<div style="background-color: #212121; color: #aaafb6; font-family: 'JetBrains Mono', monospace; font-size: 9.8pt;"><pre><span style="font-size: 18px; color: #ffffff; font-weight: bold;">2.3</span><br /><span style="color: #ff4d49;">!! Several config files have formatting changes. Please back up all configs before updating</span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>New Boiler & Icebox Behavior</u></strong><br />- Added new block: Smokestack<br /> - A smokestack can be placed on top of these blocks to make them act like a half-power hearth<br /> - They give up to Insulation V and can only heat or cool, respectively<br /> - They have about 60% of the radius and much less maximum volume<br /> - They now produce ambient air particles when fueled and have a smokestack<br /> - Added a new button to their GUIs to toggle this effect<br /><strong style="color: #ffffff;">* The icebox now has an animation/sounds when being used, opening like a chest</strong><br />- The icebox has a unique texture for when a smokestack is placed on top<br />- Lava/water can be piped into them, similar to the hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Hearth Changes</u></strong><br />- The hearth has been altered to be a post-Nether block<br /> - Crafted with nether bricks and soul sand/soil, as well as the new smokestack block<br /> - All other functionality is the same. This block is now an "upgrade" to the smokestack/boiler/icebox<br />- The hearth-like blocks now protect against temperature 50% more effectively<br /> - This means the boiler & icebox have ~75% the effectiveness of the old hearth, and the new hearth is better than before<br /><strong style="color: #ffffff;">* Hearth-like blocks (including the boiler and icebox) now require redstone power to emit heat/cold</strong><br /> - While one of these blocks are powered, they will constantly heat/cool the area and consume fuel<br /> - The thermolith can be used to detect the nearby temperature and power these blocks dynamically<br /><strong style="color: #ffffff;"> * A config option has been added to re-enable the "smart" behavior of these blocks</strong><br /> - If a hearth is powered from the sides, it will cool the nearby area<br /> - If a hearth is powered from the back, it will heat the nearby area<br /> - Powering a hearth from both areas will make it heat and cool<br /> - Powering a boiler or icebox from any side will make it heat or cool, respectively<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Waterskin Changes</u></strong><br />- Waterskins are now drinkable via sneaking and right-clicking<br />- Added more info about the filled waterskin's uses to its tooltip<br />- Waterskins can now fill (and be filled from) cauldrons<br />- Added custom filling and pouring sounds for the waterskin<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Chameleon Changes</u></strong><br /><strong style="color: #ffffff;">* Chameleons can now be given items by right-clicking</strong><br /> - Aside from being intuitive, this is a way of ensuring which chameleon will eat the item if there are multiple nearby. Only the chosen chameleon will attempt to eat the item<br /><strong style="color: #ffffff;">* Tamed chameleons can now be bred using their normal taming items (fish, spider eye), but only once</strong><br /> - This is to make chameleons slightly easier to obtain, and help with potential scarcity on large servers<br /> - Baby chameleons shed chameleon molt immediately upon turning in to an adult, but otherwise don't<br />- Chameleons now drop 1 chameleon molt when killed, except if they are a baby<br />- Made baby chameleons slightly smaller<br />- Slightly decreased the rate at which chameleons shed<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Loot Changes</u></strong><br />- Increased hoglin hide drop rate to between 1 and 3 (from 1)<br />- Chameleon molt dropped from chameleons now lasts 20 minutes before despawning<br />- Significantly reduced the drop rate of sticks from soul stalk blocks<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Ice Changes</u></strong><br /><strong style="color: #ffffff;">* The hearth & icebox now no longer accept water by default</strong><br /> - Now, the primary cold fuel source is ice<br /><strong style="color: #ffffff;">* Ice is now much easier to obtain/farm, due to a few key changes:</strong><br /> - Ice now freezes/thaws according to Cold Sweat's temperature system<br /> - This new system takes altitude, time, and the season into account<br /> - Ice freezes at roughly 32 ??F (0 ??C)<br /> - Ice can now be obtained with a stone pickaxe without silk touch<br /> - An iron pickaxe is required for packed ice and blue ice<br /> - If ice is mined with a wooden pickaxe or by hand, it will turn into water as normal<br /> - Packed and Blue ice can now be un-crafted into their "lower-level" variants (i.e. blue ice yields packed ice) in the crafting table or stonecutter<br /> - The crafting table yields 4 ice blocks, while the stonecutter yields 9<br />- Ice and snow now have slightly lower fuel values in the icebox and hearth<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>UI Changes</u></strong><br /><strong style="color: #ffffff;">* The "vague" temperature gauge (world temperature gauge without a thermometer) has been turned into a frame around the body temperature icon</strong><br /> - Functionality is the same; these UI elements have just been combined to make the UI less cluttered. It looks pretty good, too!<br /> - The exact world temperature readout will still be shown as normal when the player has a thermometer<br /><strong style="color: #ffffff;">* The body temperature readout is now hidden unless a thermometer is equipped</strong><br /> - Instead, the body temperature icon will now gradually fill up, turning either orange or blue as the player's temperature increases/decreases<br />- Added new "compact" view for insulation tooltips with 10 bars of insulation or more<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Mod Compatibility</u></strong><br /><strong style="color: #ffffff;">* (1.20) Added Origins integration as a standalone mod:</strong><br /> - Allows for users to modify the attribute values that players spawn with for origins via datapacks or config files<br /> - This could already be done for your own origins via attribute modifiers, but this addon is useful for modpack devs<br /><strong style="color: #ffffff;">* Added support for Thirst Was Taken:</strong><br /> - Purity defaults to "Slightly Dirty"<br /> - Can be purified by the same means as water bottles (furnace, campfire)<br /> - This does not affect the temperature of the waterskin, only its purification level<br /> - Drinkable items can now be purified in the boiler:<br /> - When a waterskin is up to max temperature (120 F / 48 C), it will purify by one level every 10 seconds<br /> - Other drinkable items don't need to heat up. They will start purifying immediately<br /> - Purification rate is also affected by the configured temperature rate<br />- Waterskins can now be filled by Create machines with 250mb of water<br /><strong style="color: #ffffff;">* Added better support for netherite diving gear from Create</strong><br /> - A complete netherite diving suit (Create) now provides complete resistance to block-related temperature (like lava!)<br /> - It also gives 100% resistance to overheating, so your temperature will not increase<br /> - These effects last until the backtank is empty<br /> - The backtank will now drain air (and show the time indicator) when the player is in a hot environment<br /> - This leverages the new entity predicate system added in this update<br />- Added Primal Winter support by default<br /><strong style="color: #ffffff;">* (1.20) Added Weather, Storms & Tornadoes (Weather2) support</strong><br /><strong style="color: #ffffff;">* Aquamirae three-bold armor set now provides some freezing protection, as well as water immunity</strong><br /><strong style="color: #ffffff;">* Added support for Spoiled:</strong><br /> - Placing food items in the icebox will stop food spoilage as long as it is fueled<br /> - This will gradually drain fuel from the icebox<br />- Added support for using a Create display link on the thermolith<br /> - The current world temperature will be displayed<br /> - A field will be added upon placing the display link that allows the user to define the temperature units<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><strong style="font-size: 13px; color: #1A32CD;"><u>Misc. Changes</u></strong><br /><strong style="color: #ffffff;">* Added "Cold Sweat: Insulators" creative tab</strong><br /> - Contains all items that can be used as insulation, or provide insulation when worn<br /><strong style="color: #ffffff;">* Shift-clicking an armor item from the output slot of the sewing table now applies all available insulation at once</strong><br />- Removed the Insulated effect from the list of top-tier beacon effects<br />- The inside of naturally-generated igloos is now habitable<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Improved the output formatting for the /temp debug command<br />- Made heatstroke camera swaying more aggressive<br />- Increased the duration of the soul sprout's effect to 1 minute<br />- The soulspring lamp now emits particles while in use to help signify its area of effect<br />- Lava cauldrons now emit heat by default<br /><span style="color: #ff9900;"> ! This will not take effect until the config setting for block temperatures is reset</span><br />- Reduced the food value of soul sprouts to 3 (from 4), and the saturation to 0.5 (from 1)<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Config Changes:</strong></u><br />- Due to many configs requiring access to world registries, the Cold Sweat config button is now disabled in the main menu<br /><strong style="color: #ffffff;">* Config settings can now accept a comma-separated list of biomes, dimensions, or structures to apply the same settings to multiple things</strong><br /><strong style="color: #ffffff;">* The following config settings now have a configurable range of intensity, instead of just on/off:</strong><br /> - Freezing hearts: Ranges from 0 to 1, with 1 freezing all hearts<br /> - Chilled mining speed: Ranges from 0 to 1, with 1 preventing the player from mining completely<br /> - Chilled movement speed: Ranges from 0 to 1, with 1 preventing the player from moving completely<br /> - Chilled knockback reduction: Ranges from 0 to 1, with 1 nullifying the player's knockback to other entities<br /> - Heatstroke fog: Ranges from 0 to infinity; Controls the distance of the fog, with infinity disabling it altogether<br /><strong style="color: #ffffff;"> * These settings now have entries in the config menu as well</strong><br /><strong style="color: #ffffff;">* Added config option for setting the temperature of natural structures</strong><br /> - This controls the world temperature when the player is inside the structure<br /><strong style="color: #ffffff;">* Added config option for armor insulation slots to dynamically scale based on protection value:</strong><br /> - There are 4 modes: Static (no scaling), Linear, Exponential, and Logarithmic<br /> - A maximum number of slots can be set to prevent excessive scaling<br />- Added config option to allow certain blocks to be slept on regardless of the outside temperature<br />- The temperature rate config setting now affects how fast waterskins heat/cool in the boiler and icebox<br /><strong style="color: #ffffff;">* Most item configs now support defining NBT tags (i.e. {Color:"blue"}).</strong><br /> - Item configs with NBT tags defined will require the specified NBT data to be present on the item<br /><strong style="color: #ffffff;">* Added the option for food items to change the player's temperature for a period of time, like soul sprouts</strong><br />- Moved the "Cold Soul Fire" and "Check Sleep Conditions" settings to world-settings.toml<br />- Renamed some too-verbose config settings/sections<br />- Added new config option to smooth out how rapidly changing temperatures are represented by the world temperature gauge<br /> - In other words, the gauge won't jitter as much when the player is moving around near heat sources<br /> - This option is defaulted to 10, double the smoothing of previous versions<br /><strong style="color: #ffffff;">* Added option to hide individual UI elements in the config menu</strong><br />- Altered/touched up the config screen in a few other areas<br />- The soulspring lamp can now be given one fuel item at a time by right-clicking<br />- Added structure temperature offset config option<br />- Added config setting to change the drop rate of chameleon molt<br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><span style="font-size: 18px; color: #ffffff; font-weight: bold;"></span><br /><u><strong style="font-size: 14px; color: #ffffff;">Technical Changes:</strong></u><br /><strong style="color: #ffffff;">* Added support for defining config settings using JSON:</strong><br /> - This is a more modular way of configuring things, without having to add them to the config files<br /><strong style="color: #ffffff;"> * It can be defined by mod developers in the data files, or via datapacks:</strong><br /> - Insulation: data/<yourmod>/cold_sweat/item/insulator<br /> - Fuel items: .../item/fuel<br /> - Food temperatures: .../item/food<br /> - Block Temps: .../block/block_temp<br /> - Biome Temps: .../world/biome_temp<br /> - Dimension Temps: .../world/dimension_temp<br /> - Structure temperatures: .../world/structure_temp<br /> - Temperature regions: .../world/depth_temp<br /> - Insulating mounts: .../entity/mount<br /> - Entity spawn biomes: .../entity/spawn_biome<br /><strong style="color: #ffffff;"> * It can also be placed in the user config folder (config/coldsweat/data/*) to be globally applied (i.e. config/coldsweat/data/insulator)</strong><br /><strong style="color: #ffffff;"> * Insulation items have additional functionality when defined in JSON:</strong><br /> - They can now contain entity predicates:<br /> - Insulation items with a predicate will only provide insulation if the wearer has the specified data<br /> - Deactivated insulation items can still be equipped, but will not provide insulation or show in the tooltip<br /> - This is a new system, but is structured like a Vanilla entity predicates with some slight tweaks<br /> - They can now give attribute modifiers:<br /> - Attribute modifiers will be applied when the insulation item is on a piece of armor<br /> - Any attributes (even Vanilla and modded ones) are supported<br /><strong style="color: #ffffff;"> * Config settings have a set order of precedence depending on how they are defined:</strong><br /> - user datapacks (in config folder) > datapacks (from mods or worlds) > traditional configs (.toml files)<br /><span style="color: #ff9900;"> ! Datapack configs are read slightly differently in 1.16:</span><br /> - Data files are kept in data/cold_sweat/config/* instead of data/<yourmod>/cold_sweat/*<br /> - Otherwise, the internal structure is the same<br /><span style="color: #ff9900;"> ! Datapacks in world folders still can't be read by this system. The alternative is to put datapack configs in configs/coldsweat/data/*</span><br /><strong style="color: #ffffff;"> * More info on this system is available on the mod's documentation site; a link to which is on the CurseForge or Modrinth page</strong><br /><strong style="color: #ffffff;">* Insulation items can now affect non-player entities</strong><br /> - If an insulation item has special properties, like attribute modifiers, it will now apply to any entity, not just players<br /><strong style="color: #ffffff;">* Insulation items can now make entities immune to certain TempModifiers</strong><br /> - This reduces the efficacy of the specified TempModifiers on the entity<br /> - The the entity requirement must be met for immunity to be applied<br /><strong style="color: #ffffff;">* Added block tags for hearth spread whitelist/blacklist (cold_sweat:tags/block/hearth/spread_whitelist and spread_blacklist)</strong><br /><strong style="color: #ffffff;">* Added block tag for blocks that should ignore sleeping conditions (cold_sweat:tags/block/ignore_sleep_check) (ignore the "Check Sleeping Conditions" setting)</strong><br /><strong style="color: #ffffff;">* Added item tag for non-insulatable armor items (cold_sweat:tags/item/not_insulatable)</strong><br /><strong style="color: #ffffff;">* Added effect tag for blacklisted potion effects in the hearth (cold_sweat:tags/mob_effect/hearth_blacklisted)</strong><br /><strong style="color: #ffffff;">* Temperature.Type and Ability have been merged together into Trait</strong><br /> - These two things were functionally identical anyway, so separating them only made them more annoying to work with<br /> - This also means that previous Temperature.Ability types can now have TempModifiers applied to them<br />- The TempModifier registration system has been slightly changed:<br /> - The ID for TempModifiers is no longer provided by a method in the TempModifier class<br /> - IDs are now assigned at registration via ResourceLocations like most other things<br />- The Temperature.addModifier() method will now add/replace for every TempModifier instance that matches the given predicate if allowDupes is true<br /><strong style="color: #ffffff;">* All methods that add/remove/replace TempModifiers now have more advanced options for handling duplicates:</strong><br /> - This replaces the old "allowDupes" parameter<br /> - ALLOW: Allows duplicates of this TempModifier to exist on the entity<br /> - BY_CLASS: Adding/replacing a TempModifier fails if one of the same class is already present<br /> - EXACT: Adding/replacing a TempModifier fails if there is an instance of the same class and matching NBT present<br /><span style="color: #ff9900;"> ! The old methods with the "allowDupes" parameter are still present, but are now deprecated and marked for removal in a future version</span><br />- Replaced TempModifierEvent.Calculate.Pre and Post with more useful events:<br /> - Override: Fires before the TempModifier is calculated, and allows the incoming temperature to be changed<br /> - If the event is canceled, the TempModifier's output will be overridden with the event's temperature until it is calculated again<br /> - Otherwise, the event's temperature is passed into the TempModifier for calculation<br /> - Modify: Fires after the TempModifier is calculated, and allows the resulting function to be modified<br /> - The event is not cancelable<br /><strong style="color: #ffffff;">* Some config settings now require a RegistryAccess when saving, loading, or getting (see ConfigSettings.java)</strong><br /><strong style="color: #ffffff;">* Added an automatic config updater, which will change existing config settings when updating to new versions</strong><br /> - This prevents outdated config settings causing new features to not work as intended<br /> - This system will be used very sparingly, and only triggers once<br /></pre></div></body></html>
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