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Explosive Enhancement

Explosive Enhancement

by Superkat32 • Downloads: 0 • Followers: 0
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Explosive Enhancement

Enhancing explosions since 2023.

Explosive Enhancement is a simple mod that makes explosions look better. It adds many new particles, any of which you can enable/disable at will. You can also completely enable/disable the mod via the config too!

There is also a special underwater explosion effect for when an explosion occurs underwater. You can make it so that there are lots of bubbles during an underwater explosion for a very satisfying effect!

Dependencies

Requires Fabric API and YetAnotherConfigLib.
Also requires Mod Menu if you wish to edit the config.

Requires Fabric API

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3 26.2
Fabric
22h ago 1
26.1.x
Fabric
22h ago 1
1.21.11
Fabric
22h ago 1
1.21.x
Fabric
22h ago 1
1.21.x
Fabric
22h ago 1
1.20.x
Fabric
22h ago 1
1.20.x
Fabric
22h ago 1
1.20.x
Fabric
22h ago 1
1.19.4
Fabric
22h ago 1
1.19.3
Fabric
22h ago 1
1.19.2
Fabric
22h ago 1
1.21.x
Fabric
22h ago 1
1.21.x
Fabric
22h ago 1
1.21.x
Fabric
22h ago 1
1.20.x
Fabric
22h ago 1
1.19.4
Fabric
22h ago 1
1.19.3
Fabric
22h ago 1
1.19.2
Fabric
22h ago 1
1.21.x
Fabric
22h ago 1
1.20.x
Fabric
22h ago 1
1.19.4
Fabric
22h ago 1
1.19.3
Fabric
22h ago 1
1.19.2
Fabric
22h ago 1
1.20.x
Fabric
22h ago 1
1.19.4
Fabric
22h ago 1
1.19.3
Fabric
22h ago 1
1.19.2
Fabric
22h ago 1
1.20.x
Fabric
22h ago 1
1.19.4
Fabric
22h ago 1
1.19.3
Fabric
22h ago 1
1.19.2
Fabric
22h ago 1
1.20.x
Fabric
22h ago 1
1.19.4
Fabric
22h ago 1
1.19.3
Fabric
22h ago 1
1.19.2
Fabric
22h ago 1
1.19.2
Fabric
22h ago 1
1.19.3
Fabric
22h ago 1
# 26.2 Chaos Cubed Now Supported!
![A possibly evil sulfur cube who inhaled a block of tnt sits in front of various explosions in a sulfer cave.](https://cdn.modrinth.com/data/cached_images/4a8ec028c63bbf074ae3b23380558e9fb0cd00cc.png)
Something something take your chaos to the third level with power! Haha, get it? Because cubed is to the power of three and-

Simple 26.2 port, nothing has been intentionally changed, added, or removed (not even Herobrine was removed this time!). Enjoy!
# 26.1 Tiny Takeover Now Supported!
![A baby chicken in front of an explosion in a cherry grove biome.](https://cdn.modrinth.com/data/cached_images/5be20b1e48e4efb556666fdd16cf75f71a7eb22d.png)
A mostly simply 26.1 port.

  • Added a new "Strict Particle Detection" config option, where, if enabled, only explosions with the vanilla explosion particles will be enhanced. This is disabled by default to maintain previous behaviour, but should hopefully help provide more options for specific situations where explosions may have custom particles(e.g. from datapacks).
  • Migrated code to Mojmap.

If you find any issues, feel free to report them on the GitHub. Otherwise, enjoy!
# Explosive Enhancement 1.4.1
## 1.21.11 Mounts of Mayhem Now Supported!

![A Husk Camel with a Husk and Parched, next to a Zombie Nautilus, with explosions behind both of them.](https://cdn.modrinth.com/data/cached_images/55473bdbbb2c560c8a26ee2601d050a842d9a977_0.webp)

A simple Minecraft 1.21.11 port. No features have been changed or added.
Enjoy :)
# Explosive Enhancement 1.4.0!
## The "We're SO Back!" Update!
  • Minecraft 1.21.9/10 The Copper Age is now supported!**
![Copper Golem *mischievously* holding a block of TNT in front of an explosion.](https://cdn.modrinth.com/data/cached_images/c59482c61283508b9114de31e62d4878465066fc.png)
_look at this picture I spent 2 hours getting :)_

And guess what? Mojang even had a surprise waiting for us! Explosion powers are synced to the client again, meaning **dynamic explosions on servers are supported again!!!!** _The way I jumped out of my chair when I realized that, oh my goodness!_

I was actually so happy for dynamic explosions being possible again that I rewrote most of the backend of all the particles out of pure joy, mostly cleaning them up and finally taking advantage of custom particle parameters for scaling instead of a particle's velocity.

Anyways, here's the full changelog that I can remember:
  • Readded dynamic scaling on servers, now that explosion powers are synced to the client again.
  • With that, most config options which were compromises for the loss of dynamic scaling on servers(e.g. options/notes for dynamic explosions on singleplayer, attempt dynamic scaling from knockback, and extra small/big explosion powers) were removed.
  • Added a config option to disable the reintroduced vanilla smoke particles, true by default (but does look nice when combined - give it a try!). This means that the "disable vanilla particles" option (which is still true by default) does NOT affect the vanilla smoke particles.
  • Rewrote almost every particle's backend to take advantage of particle parameters (instead of velocity for things like scaling), and generally being cleaner and easier to work with.
  • Possibly maybe perhaps (I really have no clue) fixed a possible bug with my mixin which accidentally cancelled the remaining client onExplosion method when vanilla particles were disabled instead of just cancelling the addParticle method call. I'm unsure if this actually caused any issues, since (I think) it was at the very end of the method (at least on older versions) but either way it should be better now.
  • Added Argentine Spanish (Thanks [Texaliuz!](https://github.com/Superkat32/Explosive-Enhancement/pull/52))

Please report any bugs you find! A lot changed this update, especially with handling config options internally, so there may be some bugs sneaking around!

Beyond that, enjoy!
# 1.3.2 Hotfix 2 electric boogaloo
## On the second day of Christmas, Gradle gave to me: _more broken things!..._

Hopefully fixed the video game from crashing on 1.20.5-1.21.1 because of “no refMaps loaded”, and hopefully fixed the video game from crashing on 1.20-1.20.4 because of a missing shadow on the mixin.

Because of this, "1.20.x" has been split into "1.20-1.20.4" & "1.20.5-1.20.6". This also helps with Java versioning problems I had.

A massive thanks to everyone who has reported issues. If you find any other issues, feel free to report it!

# 1.3.2 Hotfix 2 electric boogaloo
## On the second day of Christmas, Gradle gave to me: _more broken things!..._

Hopefully fixed the video game from crashing on 1.20.5-1.21.1 because of “no refMaps loaded”, and hopefully fixed the video game from crashing on 1.20-1.20.4 because of a missing shadow on the mixin.

Because of this, "1.20.x" has been split into "1.20-1.20.4" & "1.20.5-1.20.6". This also helps with Java versioning problems I had.

A massive thanks to everyone who has reported issues. If you find any other issues, feel free to report it!

# 1.3.2 Hotfix 2 electric boogaloo
## On the second day of Christmas, Gradle gave to me: _more broken things!..._

Hopefully fixed the video game from crashing on 1.20.5-1.21.1 because of “no refMaps loaded”, and hopefully fixed the video game from crashing on 1.20-1.20.4 because of a missing shadow on the mixin.

Because of this, "1.20.x" has been split into "1.20-1.20.4" & "1.20.5-1.20.6". This also helps with Java versioning problems I had.

A massive thanks to everyone who has reported issues. If you find any other issues, feel free to report it!

# 1.3.1 Hotfix
## oopsie

Hopefully made it so the video game actually launches on versions using Java 17 (I guess that's sort of important huh?) and made a change to the mixins refmaps thing that might help I have no clue

Note for the 1.20-1.20.4 version: 1.20-1.20.4 is supported, and 1.20.5-1.20.6 will be coming shortly.
# 1.3.1 Hotfix
## oopsie

Hopefully made it so the video game actually launches on versions using Java 17 (I guess that's sort of important huh?) and made a change to the mixins refmaps thing that might help I have no clue

Note for the 1.20-1.20.4 version: 1.20-1.20.4 is supported, and 1.20.5-1.20.6 will be coming shortly.
# 1.3.1 Hotfix
## oopsie

Hopefully made it so the video game actually launches on versions using Java 17 (I guess that's sort of important huh?) and made a change to the mixins refmaps thing that might help I have no clue

Note for the 1.20-1.20.4 version: 1.20-1.20.4 is supported, and 1.20.5-1.20.6 will be coming shortly.
# 1.3.1 Hotfix
## oopsie

Hopefully made it so the video game actually launches on versions using Java 17 (I guess that's sort of important huh?) and made a change to the mixins refmaps thing that might help I have no clue

Note for the 1.20-1.20.4 version: 1.20-1.20.4 is supported, and 1.20.5-1.20.6 will be coming shortly.
# Explosive Enhancement 1.3.0!
## The "Stonecut Triumph" Update

Explosive Enhancement is finally here for 1.21.2-4! **Some big code changes were made(_especially for multiplayer use_), so please read the TLDR!**

  • TLDR:** Minecraft 1.21.2 stopped sending an explosion's power to the client, meaning _I can no longer dynamically scale explosions_ **ON MULTIPLAYER**. This DOES **NOT affect singleplayer**, but for multiplayer, the explosions are now scaled based on the amount of vanilla particles that would have spawned.

It's not perfect, but I won't let the unfortunate change stop us from having fun blowing things up with our friends.

(This change only affects >=1.21.2, lower versions are still okay)

### Rest of changelog:

I'm experimenting with updating Explosive Enhancement's code to use Stonecutter, in theory allowing for easier updating in the future(both to newer Minecraft versions and Explosive Enhancement changes)!

  • A new config option allowing you to dynamically scale explosions in singleplayer has been added in response to Minecraft 1.21.2's changes.
  • An alternative config option has been added to attempt to dynamically scale explosions based on the knockback done to you using math.
  • A new warning message in Explosive Enhancement's config will appear if your particles settings are not set to "all" letting you know that not all particles may be shown(this is the most common issue on GitHub, so a hint to help the user should be nice).
  • A new config option allowing you to edit a big/small explosions scale has been added(I think it says "add or remove" but can only add right now - should be changed later) (1.21.2+ only for now, I'll figure out how to handle the naming for other versions later).
  • Negative explosions should no longer disconnect you (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Small improvements to performance have been made (thanks Xylonity!)
  • Spanish translations (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Korean translations (Thanks [MTtankkeo](https://github.com/MTtankkeo)!)
  • Turkish translations (Thanks [Berkaygk](https://github.com/berkaygk)!)

This update was really difficult to make, not only because of the technical challenges of implementing Stonecutter, but also because of the 1.21.2 change messing with the mod. It was not an easy decision to make the weird system to bypass the changes on singleplayer, as I wanted to keep parity no matter where you use the mod, but this is ultimately one of the consequences of being client-side only.

I am considering making the mod work on servers as well to bypass this (if it’s installed there), but I didn’t want to do that update because I wanted to spend more time thinking about it.

Beyond that, please report any issues you find and have fun!



# Explosive Enhancement 1.3.0!
## The "Stonecut Triumph" Update

Explosive Enhancement is finally here for 1.21.2-4! **Some big code changes were made(_especially for multiplayer use_), so please read the TLDR!**

  • TLDR:** Minecraft 1.21.2 stopped sending an explosion's power to the client, meaning _I can no longer dynamically scale explosions_ **ON MULTIPLAYER**. This DOES **NOT affect singleplayer**, but for multiplayer, the explosions are now scaled based on the amount of vanilla particles that would have spawned.

It's not perfect, but I won't let the unfortunate change stop us from having fun blowing things up with our friends.

(This change only affects >=1.21.2, lower versions are still okay)

### Rest of changelog:

I'm experimenting with updating Explosive Enhancement's code to use Stonecutter, in theory allowing for easier updating in the future(both to newer Minecraft versions and Explosive Enhancement changes)!

  • A new config option allowing you to dynamically scale explosions in singleplayer has been added in response to Minecraft 1.21.2's changes.
  • An alternative config option has been added to attempt to dynamically scale explosions based on the knockback done to you using math.
  • A new warning message in Explosive Enhancement's config will appear if your particles settings are not set to "all" letting you know that not all particles may be shown(this is the most common issue on GitHub, so a hint to help the user should be nice).
  • A new config option allowing you to edit a big/small explosions scale has been added(I think it says "add or remove" but can only add right now - should be changed later) (1.21.2+ only for now, I'll figure out how to handle the naming for other versions later).
  • Negative explosions should no longer disconnect you (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Small improvements to performance have been made (thanks Xylonity!)
  • Spanish translations (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Korean translations (Thanks [MTtankkeo](https://github.com/MTtankkeo)!)
  • Turkish translations (Thanks [Berkaygk](https://github.com/berkaygk)!)

This update was really difficult to make, not only because of the technical challenges of implementing Stonecutter, but also because of the 1.21.2 change messing with the mod. It was not an easy decision to make the weird system to bypass the changes on singleplayer, as I wanted to keep parity no matter where you use the mod, but this is ultimately one of the consequences of being client-side only.

I am considering making the mod work on servers as well to bypass this (if it’s installed there), but I didn’t want to do that update because I wanted to spend more time thinking about it.

Beyond that, please report any issues you find and have fun!



# Explosive Enhancement 1.3.0!
## The "Stonecut Triumph" Update

Explosive Enhancement is finally here for 1.21.2-4! **Some big code changes were made(_especially for multiplayer use_), so please read the TLDR!**

  • TLDR:** Minecraft 1.21.2 stopped sending an explosion's power to the client, meaning _I can no longer dynamically scale explosions_ **ON MULTIPLAYER**. This DOES **NOT affect singleplayer**, but for multiplayer, the explosions are now scaled based on the amount of vanilla particles that would have spawned.

It's not perfect, but I won't let the unfortunate change stop us from having fun blowing things up with our friends.

(This change only affects >=1.21.2, lower versions are still okay)

### Rest of changelog:

I'm experimenting with updating Explosive Enhancement's code to use Stonecutter, in theory allowing for easier updating in the future(both to newer Minecraft versions and Explosive Enhancement changes)!

  • A new config option allowing you to dynamically scale explosions in singleplayer has been added in response to Minecraft 1.21.2's changes.
  • An alternative config option has been added to attempt to dynamically scale explosions based on the knockback done to you using math.
  • A new warning message in Explosive Enhancement's config will appear if your particles settings are not set to "all" letting you know that not all particles may be shown(this is the most common issue on GitHub, so a hint to help the user should be nice).
  • A new config option allowing you to edit a big/small explosions scale has been added(I think it says "add or remove" but can only add right now - should be changed later) (1.21.2+ only for now, I'll figure out how to handle the naming for other versions later).
  • Negative explosions should no longer disconnect you (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Small improvements to performance have been made (thanks Xylonity!)
  • Spanish translations (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Korean translations (Thanks [MTtankkeo](https://github.com/MTtankkeo)!)
  • Turkish translations (Thanks [Berkaygk](https://github.com/berkaygk)!)

This update was really difficult to make, not only because of the technical challenges of implementing Stonecutter, but also because of the 1.21.2 change messing with the mod. It was not an easy decision to make the weird system to bypass the changes on singleplayer, as I wanted to keep parity no matter where you use the mod, but this is ultimately one of the consequences of being client-side only.

I am considering making the mod work on servers as well to bypass this (if it’s installed there), but I didn’t want to do that update because I wanted to spend more time thinking about it.

Beyond that, please report any issues you find and have fun!



# Explosive Enhancement 1.3.0!
## The "Stonecut Triumph" Update

Explosive Enhancement is finally here for 1.21.2-4! **Some big code changes were made(_especially for multiplayer use_), so please read the TLDR!**

  • TLDR:** Minecraft 1.21.2 stopped sending an explosion's power to the client, meaning _I can no longer dynamically scale explosions_ **ON MULTIPLAYER**. This DOES **NOT affect singleplayer**, but for multiplayer, the explosions are now scaled based on the amount of vanilla particles that would have spawned.

It's not perfect, but I won't let the unfortunate change stop us from having fun blowing things up with our friends.

(This change only affects >=1.21.2, lower versions are still okay)

### Rest of changelog:

I'm experimenting with updating Explosive Enhancement's code to use Stonecutter, in theory allowing for easier updating in the future(both to newer Minecraft versions and Explosive Enhancement changes)!

  • A new config option allowing you to dynamically scale explosions in singleplayer has been added in response to Minecraft 1.21.2's changes.
  • An alternative config option has been added to attempt to dynamically scale explosions based on the knockback done to you using math.
  • A new warning message in Explosive Enhancement's config will appear if your particles settings are not set to "all" letting you know that not all particles may be shown(this is the most common issue on GitHub, so a hint to help the user should be nice).
  • A new config option allowing you to edit a big/small explosions scale has been added(I think it says "add or remove" but can only add right now - should be changed later) (1.21.2+ only for now, I'll figure out how to handle the naming for other versions later).
  • Negative explosions should no longer disconnect you (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Small improvements to performance have been made (thanks Xylonity!)
  • Spanish translations (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Korean translations (Thanks [MTtankkeo](https://github.com/MTtankkeo)!)
  • Turkish translations (Thanks [Berkaygk](https://github.com/berkaygk)!)

This update was really difficult to make, not only because of the technical challenges of implementing Stonecutter, but also because of the 1.21.2 change messing with the mod. It was not an easy decision to make the weird system to bypass the changes on singleplayer, as I wanted to keep parity no matter where you use the mod, but this is ultimately one of the consequences of being client-side only.

I am considering making the mod work on servers as well to bypass this (if it’s installed there), but I didn’t want to do that update because I wanted to spend more time thinking about it.

Beyond that, please report any issues you find and have fun!



# Explosive Enhancement 1.3.0!
## The "Stonecut Triumph" Update

Explosive Enhancement is finally here for 1.21.2-4! **Some big code changes were made(_especially for multiplayer use_), so please read the TLDR!**

  • TLDR:** Minecraft 1.21.2 stopped sending an explosion's power to the client, meaning _I can no longer dynamically scale explosions_ **ON MULTIPLAYER**. This DOES **NOT affect singleplayer**, but for multiplayer, the explosions are now scaled based on the amount of vanilla particles that would have spawned.

It's not perfect, but I won't let the unfortunate change stop us from having fun blowing things up with our friends.

(This change only affects >=1.21.2, lower versions are still okay)

### Rest of changelog:

I'm experimenting with updating Explosive Enhancement's code to use Stonecutter, in theory allowing for easier updating in the future(both to newer Minecraft versions and Explosive Enhancement changes)!

  • A new config option allowing you to dynamically scale explosions in singleplayer has been added in response to Minecraft 1.21.2's changes.
  • An alternative config option has been added to attempt to dynamically scale explosions based on the knockback done to you using math.
  • A new warning message in Explosive Enhancement's config will appear if your particles settings are not set to "all" letting you know that not all particles may be shown(this is the most common issue on GitHub, so a hint to help the user should be nice).
  • A new config option allowing you to edit a big/small explosions scale has been added(I think it says "add or remove" but can only add right now - should be changed later) (1.21.2+ only for now, I'll figure out how to handle the naming for other versions later).
  • Negative explosions should no longer disconnect you (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Small improvements to performance have been made (thanks Xylonity!)
  • Spanish translations (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Korean translations (Thanks [MTtankkeo](https://github.com/MTtankkeo)!)
  • Turkish translations (Thanks [Berkaygk](https://github.com/berkaygk)!)

This update was really difficult to make, not only because of the technical challenges of implementing Stonecutter, but also because of the 1.21.2 change messing with the mod. It was not an easy decision to make the weird system to bypass the changes on singleplayer, as I wanted to keep parity no matter where you use the mod, but this is ultimately one of the consequences of being client-side only.

I am considering making the mod work on servers as well to bypass this (if it’s installed there), but I didn’t want to do that update because I wanted to spend more time thinking about it.

Beyond that, please report any issues you find and have fun!



# Explosive Enhancement 1.3.0!
## The "Stonecut Triumph" Update

Explosive Enhancement is finally here for 1.21.2-4! **Some big code changes were made(_especially for multiplayer use_), so please read the TLDR!**

  • TLDR:** Minecraft 1.21.2 stopped sending an explosion's power to the client, meaning _I can no longer dynamically scale explosions_ **ON MULTIPLAYER**. This DOES **NOT affect singleplayer**, but for multiplayer, the explosions are now scaled based on the amount of vanilla particles that would have spawned.

It's not perfect, but I won't let the unfortunate change stop us from having fun blowing things up with our friends.

(This change only affects >=1.21.2, lower versions are still okay)

### Rest of changelog:

I'm experimenting with updating Explosive Enhancement's code to use Stonecutter, in theory allowing for easier updating in the future(both to newer Minecraft versions and Explosive Enhancement changes)!

  • A new config option allowing you to dynamically scale explosions in singleplayer has been added in response to Minecraft 1.21.2's changes.
  • An alternative config option has been added to attempt to dynamically scale explosions based on the knockback done to you using math.
  • A new warning message in Explosive Enhancement's config will appear if your particles settings are not set to "all" letting you know that not all particles may be shown(this is the most common issue on GitHub, so a hint to help the user should be nice).
  • A new config option allowing you to edit a big/small explosions scale has been added(I think it says "add or remove" but can only add right now - should be changed later) (1.21.2+ only for now, I'll figure out how to handle the naming for other versions later).
  • Negative explosions should no longer disconnect you (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Small improvements to performance have been made (thanks Xylonity!)
  • Spanish translations (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Korean translations (Thanks [MTtankkeo](https://github.com/MTtankkeo)!)
  • Turkish translations (Thanks [Berkaygk](https://github.com/berkaygk)!)

This update was really difficult to make, not only because of the technical challenges of implementing Stonecutter, but also because of the 1.21.2 change messing with the mod. It was not an easy decision to make the weird system to bypass the changes on singleplayer, as I wanted to keep parity no matter where you use the mod, but this is ultimately one of the consequences of being client-side only.

I am considering making the mod work on servers as well to bypass this (if it’s installed there), but I didn’t want to do that update because I wanted to spend more time thinking about it.

Beyond that, please report any issues you find and have fun!



# Explosive Enhancement 1.3.0!
## The "Stonecut Triumph" Update

Explosive Enhancement is finally here for 1.21.2-4! **Some big code changes were made(_especially for multiplayer use_), so please read the TLDR!**

  • TLDR:** Minecraft 1.21.2 stopped sending an explosion's power to the client, meaning _I can no longer dynamically scale explosions_ **ON MULTIPLAYER**. This DOES **NOT affect singleplayer**, but for multiplayer, the explosions are now scaled based on the amount of vanilla particles that would have spawned.

It's not perfect, but I won't let the unfortunate change stop us from having fun blowing things up with our friends.

(This change only affects >=1.21.2, lower versions are still okay)

### Rest of changelog:

I'm experimenting with updating Explosive Enhancement's code to use Stonecutter, in theory allowing for easier updating in the future(both to newer Minecraft versions and Explosive Enhancement changes)!

  • A new config option allowing you to dynamically scale explosions in singleplayer has been added in response to Minecraft 1.21.2's changes.
  • An alternative config option has been added to attempt to dynamically scale explosions based on the knockback done to you using math.
  • A new warning message in Explosive Enhancement's config will appear if your particles settings are not set to "all" letting you know that not all particles may be shown(this is the most common issue on GitHub, so a hint to help the user should be nice).
  • A new config option allowing you to edit a big/small explosions scale has been added(I think it says "add or remove" but can only add right now - should be changed later) (1.21.2+ only for now, I'll figure out how to handle the naming for other versions later).
  • Negative explosions should no longer disconnect you (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Small improvements to performance have been made (thanks Xylonity!)
  • Spanish translations (Thanks [Xylonity](https://github.com/Xylonity)!)
  • Korean translations (Thanks [MTtankkeo](https://github.com/MTtankkeo)!)
  • Turkish translations (Thanks [Berkaygk](https://github.com/berkaygk)!)

This update was really difficult to make, not only because of the technical challenges of implementing Stonecutter, but also because of the 1.21.2 change messing with the mod. It was not an easy decision to make the weird system to bypass the changes on singleplayer, as I wanted to keep parity no matter where you use the mod, but this is ultimately one of the consequences of being client-side only.

I am considering making the mod work on servers as well to bypass this (if it’s installed there), but I didn’t want to do that update because I wanted to spend more time thinking about it.

Beyond that, please report any issues you find and have fun!



# 1.2.3 Changelog
## 1.21 Tricky Trials Now Supported!

I do plan on backporting this update to older versions at some point in time. In the meantime however, enjoy!
# 1.2.2 Changelog
## The Emissive Enhancement Update
Made the explosions optionally emissive(enabled by default). This allows the explosions to be lit up in darker areas, and even has some bonus effects when using shaders(depending on the shader pack, sorta an accidental feature honestly but I like it). The smoke particles fade from completely emissive to the correct light level based on how long it has been since the explosion.

If you find any issues, please report them on Explosive Enhancement's GitHub! Enjoy!
# 1.2.2 Changelog
## The Emissive Enhancement Update
Made the explosions optionally emissive(enabled by default). This allows the explosions to be lit up in darker areas, and even has some bonus effects when using shaders(depending on the shader pack, sorta an accidental feature honestly but I like it). The smoke particles fade from completely emissive to the correct light level based on how long it has been since the explosion.

If you find any issues, please report them on Explosive Enhancement's GitHub! Enjoy!
# 1.2.2 Changelog
## The Emissive Enhancement Update
Made the explosions optionally emissive(enabled by default). This allows the explosions to be lit up in darker areas, and even has some bonus effects when using shaders(depending on the shader pack, sorta an accidental feature honestly but I like it). The smoke particles fade from completely emissive to the correct light level based on how long it has been since the explosion.

If you find any issues, please report them on Explosive Enhancement's GitHub! Enjoy!
# 1.2.2 Changelog
## The Emissive Enhancement Update
Made the explosions optionally emissive(enabled by default). This allows the explosions to be lit up in darker areas, and even has some bonus effects when using shaders(depending on the shader pack, sorta an accidental feature honestly but I like it). The smoke particles fade from completely emissive to the correct light level based on how long it has been since the explosion.

If you find any issues, please report them on Explosive Enhancement's GitHub! Enjoy!
# 1.2.1 Changelog
## The Compatibility Update
Added a simple API for spawning the explosion effect! This API can be used by anyone in their own mods to spawn the enhanced explosion particles. You can see how to use it on Explosive Enhancement's wiki.

YetAnotherConfigLib is now optional(but still recommended).

The config's code has been revamped, allowing for pretty printing. If you experience any issues with your config, please submit an issue on Explosive Enhancement's GitHub.

Added a config option to render the particles from further away(which has the side effect of also rendering on lower particle settings)

Bigger explosions have a slightly slower animation.

Removed the @Redirect in favor of an @Inject and cancel in the main mixin.

If you experience any issues, please submit an issue report.
# 1.2.1 Changelog
## The Compatibility Update
Added a simple API for spawning the explosion effect! This API can be used by anyone in their own mods to spawn the enhanced explosion particles. You can see how to use it on Explosive Enhancement's wiki.

YetAnotherConfigLib is now optional(but still recommended).

The config's code has been revamped, allowing for pretty printing. If you experience any issues with your config, please submit an issue on Explosive Enhancement's GitHub.

Added a config option to render the particles from further away(which has the side effect of also rendering on lower particle settings)

Bigger explosions have a slightly slower animation.

Removed the @Redirect in favor of an @Inject and cancel in the main mixin.

If you experience any issues, please submit an issue report.
# 1.2.1 Changelog
## The Compatibility Update
Added a simple API for spawning the explosion effect! This API can be used by anyone in their own mods to spawn the enhanced explosion particles. You can see how to use it on Explosive Enhancement's wiki.

YetAnotherConfigLib is now optional(but still recommended).

The config's code has been revamped, allowing for pretty printing. If you experience any issues with your config, please submit an issue on Explosive Enhancement's GitHub.

Added a config option to render the particles from further away(which has the side effect of also rendering on lower particle settings)

Bigger explosions have a slightly slower animation.

Removed the @Redirect in favor of an @Inject and cancel in the main mixin.

If you experience any issues, please submit an issue report.
# 1.2.1 Changelog
## The Compatibility Update
Added a simple API for spawning the explosion effect! This API can be used by anyone in their own mods to spawn the enhanced explosion particles. You can see how to use it on Explosive Enhancement's wiki.

YetAnotherConfigLib is now optional(but still recommended).

The config's code has been revamped, allowing for pretty printing. If you experience any issues with your config, please submit an issue on Explosive Enhancement's GitHub.

Added a config option to render the particles from further away(which has the side effect of also rendering on lower particle settings)

Bigger explosions have a slightly slower animation.

Removed the @Redirect in favor of an @Inject and cancel in the main mixin.

If you experience any issues, please submit an issue report.
# 1.2.0 Changelog
## The Super Sized Update
Added dynamic explosion sizes! Depending on the explosion's power, the particle effects will dynamically change size accordingly. The effect can be toggled for both normal explosions and underwater explosions separately.

The sparks size and opacity sliders will now be greyed out if the sparks particle is disabled.

Rearranged the config slightly.

Fixed a bug where the default explosion/mod being disabled would sometimes show a particle emitter, instead of a single particle for low powered explosions.
# 1.2.0 Changelog
## The Super Sized Update
Added dynamic explosion sizes! Depending on the explosion's power, the particle effects will dynamically change size accordingly. The effect can be toggled for both normal explosions and underwater explosions separately.

The sparks size and opacity sliders will now be greyed out if the sparks particle is disabled.

Rearranged the config slightly.

Fixed a bug where the default explosion/mod being disabled would sometimes show a particle emitter, instead of a single particle for low powered explosions.
# 1.2.0 Changelog
## The Super Sized Update
Added dynamic explosion sizes! Depending on the explosion's power, the particle effects will dynamically change size accordingly. The effect can be toggled for both normal explosions and underwater explosions separately.

The sparks size and opacity sliders will now be greyed out if the sparks particle is disabled.

Rearranged the config slightly.

Fixed a bug where the default explosion/mod being disabled would sometimes show a particle emitter, instead of a single particle for low powered explosions.
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