Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.11-beta] - 2025-01-18
Fixed:
- #210 Progression defeats not being granted in some circumstances on servers
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.10-beta] - 2025-01-18
Changed:
- #209 Update min requirement of
RCTApi
to version0.10.6-beta
(better compatibility with mods using the same api)
Fixed:
- #208 Slight adjustments to mod initialization (hopefully fixes random crashes on startup with neoforge)
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.9-beta] - 2025-01-16
Changed:
- #207 Slightly tweaked some values related to natural spawning of trainers
- #206 Some adjustments to configs to ensure that the initial level cap is always greater or equal to the required level cap of the first trainer and the last rewarded level cap will always be
100
Fixed:
- #205 Config option
additiveLevelCapRequirement
having unwanted side effects when set to negative values - #204 Config option
allowOverleveling
also allowing to battle trainers with pokemon above a players level cap when enabled (useinitialLevelCap
for that) - #203 Issue with some config options not updating on clients in some occassions (clients currenlty still need to relog to see changes of required- and rewarded-level-caps of trainers in their trainer card)
- #202 Some bugs with (un)registration of persistent trainers
- #201 The progression set of players also being allowed to store non required trainers
- #200 Trainer Card arrow and foil effect not working in multiplayer
- #199 Trainer Card ignoring persistent trainers
- #198 Trainer Spawner having a low chance for players that had defeats against the trainer but still required them for their progression
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.8-beta] - 2025-01-14
Added:
- #197 Server config
dimensionBlacklist
(thanks Vaniron) - #196 Server config
dimensionWhitelist
Changed:
- #195 Added hint to names of "Friendly Coaches" for what EVs their pokemon provide, tweaked their ai
- #194 Already defeated key trainers are now also "highlighted" in the Trainer Card list when required for the progression
- #193 Trainer Card arrow has now infinite range (the arrow will spin out of control if the target trainer is in a different dimension)
Fixed:
- #192 Fixed Trainer Spawner Block still taking
globalSpawnChance
andmaxTrainersPerPlayer
into account (see #180) - #191 Trainer Card not recognizing alternative versions of key trainers no longer being required, if any of the versions has already been defeated (in certain circumstances)
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.7-beta] - 2025-01-07
Fixed:
- #190 Potential crash with Trainer Card and some backpack mods (hopefully)
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.6-beta] - 2025-01-06
Added:
- #189 AFK protection: Trainers will eventually despawn when nearby players do not move at all for a certain amount of time (~ 12 minutes). Note: This is a bit experimental, let me know if you have trainers unexpectedly disappear in front of your eyes.
- #188 Server config
globalSpawnChanceMinimum
: Minimum spawn chance for trainers based of how many trainers already spawned for a player - #187 Server config
spawnIntervalTicksMaximum
: Maximum spawn interval for trainers based of how many trainers already spawned for a player
Changed:
- #186 Default value of
globalSpawnChance
from1
to0.85
- #185 Default value of
maxTrainersPerPlayer
from8
to12
- #184 Default value of
maxTrainersTotal
from24
to60
- #183 Default value of
spawnIntervalTicks
from600
to120
- #182 Some adjustments to trainer spawning behaviour, to sum it up: Trainers now spawn much more frequent for players (see #183) that have no or only a few trainers around them, trainer encounters should be more common while exploring, yet on the other hand reaching higher numbers of trainers will gradually take more and more time when sticking to the same location (see #187 and #188). Reminder: Defeating trainers will free up a players spawn cap!
- #181 The increase of the spawn weight for key trainers is now based of how close pokemon of players are to that trainers required level cap rather than the players current level cap (especially helpful if
initialLevelCap
is set to100
) - #180 Trainer Spawner Block now ignores the
globalSpawnChance
and trainers spawned by that block will not count towards a players spawn cap anymore (i.e. can still spawn even if a player has filled up theirmaxTrainerPerPlayer
)
Fixed:
- #179 Several issues with npc behavior (as well as some adjustemts)
- fixed trainers tracking towards the same location in certain situations
- trainers are now more likely to wander towards an (imaginary) goal (if they cannot find a path they will choose a new random goal)
- #178 Trainer Card ticking for non local players on clients (potential source of trouble and incompatibility with other mods, e.g. Trinkets)
- #177
additiveLevelCapRequirement
being subtracted frominitialLevelCap
rather than added
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.5-beta] - 2024-12-28
Changed
- Renamed loot table
defeat_count
conditionscomparator
values (EQUAL
->==
,LESS
-><
,<=
(new),GREATER
->>
,>=
(new),MODULO
->%
), changed defaultcount
from0
to1
(defaultcomparator
is==
)
Fixed
- Custom
comparator
for loot tabledefeat_count
condition causing a crash - Loot tables of custom data packs not working
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.4-beta] - 2024-12-27
Fixed
- Level cap related settings requiring a server restart before changes took effect
- Setting the
initialLevelCap
to high values also affecting the required level cap of trainers, which could prevent trainers from spawning if players don't have pokemon close to that level
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.3-beta] - 2024-12-24
Fixed
- "Solution" to prevent issues caused by trainers unexpectedly being removed from a world (e.g. picked up with CarryOn)
- Some issues with updating config values or reloading data packs while a server is running
Changelog
Important: The level_cap
is not a value anymore that can be set per player but is rather derived from the current state of progress of that player. Because of the changes to the progression it is possible that when updating from an older version the level caps of players will be different (most likely lower)! Apart from that the progress of players should adapt to the changes but as a general advice always make backups before updating mods.
[0.13.2-beta] - 2024-12-24
Fixed
- Suppressed crash caused by trainers being picked up with CarryOn (temporary solution)