Cybergrind
    • Wave-Based survival mini-game; face off against hordes of enemies
    • Endless Cybergrind along with its own dimension and a morphing arena is planned to be added in the future as well
  • Revolver, Shotgun and Nailgun Recipes are no longer unlocked per default (see point below)
  • Added Playable Levels
    • These Levels are only themed around the different Layers; they're by no means recreations of the Original Levels
    • Throughout the Levels, Players are taught the new mechanics, enemies and will unlock new Weapons
      • You will obtain the Piercer Revolver at the beginning of the first Prelude Level for Instance
    • At the end of a Level, your performance will be ranked in 3 Categories; Time, Kills and Style
    • If you beat a level without dying and have an S-Rank in all 3 Ctagories, you can put your run in the ultracraft Discords P-Rank Forum channel! (Each level has its own post in which you'd comment your best times)
    • Using a datapack, you can make and add Custom Levels of your own! If you publish one, we'd love to put it in the ultracraft Discord to make it easy to discover for other Players
  • Added Overheat Nailgun
    • Primary fire of all Nailgun variants now builds up "heat"
    • The higher the heat, the slower the fire rate (this one only applies to the Overheat Nailgun)
    • Alt fire uses a "heatsink", firing 5 nails and consuming 5 "heat" per tick until heat is used up.
  • Added Slab Revolvers
    • An Alternate Version for each revolver
    • Slower, but does more damage and pierces up to 1 weak enemy
    • Have a Hammer that has to be pulled back before firing; if the variant is switched before this happens, it'll be pulled back when you switch back to that weapon.
    • Piercer pierces more
    • Marksman coin splits reset all Hammers and hit a single target multiple times instead of multiple
    • Sharpshooter has only 1 Charge, but spins at full speed instantly
  • Added Limbo Dimension
    • Custom Worldgen inspired by Limbo
    • Pre-placed Structures with Scripted Events and Progression
      • Activate all 4 Slab Blocks to obtain the Slab Revolver
    • Other Random Limbo Themed Structures
    • Instead of random mob spawning, every night there's a chance for a Cybergrind to start
      • The Amount of Waves that need to be beaten (and the amount // strength of enemies) depends on your worlds difficulty and number of Participants
      • Cybergrind can be configured using a config file
      • "Why no random mob spawning??" trust me, it's really not fun.
  • Removed cooldown caused by stopping to use the Flamethrower
  • Added Slab Blocks
    • Right click // Punch to toggle; alternatively, use a redstone signal of level 15
    • Emits redstone Signal equal to it's displayed number when active
    • Power with a redstone signal of <=10 to change its displayed number
  • Malicious Face can now be summoned as a non-decaying corpse using {decorative: 1b}
  • Added Screenshake
    • Can be turned off in the Client Settings
  • Fixed Keybind conflicts making only one action mapped to that key execute
    • Not even my fault, like I'm fixing an issue on Mojangs end here
  • Rewrote Hivel Movement
    • no more hard coded values; you can customize everything in detail using a config file.
  • Greater Filth will not enrage anymore without a Target
  • Added Fancy Carpet Block
    • Connects to other fancy carpet blocks directly next to it
  • Added Flowerbed Block
    • Placed like snow layers, each layer having different flowers
    • If an entity falls more than 0.5 Blocks, they fall through Flowerbeds; this can be used to hide secrets or as a parcour gimmick
  • Added Customizeable Loadouts
    • Check the Weapons Tab on Terminals for a new Button in the bottom left
  • Improved Sounds for Shotguns by using Sound Keyframes in their animations
  • Added a new Fish
  • Added new Weapon Info HUD element when holding Nailguns
  • Added Minecart Parries
  • Fucked around with Coin Physics a lot; they're probably as good as they'll get now
  • Fixed Tundra//Agony Spawn Egg crashing Servers when used in Hell Spawners
  • Remodeled Schism
    • the old model was trash and I knew I could do better
  • Visually Improved Cerberus
    • Ball//Apple now has an aura and is emissive
    • Changed colors to be closer to the Vanilla Stone palette
  • Fixed Streetcleaners dodging upwards when shot from below
  • Fixed Backtanks eating projectiles
  • Added "Edit Mode"
    • A Component Based System to basically make working Ultrakill levels
    • Being in edit mode allows you to fly with noClip, but still place blocks. It's much faster than normal creative flight and can be further adjusted.
    • Edit mode lets you see known mapping blocks; to search for them, use /edit ping.
    • Mapping Blocks themselves have no rendering (with the only exception being checkpoints) and aren't interactable outside of edit mode.
    • Each Component is its own Block and has an Area (with some exceptions)
    • This System is not exactly designed for accessibility; I will make a tutorial on it in the near future, but I won't teach it to people individually.
    • Flags
      • There's "Local" and "Global" Flags
      • Local Flags are stored in a room and can only be true or false
      • Global Flags are stored in a world and can be any 16-bit integer
    • Room Blocks
      • Levels are divided into rooms
      • these blocks can be seen as the root, with all other components being children of a Room
      • Only when a Player is in the Rooms Area, the child blocks will tick
      • Resets all local Flags and Child Blocks when empty of Players for a certain duration or the last player in the room dies and respawns at a Child Checkpoint Block
      • Can be set to suppress Block breaking//placing within its area (actually, that's enabled by default)
    • Trigger Blocks
      • Their Area detects Entities and sets a bound local Flag to true or false depending on if something of the right type is in them
      • There are Normal//Player Triggers and Enemy Triggers
      • Triggers can be set to not deactivate automatically, making them activate only once until the room resets
      • Triggers can be set to have an activation period, requiring something to stay in the trigger for a certain amount of time to actually set the bound local Flag; same for deactivating
      • Progression Triggers grant a progression entry and optionally give an item as well once entered by a player; if the progression entry is already unlocked//obtained, it won't give an item
      • Redstone Receivers set a local Flag when their redstone power state changes
      • Timer Triggers start or stop a Players Timer; only works inside Levels
      • Force Travel Triggers open the Travel Screen for a Player that enters it; the close button is removed though, forcing them to travel
      • Title Triggers display a title for Players that move into it; if a local flag is bound, it'll only display a title if the flag is enabled
      • Damage Triggers damage entities that enter them for a given amount using a given damage type
      • Global Redstone Receivers set a global Flag (stored in world) to one of two values, depending on whether it is powered by redstone or not
    • Listener Blocks
      • Listen for the state of the bound local Flag being changed and performs an action based on its type
      • All Listeners can have a set delay for their action; if the bound local flag is deactivated again before the activation cooldown is run out, it'll be cancelled
      • Door Listeners fill their area with a chosen Block Type when activated; Same for deactivating. When the door closes, it will only fill blocks of the "open" block-type in it's area, opening works the opposite way; this means doorframes and stuff stay unaffected as long as they're not of either of the door block's block types
      • Spawn Listeners spawn a chosen mob when activated and if it's still alive when deactivated, despawns it again
      • Redstone Listeners give off a redstone Signal of a chosen duration when activated
      • Explosion Listeners perform an explosion of chosen radius and damage when activated. These do not Break blocks, but could be used in conjunction with a Door Block to get the same effect
      • Sound Listeners play a sound when activated
      • Level Unlock Listeners unlock a Level globally (for the entire Server)
      • Cybergrind Listeners trigger a Cybergrind once the bound local flag is enabled; It sets a separate local Flag upon finishing the Cybergrind (if it is won)
      • Light Listeners give off a set light level when the bound local flag is enabled
      • Title Listeners display a title for every Player in the parent Rooms Area when the bound local flag is enabled.
      • Global Redstone Listeners listen for a global Flag (stored in world); otherwise the same as normal Redstone Listeners
      • Global Title Listeners display a title for every Player in that world when a global Flag is set to a specific value
    • Checkpoints
      • Checkpoints tick regardless of if the room is ative; placing their Block and Area outside the Rooms is recommended to make room resets work properly
      • Checkpoints set the Spawnpoint of a player that enters its area to the position of the Block itself.
      • If a player dies and respawns at a Checkpoint, the parent Room will check if it's empty of Players; if it is, it'll force reset
      • The Spawnpoint Text will be oriented depending on which side of the area is longer
    • I'd love to expand on this System in the future; some ideas I already have will take longer to make than I'm willing to further delay this update though
  • Made Flesh Blocks break faster using Hoes
  • Shotgun Pellets are now Parriable
  • Added Large Animated Titles
  • Added Text Box Titles
  • Punching//Blasting a Player that is using a Shield with a Knuckleblaster, will now disable their Shield and give the + GUARD BREAK style bonus
  • Streetcleaners now actually pathfind to their target
  • Fixed a Bug that made hugging swordsmachine plushies not work properly; you can now hug them again by putting them in your offhand :D
  • Charged shots no longer split from coins
  • Hitscans now actually get reflected off of Hideous Mass' Shielded Parts
  • Added a fuck ton of Prelude Blocks
  • Added separate keybinds for punching with each arm
  • Added Credits Screen
  • Only selected Projectiles will now be knocked back by explosions (See Entity Type Tag #ultracraft:explosion_affected_projectiles)
  • Hell Bullets knocked back by explosions can now actually hit entities of their owners type
  • Fixed Malicious Faces Beam attack being visually offset as if it was a hitscan from a Player
  • Fixed Exploding Hitscans not actually exploding if they hit an Entity and not a Block
  • Filth Attacks are now interrupted if they leave the ground
  • Made it impossible to Maurice yourself;
    • while it was funi, since the mauricing radius was increased (see tweaks section) it became too easy and thus annoying
    • You can still Maurice other Players tho ofc
  • Slightly Changed how parrying works yet again
  • The Punch animation triggered by throwing coins using a marksman can now be interrupted, making coin punching less clunky
  • Filths and Drones no longer randomly wander around
  • All Enemies now ignore Visibility when targeting Players
  • Shooting Core Ejects with a Hitscan now actually increases the damage of the caused explosion
  • Swordsmachines different melee Attacks now actually do different damage amounts
  • Changed how Progression Item Entities work
    • They work like client side Item Entities. Every Player can pick them up individually, as long as it exists on the Server
    • They can be set to either only give a progression entry, or also the item itself
    • If the progression Entry not yet obtained but any Weapon of the unlocked Weapons Type is held, it'll unlock the progression entry but will not give an Item
    • If the progression Entry is already obtained AND any Weapon of the unlocked Weapons Type is already held, the item entity will disappear for that Client
    • Previously these would disappear from the client if they just had the set progression entry already; This Behavior could soft-lock Players in Prelude2, and potentially other future levels
    • Additionally, the item pickup animation works correctly for these now as well
  • Added Unlock Logic to Progression System
    • obtaining a progression entry that would unlock other progression entries, will now automatically do so
    • for example, obtaining a Piercer Revolver through any method (crafting, commands, progression triggers, whatever) will unlock the recipes for the Marksman and Sharpshooter Revolvers
  • Added initial attack cooldown to Cancerous Rodent
  • Cancerous Rodent is now immune to Cancer and Fire Damage
  • Fixed Cerberus Distance//Attack Priorities being flipped

Settings & Config

  • Removed all gamerules
  • Added Option to disable Screenshake
  • Added new Config System
    • /ultracraft config still works, but all hivel related entries have been moved.
      • for now Hivel Config has to be done via the config file named hivel.properties; edit at your own risk (I mean, have fun ig; not like anything terrible could happen. If you fuck something up, delete the file and the defaults will be restored)
    • Config files are found under saves/<world>/ultracraft/
  • Added Config to allow for the overpump self-damage being dodgeable (default: false)
  • Added Config for how much damage the Feedbacker and Knuckleblaster do
  • Added Config for Parry and Coin Punch range (I'll make icons for these 2 later, this is kind of a last minute thing lmao)

Commands

  • /ultrawhitelist can now be used by non-players
  • Fixed time unfreeze command not clearing the time freeze VFX on Clients
  • Added Command to trigger Style Bonuses /ultracraft style
  • Added Command to trigger large and box titles /ultracraft title
  • Added /edit to perform most edit mode interactions
  • Added level list to progression command; this list is effective globally//server-wide!
  • Added Debug Commands for level instancing//destructing level instances
    • DO NOT USE THESE!!!
    • I mean, you could if you want to, but they could crash servers.
  • Added Debug Commands to reset best level completion times//ranks
  • fixed all Skewer Type Projectiles dealing a magnets impact damage on top of their normal damage
  • Magnets no longer deal damage on impact at all

Tweaks

  • Buffed overpump damage towards others (10 Dmg -> 15 Dmg)
  • Hitscans don't cause Thorn Damage from Guardians anymore
    • Player Armor Thorns still do damage though to stay consistent with Minecrafts inconsistent logic
  • Reduced Filths Health (2 -> 1)
  • Tweaked parry area yet again
  • Successful Parries now do full heals
  • Successful Parries now make you unhittable for projectiles for a few ticks
  • Increased Blood Heal Radius (2 -> 4 Blocks)
  • Decreased Nail Blood Heal Amount (x0.25)
  • Increased Mauricing Radius (+0.5)
  • Buffed Strength of Knockback Projectiles get from Mod Explosions (x1.1)
  • Buffed Sharpshooter Projectile Explosion Radius (5.0 -> 7.5)
  • Malicious Face Buff
    • Beam Attack is now much Quicker to be more accurate to the original timing (100 -> 70 ticks)
    • Slightly Buffed movement Speed (0.4 -> 0.5)
  • Increased Parry Range (0.9 -> 3.0)
  • Increased Coin Punch Range (0.9 -> 4.0)
  • Players are now exempt from damage boost (mod damage is multiplied by 2.5 towards non-mod entities, with some exceptions)
  • Nerfed Cerberus to be closer to the Original
    • Nerfed Ram Damage (8 -> 5)
    • Nerfed Ball Damage (8 -> 7)
    • Nerfed Boss Health (180 -> 160)
    • Buffed Shockwave Growth Rate, ironically making it easier to dodge (0.25 -> 0.35)
  • Tweaked Hideous Mass to be closer to the Original
    • Slam Shockwave Damage (3 -> 6)
    • Clap Shockwave Damage (2 -> 4)
    • Harpoon Damage (3.5 -> 5) (effective for Hideous Skewer as well)
    • Mortar Damage (15 -> 12)
    • Mortar Damage Falloff (4 -> 6)
    • Mortar Explosion Radius (4 -> 2.5)
    • Reduced un-hide radius (16 -> 10)
  • Tweaked Swordsmachine to be closer to the Original
    • Boss Health (125 -> 250)
    • Shotgun Pellet Count (16 -> 10)
    • Combo Slash Damage (8 -> 5)
    • Spin (8 -> 6)
  • Tweaked Agony//Tundra to be closer to the Original
    • Health (90 -> 100)
  • Tweaked Drone to be closer to the Original
    • Health (2 -> 4)
    • Explosion Damage (6 -> 7)
  • Tweaked Streetcleaner to be closer to the Original
    • Eplosion Damage (8 -> 10)
  • Tweaked a bunch of weapons to account for the Enemy Health Scaling (can't believe I forgor to do that)
    • Revolvers
      • Primary (1 -> 2)
      • Sharpshooter alt (3 -> 2)
    • All Shotguns
      • Proj-Boost Explosion Damage (3.5 -> 7)
      • Proj-Boost Explosion Falloff (2.3 -> 4.6)
    • Core Eject Shotgun
      • Core Eject Explosion Damage (10 -> 7)
      • Core Eject Explosion Damage Falloff (4 -> 4.6)
      • Core Eject Snipe Explosion Damage (10 -> 14)
      • Core Eject Snipe Explosion Damage Falloff (4 -> 9.2)
    • Pump Shotgun
      • 1 Pump Pellets (15 -> 16)
      • 2 Pump Pellets (20 -> 24)
      • Overpump Explosion Damage (15 -> 20)
      • Overpump Explosion Damage Falloff (0 -> 16.6)
      • Pumps now actually decrease accuracy
  • Made sharpshooter cheaper
  • Reduced Core Eject alt fire charge time (30 -> 20 ticks // 1.5 -> 1 second)
  • Reduced Marksman Coin recharge time (200 -> 100 ticks // 10 -> 5 seconds)

Minor Changes

  • Fixed water skimming not playing sounds
  • Removed the "vents" MOTD from the non-essential resources
  • Skyblocks no longer allow mobs to spawn on them naturally
  • Stained Glass Windows can now be set to not drop an item when destroyed by giving them the NBT tag {noDrop:1b}
  • Fixed World Join Message not displaying
  • Improved display of rapidly changing weapon overlays
  • The cancerous Rodent glows now with LambDynamicLights installed
  • Added decorated pots to #ultracraft:fragile blocktag
  • Fixed Hell Spawner Spawn Egg Rendering
  • Finally fixed the half pixel offset on animated wing pattern shaders
  • Changed Revolver Textures to be closer to the original
  • Updated Carpet texture in Limbo Main Menu BG
  • Fixed Blood Fluid not being masked by Boats
  • Fixed Mixin Conflict with Origins Classes addon mod
  • The Sharpshooter now spins in the right direction
  • Shotguns are now a bit more Satisfying
  • Fixed Attractor Nailgun Magnet recharge cooldown starting at the wrong time
  • Fixed a rare nullref involving the Sharpshooter and Tundra//Agony
  • Added Block Tag #ultracraft:cannot_connect
    • allows to designate Blocks that fences and walls cannot connect to; because for some reason base Minecraft doesn't do that and checks block states indiviually in an or chain
  • Added Block Tag #ultracraft:knuckle_blast_breakable
  • Added Proper Spawn Restrictions to all basic Enemies
  • Fixed the first person Arm staying hidden when dying while focused on a Terminal
  • Bloodheal noise can no longer be triggered multiple times on the same tick
  • Fixed an issue that would crash the game upon trying to render white terminals while using specific System locales
  • Added Cap to UltraHUD scale
  • Added many Entity Tags for map//datapack makers
    • #ultracraft:living
    • #ultracraft:non-living (Caution: #ultracraft:projectiles is included in this tag)
    • #ultracraft:projectiles
    • #ultracraft:husks
    • #ultracraft:demons
    • #ultracraft:machines
    • #ultracraft:angels (empty for now obv)
    • #ultracraft:funis (the joke entities)
    • #ultracraft:streetcleaner_dodge (entities streetcleaners will try to dodge)
    • #ultracraft:streetcleaner_counter (entities streetcleaners will try to counter)
    • #ultracraft:explosion_affected_projectiles (only listed projectiles get thrown away by mod explosions)
  • Added Damage type tag #ultracraft:reduced_knockback
    • Nails use this for example
  • Added {parries:<count>} NBT tag to all Projectiles
    • The value would only naturally go above 1 if parry-chaining is enabled
  • You can now Right Click with the Knuckleblaster Item to grant yourself the Progression Entry
  • Husks now scream when falling from a lethal height
  • Added AshenWulf Plushie
    • Model, Texture & Pose were made by AshenWulf
    • Please don't ask to get a Plushie (unless you're an ultrakill dev, then it's fine)
  • Decided to hide PitrPoin Plushie since it's too much of a niche reference to be featured so prominently
  • Added Cancerous Status Effect
  • Fixed a bug that caused the scrolling in Wing Pattern-//Preset-Lists to get more abrupt the more options there were.
  • Fixed Hideous Mass still Attacking when in its Hidden State
  • Fixed some firstperson offhand weirdness
  • Added Feedback to hitting a Shielded Part of Hideous Mass (a little tching kinda sound)
  • Drones now immediately explode if damaged for 3x their max health or more
  • Finally fixed the issue with the wrong Hideous Mass shaking while one is dying if multiple are present
  • Updated Goop to v0.3
  • Fixed Malicious Face sometimes starting to charge a beam attack while still performing a salvo
  • Fixed a small logic error that resulted in the intro not being repeated when setting both "repeatIntro" and "neverIntro" to true
    • "neverIntro" is just intended to suppress showing the intro again after switching versions
  • The catchphrase in the intro now fades later than the rest
  • Made Bloodrays always edible
  • Hopefully improved Skewer-Type Projectile Jittering
  • Potentially fixed Skewered Status Effect
  • Improved Magnet Attraction Position
  • Fixed the offset between mouse and terminal cursor while focused
  • Added Lava Ambience to Limbo Main Menu BG
  • Added Lore to all Weapons explaining what they do

Resource Changes

  • Continued Adding Sounds
  • Shotgun Animations now have a few sound keyframes
  • Hideous Mass Mortar and Emerge Animations now have a few sound keyframes
  • The discharge animation on Revolvers now also animates the Hammer of Alt Revolvers
  • The catchphrase is now separated into its own translation key (formerly part of intro.ultracraft.status)
  • Updated Intro Sequence Content Text (message.ultracraft.content)
  • Added LOLCAT localization provided by Doggochleb (doesn't contain new 2.1.0 lines)
    • Community translations//localizations are always welcome! (I won't give out unreleased versions language file tho; updated localizations will have to follow in minor patches)

Major Changes

  • Fixed Crash involving auto-aiming and Tameable Entities without Owner
  • Added Greater Filth
    • Just a little funny added to make this update not purely one bug fix

Major Changes

  • Switched from Geckolib to Aurelib. Geckolib is no longer required to run the mod.
  • Fixed ultra-speed gamerule not affecting walk speed
  • Hell Observers now detect ALL Hostile entities and not just those added by ultracraft.
  • Fixed ultra-Hivel Gamerule
  • Fixed ultra-speed Gamerule
  • Added Core Eject Damage Type
  • Added Piercer Alt-Fire Damage Type
  • Terminal improvements
    • Terminals are now automatically unfocused when out of reach
    • Graffiti cursor is now more accurate
    • Graffiti now spans the entire back of Terminals
      • This also means Graffitis texture size has been increased (32x32 -> 40x40)
      • Old Graffitis are resized automatically
    • Added Random initial Screensavers
      • Custom ones can be added using datapacks
    • Made Terminal Item NBT less volatile
    • Base Color can now be set to any Hex Color
    • Fixed Crash that occurs when opening the Weapons Tab without the Piercer recipe unlocked
  • Fixed issue with Soap visually disappearing after picking it up
  • Fixed Recipe Syncing from Server to Client
  • Added Functionality to Sky Blocks
  • Drones no longer wander off into the stratosphere if left unattended
  • A lot more Sounds are now customizable

Commands

  • Added ultrabossbar <bossbar-id> subcommand to /ultracraft
    • changes a chosen bossbars style to the ultracraft one
      • why are the bossbar styles hard coded into the /bossbar command Mojang, even if you're not planning on it, for the pure possibility that you (OR SOMEONE ELSE *WINKS*) ever want to add another style, they can without much trouble. Like,, bruh

Minor Changes

  • Fixed logic error in auto aiming
    • Pets also don't get targetted by coins or sharpshooter shots anymore
  • Fixed absorption not being displayed in ultraHUD anymore
  • Malicious Face now takes actual interrupt type damage when interrupted (previously generic entity damage)
  • Added Trails to Coins
  • Added Flowers and Tall Flowers to fragile Block Tag
    • Nothing pure is allowed to exist in this cruel world :pensive:
  • Fixed Machinesword Attack sounds for Better Combat not playing

Major Changes

  • Fixed FPS tanking when rendering Player Wings (thanks for helping me figure this one out BunnyHaver)
  • Fixed Crash when using Terminal redstone buttons without having better combat installed
  • Fixed Nail damage not referencing the Nails Owner properly
  • Fixed Knuckleblast death message
  • Fixed "hitscan" damagetype Tag not working
    • This means, core ejects and interruptable charges now explode again when shot
  • Fixed primary fire being usable while charging alt fire
  • Fixed bug that let you continue firing a weapon after death
  • Fixed Pump shotgun keeping Pumps after switching variants
  • Added Dispenser Behavior to Projectiles and Soul//Blood Orbs
    • Yes, "Projectiles" includes Soap
  • Fixed Cancer Bullet Item spawning a normal Hell Bullet on use
  • Improved cancer bullet behavior
  • Fixed Cancerous Rodents with Size > 0 taking knockback
    • also made them solid
  • magnets now break from damagetypes in the tag ultracraft:break_magnet
  • Vent Covers can now be oriented vertically
  • Hell Observers can now be oriented vertically
  • Added Recipe for Vent Covers
  • Cerberus is now guaranteed to drop a golden Apple if a Cerberus Ball was parried back at it
  • Skewer Entities (harpoon & magnet) cannot be parried anymore while stuck in an entity
  • Fixed Hell Observer Area Offset nbt block picking
  • Harpoons don't replenish Durability anymore when picked up
  • Skewer Entities can now be punched to be broken
    • Harpoons return to their owner when broken
  • Harpoons now drop as an item instead of disappearing when broken/discarded
  • The Knuckleblaster can now break more things (ultracraft:knuckle_breakable blocktag)
  • Fixed Hell Observers not syncing their data correctly
  • Fixed Hideous Mass not being damaged by punches
  • Switching arms while punching now cancels the punch

Commands

  • /ultracraft progression subcommands now support multiple targets
    • only exception is list
  • added /ultracraft progression grant-all
    • grants all progression entries to a given list (shocker)

Tweaks

  • Buffed V2 (Max Health 40 -> 80)
  • Nerfed Nails (Damage 0.4 -> 0.3)
  • Added Harpoon Damage to ultracraft:unboosted damagetype Tag
    • This means harpoon damage doesn't get multiplied by 2.5 when applied to non-mod entities
  • Buffed Stamina regen (1 -> 1.5 per tick)

Minor Changes

  • Fixed the missing Translation Entry for the Arm Cycle Hotkey
  • Added a few splash texts to the non-essential resourcepack
  • Fixed the typo in "SRIMP"
  • Made Vent Cover Slits transparent
  • Glass is no longer breakable by slams per default
  • Blood Fluid is no longer pushable with pistons
  • Fixed Z-Fighting on Cerberus Block
  • Made ███████████ unsummonable
  • Beam Projectiles get discarded more quickly now
  • Fixed Chargeable Weapons (like pierce Revolver) still shaking after switching variants
  • Fixed Knuckle blasting while sliding breaking the slide animation
  • Hivel State is now saved in client settings
  • Fixed a minor rendering issue with the Hell Observers area preview

just a tiny hotfix

fixed 2 crashes

  • accidentally used a math helper class from better combat in the Limbo BG renderer
  • had an f in the flesh vertex shader, resulting in older versions of GLSL shitting themselves

Major Changes

  • Added Drone Enemy
  • Added Cosmetic Drone Mask
  • Added Street Cleaner Enemy
  • Added Flamethrower Weapon
    • Hold Primary fire to shoot a stream of flames
    • Heats up over time
      • Enters "Overdrive" at 200°
      • Overheats at 300°
    • While held, Players have an Explosive Tank on their Back just like Streetcleaners
  • Added Hideous Mass Enemy
  • Added Harpoons
  • Added "Repulsive Skewer" Weapon
    • Use Primary Fire to shoot a harpoon like Hideous Mass
    • Use Alt fire to reel all fired Harpoons back in
      • Harpoons stuck in non-Heavy enemies fill throw them towards you
      • Harpoons stuck in Blocks or Heavy Enemies throw you towards them
  • Added V2 Boss Enemy
  • Added Terminals
    • Right-Click to focus; all parts of the menu that are on the actual display block can also be punched when unfocused though
    • Added new Weapon Crafting System
      • Weapon Recipes can be customized via Datapacks
    • Almost too much Customization
      • Define Base Hull and Text Color
      • Paint Graffiti on the Back and Sides (can be disabled via gamerule & Whitelist)
      • Write your own Text Screensaver (Basically a fancy 11-Line Sign for Map-Makers)
      • Customize the Main Menu
      • Add your Own Tabs and Button Actions using the new Termianl GUI API
  • Added Attractor Nailgun Weapon
    • Hold primary fire to fire a quick stream of Nails.
    • You have a maximum of 100 Nails; Nails recharge over time.
    • Press Alt-Fire to fire a Magnet.
      • Nails are Attracted towards Magnets.
      • Magnets can get stuck in Blocks and Entities.
      • Magnets Degrade and Break after a while. The more Nails it's attracting, the more quickly it breaks.
      • You can have 3 Magnets at a time. They only recharge after breaking.
      • Magnets have a low chance to attract Lightning (chance increases depending on amount of attracted nails)
  • Added Blocks
    • Rusty Pipe
    • Rusty Mesh
    • F L E S H (not animated with Sodium due to world rendering changes)
    • Cracked Stone
    • Vent Cover
    • Mauerwerk 1//2
    • Ornate Wainscot
    • Adorned Railing
  • Added Stained Glass Window
  • Shockwaves are now actually Round (cursed, I know)
  • Added Soap
  • Fully moved Wing Customization and Player Data to Cardinal Components
  • Added Progression System (Which weapons have been crafted and which are unlocked)
  • Added Progression Item Entities.
    • When picked up, these unlock and obtain a set Progression Entry.
    • Every Client can pick up the Item independantly.
    • Can be set to not actually give an item but only the Progression Entry.
  • Added Weapon Variant Switching Keybind (Default: R)
  • Added Limbo Themed BG to Title Menu
    • Added Clair de Lune Noteblock Cover + Music Disk
  • Added Hell Observer Block
    • Detects Players and Entities in a specified area.
    • Emits a redstone Signal when user-defined threshholds of either or both are met.
      • This is difficult to explain well in text, just play around with them ¯\_(ツ)_/¯
  • Added Hell Spawner Block
    • Right click with spawn egg to set its entity Type
    • Power with redstone to spawn an entity at the first free position in the spawners maws direction
  • Added Arm System
    • Press default Keybind G to cycle owned Arms
    • Feedbacker is owned by default
    • Once more than one Arm is owned, an element is added to the UltraHUD which indicates what Arm is currently selected
    • Only the Feedbacker can Parry Projectiles and Interrupt interrupable Attacks
    • The Knuckleblaster does more Damage per punch. Hold Punch (Default F) to cause an explosion.
  • Added Cancerous Rodent
  • Added Slam Block Breaking
    • Breakable blocks can be customized using the ultracraft:slam_breakable Block Tag
    • Only Strong Groundpounds break blocks

Settings & Gamerules

  • Added ultra-flamethrowerGrief Gamerule
  • Added ultra-graffiti Gamerule
  • Added ultra-terminalProtection Gamerule
  • ultra-iFrames actually works now
  • Renamed ultra-gunDamage to ultra-revolverDamage
  • Added ultra-shotgunDamage Gamerule
  • Added ultra-nailgunDamage Gamerule
  • Added ultra-hellObserverInterval Gamerule
  • Added ULTRACRAFT (world) Category for gamerules mainly important when starting a new world.
  • Added ultra-startWithPiercer Gamerule
  • Added ultra-bloodSaturation Gamerule

Commands

  • Added /ultracraft progression subcommand (mainly for Debug)
    • Lets you list, grant or revoke Progression Entries
  • Added /ultrawhitelist command
    • Lets you modify or de-/activate different whitelists
      • High Velocity mode can be limited to specific Players now
      • You can allow only specific players to be able to make graffitis on Terminals
  • Added Setting for disabling the new Custom Death Screen

Tweaks

  • Tweaked a Filth Animation
  • Nerfed base projectile parry damage (15 -> 10)
  • Buffed Parry Chaining Modifiers (damage 1 + x * (0.2 -> 0.35) | range 1 + x * (0.1 -> 0.15))
  • Nerfed Coin Ricochet Damage for non-players (5 * chain -> 3 * chain)
  • Halved deadcoin window
  • Changed Projectile Parrying yet again; it should be a bit easier now.
  • Made it easier to hit entities using Hitscans

Minor Changes

  • Discontinued Russian Translation
  • Primary Fire can now be held down
  • Fixed weirdness with Tundra//Agony Spawn Egg
  • Added Love
  • Fixed Spectator Gun Bug (again)
  • Increased Weapon Charging Shake (remains the same if SafeVFX is enabled)
  • Fixed a bug which caused the Size 2 to show up despite the requirements not being met
  • Improved Hell Bullets
  • Added Custom Death Screen
  • Added Statistics
    • Times Dashed
    • Slide cm
    • Projectiles Parried
    • Coins Punched
    • Soul Orbs Collected
    • Blood Orbs Collected
  • Pedestal improvements
    • Pedestals with a block above them aren't punchable anymore
    • Pickaxes and Weapons can now only be main-hand punched onto a pedestal while sneaking.
    • Creative Players only break pedestals now when main-hand punching and not sneaking a pedestal.
    • Item stacks get copied properly now in creative (geckolib animation synching is still funky though, I cannot fix that)
    • Weapons can't be fired anymore while looking directly at a Pedestal
  • Fixed Parried Hell Bullets applying parry damage twice
  • Added Love
  • Improved Enraged Feature Rendering
    • Lightning actually starts white
    • Follows parent mob more smoothly now
  • All Mod entities can now be given a bossbar by giving them the {boss:1b} NBT tag
    • Same tag can be used to remove boss bars from enemies that are otherwise bosses by default
    • Some entities have different base stats with the boss tag

Resource Changes

  • Added new Texture State for fully Charged Pierce Revolver (pierce_revolver4.png)
  • To reduce filesize, model translations of weapons now use inheritance. Meaning, you only need to replace models/item/revolver.json instead of all three variants. It should be safe to remove those excess files from Resourcepacks completely.
  • Changed almost all Shotgun animations
    • Most Animations are now shorter. (It's fine if your animations are longer due to the next bullet point)
    • Shot Animations now have Duplicates to cancel each other while rapid firing / shotgun swapping
    • Added switch animation (+duplicate)
  • Made Preparations to replace a bunch of sounds currently substituted using vanilla ones
    This means a bunch of sounds were added that you can replace using Resourcepacks. Not all of them are actually implemented yet though. Check sounds.json
  • Added a few new Custom Sound Effects

API Changes

  • Added Terminal API Tools
    • Allows adding fully Custom Coded Tabs and Global Button Actions to Terminals
    • Premade Rendering GUI Tool Supports:
      • Text
      • Buttons
      • Text Fields
      • Sprites
      • Lists (with Selectable Entries)
    • Other than that you can of course write your own rendering stuff

possibly more I forgor

Major Changes

  • Added Better Combat Support
    • Install that mod as well to get better Melee Weapons (Only Machinesword atm)!
  • Integrated Player Animator
    • No extra download required, it's included with the mod
  • Primary Fire can now be held down
  • Guns now have a short cooldown after switching
  • Added Secret Level Elevator blocks
  • Added Recipes to all Elevator Blocks
  • Added Proximity Activated Cerberus Statues
  • Swordsmachine can now Damage its target with melee attacks regardless of type
  • Tundra Machinesword now causes Freezing Damage
  • Blood now turns into Blocks when making contact with other fluids
    • water -> Netherrack
    • lava -> Red Netherwart Blocks (Placeholder)
  • Hitscan Improvements
    • Hitscans cannot hit Spectators anymore
    • Thrown Machinesword won't get targeted by Sharpshooter auto-aim anymore
    • Coin Punches now respect PvP being turned off and ignore spectators
    • Sharpshooter bounces increase in damage each bounce
      • emulates the "multiple hits" per hitscan thingie
  • Added fatigue to discourage parry spamming
    • Punches slow down by 75% after performing 3 in quick succession
  • Tundra Machinesword now freezes Targets
  • Fishing Bobber is no longer parriable due to Balance concerns and general weirdness
    • It can still be Projectile Boosted if the ultra-projBoost Gamerule permits it

Settings & Gamerules

  • Moved all mod Gamerules to a new Category
  • Added ultra-iFrames Gamerule
    • Defines how many ticks of Invincibility players in HiVel Mode after getting hit

Tweaks

  • Set the default I-Frames for Players in HiVel Mode to 4 (previously 0)

Minor Changes

  • Thrown Machineswords can't afflict their owner with their type effect anymore
  • ??? now greets everyone
  • NBT block-picking Pedestals now saves their Lock State correctly
  • Elevator Blocks now have break particles with a pixel density of x16
  • Fixed Z-Fighting on Swordsmachine entity and plushies
  • Fixed missing wires on Tundra//Agony Plushies
  • Elevator Wall/Floor Blocks are now properly mineable in survival
  • Fixed Broken line breaks in Fishing Popup
  • Improved Special Fishing Reliability
  • Hopefully fixed Cerberus Blocks sometimes being invisible after joining a world
  • Reduced Revolver primary fire visual hitscan lifetime
  • Improved Time Stop VFX slightly
    • Timestop VFX will now show regardless of Time Stop gamerule
      • It can still be disabled using the client Setting however
    • Added slight FoV effect to time stops
  • changed some assets slightly
  • Tundra//Agony is now /summon-able

Major Changes

  • Improved Pedestals
    • Added Item Lore to make their usage more clear
    • Right-Clicking them now opens a Menu in which you can set a "Key" Item. If an Item of that type is placed on the Pedestal, it gives off a redstone Signal.
  • Added TalonMC Plushie (Happy Birthday :D)
  • Added Soul and Blood Orbs
    • Soul Orbs replenish 30 Energy upon pickup (equal to one dash)
    • Blood Orbs heal to full Health and give 10 Absorption Hearts upon Pickup
    • Props to my Sister for making the pickup SFX

Settings & Gamerules

  • Added "Fix UltraHUD" Setting
    • Fixes the UltraHUD in place to help against motion sickness
  • Added ultra-GunDamage Gamerule
    • Multiplies ALL Hitscan Damage by the set value. Meant to be used if other mods armor renders weapons too weak to be fun
  • SafeVFX Setting now disables the shaking of Fish-Mania Popups

Tweaks

  • The Blood Fluid is now replaceable by other Blocks
  • Buffed Sharpshooter auto-aim (30°->45°)
  • Auto-aim now doesn't target Items and Experience Orbs anymore

Minor Changes

  • Added 2 Fishes
  • Added "Top 10 Anime Betrayals" Advancement
  • Hid some Items in REI (mainly unobtainable utility items)
  • Up to Ten Absorption Hearts are now displayed on the UltraHUD health bar

Major Changes

  • Tundra and Agony now behave like in the Original (+ a tiny original addition)
  • Added Special Tundra//Agony Machineswords
    • Added Chilled Status Effect (Reduces Rate of Energy Regeneration)
  • Added Swordsmachine, Tundra and Agony Plushies
  • Fixed Weapon Variant Recipes
  • Fixed Camera Freaking out when dying while the Wing Customization Menu is open
  • Added LambDynLights as an optional dependency
    • Appropriate Projectiles, Enemies and Items will give off light if you also download that mod!
  • Added Russian Translation (provided by Liskanyme)
  • Completely rewrote Auto-Aiming for both Sharpshooter and Marksman

Tweaks

  • Nerfed Tundra//Agony
  • Improved Slide Jumping
  • All Slams (not just Slam Storage) now give a starting slide speed boost
  • Nerfed Sharpshooter Auto-Aim down to 30° angle tolerance
  • Nerfed Overcharge Damage done to others (there was actually a Math error that made it do 3.75 times the damage it was supposed to. Sorry lmao)
  • Made Overcharge self-damage undodgeable again
  • Buffed Piercer Revolver alt-fire
    • Piercer Revolver alt-fire now works more like in the game
  • All Mod Entities have a higher starting height for fall damage now (+3 Blocks)

Minor Changes

  • Overhauled Swordsmachine Texture; the color are a lot better now, and it's less noisy.
  • Added two missing Apostrophes to english death messages
  • Fixed most Projectile Boosts not damaging the Booster
  • Sharpshooter alt-fire now breaks fragile blocks

Major Changes

  • Added Tundra and Agony Enemies
    • to summon using commands, use /ultrasummon "tundra//agony" <pos> <yaw>!
  • Added Command /ultrasummon for special enemies (currently only tundra//agony)
  • Fixed a bunch of Marksman issues
    • Ricoshots from players used to target Players even if PVP is disabled.
    • Coins used to explode when hit by Sharpshooter alt fire.
    • All Players now see a particle when a ricoshot targets a player; only the targeted Player sees it in red and hears the warning sound though.
    • Coins came back down when punched into the sky.
    • Coin Item punch counter stored final damage instead of the actual punch Count.
    • removed Coin Item hidden lore since it's been found immediately lmao
  • Pump Shotgun Overcharge Self-Damage can now be avoided using a Dash
  • Sharpshooter alt fire now slightly auto-aims for nearby targets
  • Sliding out of a Slam Storage landing now gives a speed boost

Settings and Gamerules

  • Added "Hide Wings" Setting

Tweaks

  • Made some Coin Throw Velocity weirdness slightly less weird
  • Changed the Second window for Coin splits; It is now after the Coin exists for 20 ticks (1 second) instead of when it goes below its spawn Height
  • Decreased Pump Shotgun Cooldown
  • Stamina no longer regenerates while Sliding
  • Tweaked Velocity increase for slide jumps

Minor Changes

  • Added Recipes for the new Weapon Variants
  • Made Pump Shotgun alt fire holdable (hold to keep pumping)
  • Fixed Damage tilt freaking out during Time Freezes
  • Fixed Dashing being possible when there's not enough space to stand normally
  • Coins and Core Ejects now ignore Fluid Slowdown
  • Core Ejects now immediately explode when touching lava
  • Fixed Marksman Texture issue (Coin display was off if the item wasn't in the Players Main Hand)
  • Fixed optional Resourcepack

Changes

  • Fixed some players not being able to join worlds due to a GLSL quirk that I wasn't aware of
  • Ricoshots now target Core Ejects and prioritize them over Enemies

Project members

absolutelyaya

Owner

Details

Licensed MIT for Code and CC BY NC 4.0 for Art Assets
Published a year ago
Updated 2 months ago