Made fall damage server side, without trying and faking it Made modifying kb only for fake players Made delayed queue not give output unless cmd block output is true
Added a ping value to the player so their knockback is delayed by x ms Added configuration for the ping value to convert from ms to ticks (in case I messed it up) Slow tick rate fixed Tick rate able to be changed by command blocks Renamed smoothClientAnimations to clientsIgnoreSlowTickRate
ChunkResetter
Be able to delete chunks and worlds from memory
Added settings and functionality: botLagAttacks/botLagUses
[Experimental] Makes clicks delayed by the bot's ping noProjectileRandom
Make projectiles not random rainThroughMovingPiston
Make rain be able to pass through moving pistons so you can riptide trident through them deleteChunkEntities
Chunk Resetting deletes entities within the chunk (in case of items still being on the ground)
Player Look
Added Interpolate as a word at the end of all applicable look stuff
Removed turn
Added look random to look in a random direction (you can then use look direction 0 ~ to straighten it out, for example)
Lots of small logic cleanup and fixes otherwise
Added syncing the client to the world settings. Doesn't apply any client mixins if not on a herobot world. Added Auto Jump to the client
Added setting to make the bot leave on death
Fixed the bot not dying if you do /kill and /player <> kill
Cleanups and change interpolate to delta (cause I like it more) Added quantumbot to the namesuggestions for PlayerSpawnCommand
Added disableExperimentalScreen and functionality for it
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }