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<h1>Vanilla Backport: Bundle o' Life</h1>
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It's finally time! Releasing the biggest update of Vanilla Backport to the date and the result of 4 months of development, finally introducing... **Bundle o' Life**!
This update brings features of not one, but multiple updates!
- Spring to Life
- Bundles of Bravery
- Armored Paws
- Bats & Pots
## FEATURES
- World generation & ambience:
- added **leaf litter**:
- toggleable via config.
- generates in biomes that use the biome tag `#minecraft:spawns_leaf_litter`
- they generate under trees that use the block tag `#minecraft:allows_leaf_litter`
- sparse leaf litter patches generate on biomes that use the tag `#minecraft:spawns_leaf_litter_patches`
- added **wild flowers**:
- toggleable via config.
- generates in biomes that use the biome tag `#minecraft:spawns_wildflowers`
- noise-based wild flowers generate in biomes that use the biome tag `#minecraft:spawns_noise_based_wildflowers`
- added **bushes**:
- toggleable via config.
- generates in biomes that use the biome tag `#minecraft:spawns_bushes`
- added **firefly bushes**:
- toggleable via config.
- generates in biomes that use the biome tag `#minecraft:spawns_firefly_bushes`
- they may generate in land in biomes that use the biome tag `#minecraft:spawns_firefly_bushes_swamp`
- added **cactus flower**.
- added **short and tall dry grass**:
- toggleable via config.
- generates in biomes that use the biome tags `#minecraft:spawns_dry_grass` and `#minecraft:spawns_dry_grass_rarely`
- added **farm animal variants**.
- added **falling leaves**.
- added **fallen trees**:
- toggleable via config.
- generates in the biomes that use the following biome tags:
- `#minecraft:spawns_fallen_oak_trees`
- `#minecraft:spawns_fallen_birch_trees`
- `#minecraft:spawns_fallen_birch_trees_rarely`
- `#minecraft:spawns_fallen_super_birch_trees`
- `#minecraft:spawns_fallen_jungle_trees`
- `#minecraft:spawns_fallen_spruce_trees`
- `#minecraft:spawns_fallen_spruce_trees_rarely`
- added desert ambient sounds:
- Dead Bushes, Dry Grass, Sand and Red Sand now have a chance to play ambient sounds.
- updated lodestone recipe.
- updated Bundle UI and controls.
- toggleable via config.
- bundles now change their model depending on whether you are using legacy or modern bundles.
- added **dyable bundles**.
- reworked creative tabs
- added support to conventional tags (`Forge` / `Fabric` / `Create`).
- added background music by **Amos Roddy**:
- *"Below and Above"*
- *"Broken Clocks"*
- *"Fireflies"*
- *"Lilypad"*
- *"O's Piano"*
- sheep now have color priorities based on their spawning biome.
- updated camel spawning:
- toggleable via config.
- they can generate in biomes that use the biome tag `#minecraft:spawns_camels`
- added **wolf variants**
- added **armadillos**
- toggleable via config.
- they spawn in biomes that use the biome tag `#minecraft:spawns_armadillos`
- spiders are now scared of armadillos.
- decorative pots can now store items. (thanks to **Echo2Craft**)
## CHANGES
- namespace update
- creative tab rework
- updated configs:
- updated bat model is now toggleable.
- removed creaking heart on pale oak sapling config.
- resin config now controls its generation on woodland mansions loot.
- dried ghast config now controls whether dried ghasts are bartered by piglins.
- music disc drops from ghasts and chicken jockeys are now toggleable.
- villager's and wandering trader's trades are now toggleable.
- happy ghast movement speed can now be modified.
- music fading for pale garden is now toggleable.
- creaking trail particle colors are now configurable.
- eyeblossoms and firefly bushes are now emissive by default.
## BUGFIXES
- Happy ghasts no longer consume saddles.
- Creakings no longer die from colliding with players for too long.
- Creakings wouldn't play their attack sound.
- Creakings wouldn't spawn properly.
- Parrot sounds were incorrectly referenced in crash logs for Sinytra Connector.
- Configs were not properly generating.
## NAMESPACE UPDATE
- migrated all features from `vanillabackport` namespace to `minecraft`.
- Allows safe port-forwarding to vanilla versions and the usage of resourcepacks
- features data conversion:
- this system may be removed in a future update.
- allows to safely migrate worlds that used the old `vanillabackport` namespace.
- includes support for `Every Compat` features
## CREATIVE TAB REWORK (BUNDLED TABS)
- merged previous tab from vanilla backport onto a single creative tab.
- added a vertical menu to switch between contents of versions.
- titles are fully translatable.
## FALLING LEAVES
- fully client sided and configurable.
- toggleable via config.
- can modify their frequency via config.
- block-tag based:
- `spawn_falling_leaves` allows to control which leaves spawn falling particles.
- `spawn_falling_needles` allows to control which leaves spawn coniferous falling particles.
- resource-pack API:
- resource packs can override leaf colors via JSON files under `assets/<your-id>/leaf_colors/`
- ```json
{
"block": "minecraft:azalea_leaves",
"properties": {
"color": -9399763,
"priority": 0
}
}
```
- **block**: ID of a block that is an instance of `LeavesBlock`.
- **properties**:
- **color**: ARGB color value for the particle.
- **priority** (optional): highest priority override wins (default: `0`).
## FARM ANIMAL VARIANTS
- toggleable via config.
- provided new variants for cows, pigs and chickens:
- `temperate` (default)
- `cold`
- `warm`
- they spawn in biomes that use the following biome tags:
- `#minecraft:spawn_cold_variant_farm_animals`
- `#minecraft:spawn_warm_variant_farm_animals`
- these variants do not actually spawn the mob, they only determine the variant from the biome it is spawning in.
- added colored eggs for chicken variants:
- **Blue Eggs**: dropped by cold chickens.
- **Brown Eggs**: dropped by warm chickens.
- disabled by default when using `mixed litter` (for safer compatibility).
- data-driven:
- resource packs can add more variants via JSON files under `data/<your-id>/<mob>_variant/`
- example: **data/minecraft/chicken_variant/cold.json**
- ```json
{
"asset_id": "minecraft:entity/chicken/cold_chicken",
"model": "cold",
"spawn_conditions": [
{
"condition": {
"type": "biome",
"biomes": "#minecraft:spawn_cold_variant_farm_animals"
},
"priority": 0
}
]
}
```
- **asset_id**: represents the location of the entity texture.
- **model**: variant model.
- **spawn conditions**
- **condition** : defines the condition to spawn this variant.
- **type**: the type of condition to be used
- **biome**: takes a biome or biome tag to check if the mob is spawning in it.
- requires `biome` field.
- **structure**: takes a structure ID to check if the mob is spawning inside it.
- requires `structures` field.
- **moon_brightness**: takes a range of moon brightness values to check if the mob is spawning during that moon phase.
- requires `range` array with `min` and `max` values.
- for more context, check minecraft official documentation.
## WOLF SOUND VARIANTS
- toggleable via config.
- provided new variants for wolf personalities:
- `classic` (default)
- `puglin`
- `sad`
- `angry`
- `grumpy`
- `big`
- `cute`
- they are randomly assigned on spawn.
- data-driven:
- resource packs can add more variants via JSON files under `data/<your-id>/wolf_sound_variant/`
- example: **data/minecraft/wolf_sound_variant/puglin.json**
- ```json
{
"ambient_sound": "minecraft:entity.wolf_puglin.ambient",
"death_sound": "minecraft:entity.wolf_puglin.death",
"growl_sound": "minecraft:entity.wolf_puglin.growl",
"hurt_sound": "minecraft:entity.wolf_puglin.hurt",
"pant_sound": "minecraft:entity.wolf_puglin.pant",
"whine_sound": "minecraft:entity.wolf_puglin.whine"
}
```
- each field represents the sound id to be used for that specific action.
- for more context, check minecraft official documentation.
## WOLF VARIANTS
- toggleable via config.
- provided new variants for wolves:
- `pale` (default)
- `spotted`
- `snowy`
- `black`
- `ashen`
- `rusty`
- `woods`
- `chestnut`
- `striped`
- they spawn by default in biomes that use the following biome tags:
- `#minecraft:has_wolf/spotted`
- `#minecraft:has_wolf/snowy`
- `#minecraft:has_wolf/black`
- `#minecraft:has_wolf/ashen`
- `#minecraft:has_wolf/rusty`
- `#minecraft:has_wolf/woods`
- `#minecraft:has_wolf/chestnut`
- `#minecraft:has_wolf/striped`
- these variants do not actually spawn the mob, they only determine the variant from the biome it is spawning in.
- disabled by default when using `backported wolves` (for safer compatibility).
- data-driven:
- resource packs can add more variants via JSON files under `data/<your-id>/wolf_variant/`
- example: **data/minecraft/chicken_variant/cold.json**
- ```json
{
"assets": {
"angry": "minecraft:entity/wolf/wolf_ashen_angry",
"tame": "minecraft:entity/wolf/wolf_ashen_tame",
"wild": "minecraft:entity/wolf/wolf_ashen"
},
"spawn_conditions": [
{
"condition": {
"type": "biome",
"biomes": "#minecraft:has_wolf/ashen"
},
"priority": 0
}
]
}
```
- **assets**
- **angry**: represents the location of the angry wolf texture.
- **tame**: represents the location of the tame wolf texture.
- **wild**: represents the location of the wild wolf texture.
- **spawn conditions**
- **condition** : defines the condition to spawn this variant.
- **type**: the type of condition to be used
- **biome**: takes a biome or biome tag to check if the mob is spawning in it.
- requires `biome` field.
- **structure**: takes a structure ID to check if the mob is spawning inside it.
- requires `structures` field.
- **moon_brightness**: takes a range of moon brightness values to check if the mob is spawning during that moon phase.
- requires `range` array with `min` and `max` values.
- for more context, check minecraft official documentation.
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## ⚠️ Disclaimer
This mod is in no way affiliated with or endorsed by Mojang, Microsoft, or any of their subsidiaries.
Minecraft is a trademark of Mojang Studios. All related assets, including textures, names, and game content, are the property of Mojang Studios and Microsoft.
No commercial use is intended or permitted.
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