新建2023-12-05
Beta6.16

Additions:

Nothing

Changes:

Changed mob texture human_4 to best girl aqua

Added some blocks to the default breakable block whitelist

Ender calamity lightnings should no longer spawn at it

Damage cap for ender calamity is now timed

Patches & Fixes:

Fixed choppy mandril tail animation

Fixed some sounds of ender calamity related things

Fixed "spawn only behind wall" option for dungeons

2023-09-06
Beta6.15

Fixed #408 (crash when generating dungeons)

2023-08-02
Beta6.14

Fixed a bug that led to some config options related to lighting being ignored

Improved performance for lighting dungeons

2023-04-26
Beta6.13

Additions:

Added ability to export structures for migration (to be used later)

Added netherdragon island

Changes:

Tavernfolk now treat undead as enemy (issue #378)

Patches & Fixes:

Fixed some logic of the ender calamity's healing crystals

Fixed tracking of unloaded leader entities

Fixed #371 (floating castles not being on the default grid)

Fixed #374 (morph mod crash)

2022-08-27
Beta6.12

Additions:

Added testing structure for loot chests

Changes:

Lightning protection no longer defines a chance, instead it blocks 10% * enchantment-level of lightning damage

Corrected the name of the ender calamity's loottable

Certain attributes (health, size) of the ender king now carry over to the ender calamity

Patches & Fixes:

Fixed #362 (hookshot travelling through portals)

Fixed #364 (Broken chests in some castles)

Fixed #365 (block placing near bosses ignoring whitelist)

Fixed #366 (protection particles broken with optifine)

Fixed deprecated structure file loading

Fixed shelob not having her size scaling applied visually

2022-07-24
Beat 6.11

Additions: Nothing Changes: Nothing Patches & Fixes: Fixed #353 and similar (Trying to cancel uncancellable event)

2022-07-12
Beat 6.10

Additions: Arlo created a new outpost structure Changes: Changed internal check for entityculling Patches & Fixes: Fixed #349 (NPE on ender calamity death) Fixed #352 (NPE in Soul bottle) Fixed #348 (overflow in sync packet) Fixed internal class cast exception Fixed mob griefing bypassing the protection system in certain cases

2022-04-23
Beat 6.9
  • Nothing, this is a patch update

  • Structure edges should be smoother now

  • Tweaked ender calamity a lot

  • Added cooldown to special attacks

  • Torch igniter AI only executes if the mob has a flint and steel now

  • Mounting AI should be smarter now and doesn’t auto-add saddles anymore and will re-mount mounts that were owned by a cqr entity previously

  • Ender calamity tennis attack now always executes after 5 other tasks were executed

  • Ender calamity minions may no longer heal themselves or teleport

  • Fixed #344 (support hill generation)

  • Fixed #342 (missing spawners in mountain snow castle)

  • Fixed #341 (Xiraxis spawns as a dummy / boss blocks don’t replace dummies)

  • Fixed #345 (wrongly rotated armor stands in r-castles)

  • Fixed out of bounds exceptions in plateaus

  • Fixed auto-restocking of itself for trades

  • Fixed ender calamity shield not scaling

  • Fixed animation jittering when game is paused

  • Fixed cqr entity data not being synced

  • Fixed potions of ender calamity minions never dropping

  • Corrected hurt time of ender calamity

2022-03-27
Beat 6.8
  • Teleport stone now spawns particles on the location it is set to

  • Archers drop arrows now

  • Updated geckolib dependency to 3.0.21

  • Player summoned creatures drop equipped items now

  • Force field nexus should break faster now

  • Xiraxis is now the boss of the mansion castle

  • Fixed #334 (shelob spawning in stone in the redstone castle)

  • Fixed boss position in markins castle

  • Enemies in markins castle should always be skeletons and markin

  • Fixed broken chestname in outpost

  • Arena castle now uses CQR tnt

  • Fixed #336 (spiked gloves regaining durability)

  • Fixed vanilla spawner settings being ignored

  • Fixed laser position on exterminator being incorrect

  • Fixed volcano stronghold generating without a boss

  • Fixed number text field usability

  • Fixed gremlins being too wide

  • Fixed entities that can’t open doors not using opened doors

  • Fixed CTS not syncing in lan play

  • Fixed #337 (Spear Enemies Have Infinite Vertical Range)

2022-01-29
Beat 6.7

Additions: Nothing Changes: Updated geckolib dependency to 3.0.19 Patches & Fixes: Fixed #324 Fixed #325

2022-01-14
Beat 6.6

Additions: Nothing Changes: Nothing Patches & Fixes: Fixed some concurrent list access exceptions (#320) Fixed negative index exceptions in trades (#322)

2022-01-09
Beat 6.5

Additions: Nothing Changes: Nothing Patches & Fixes: Fixed #318 Fixed incorrect y offsets for some structures

2022-01-05
Beat 6.4

Additions: Nothing Changes: Nothing Patches & Fixes: Fixed #315

2022-01-01
Beat 6.3

We changed a lot in the structures so please delete your CQR folder before installing.

  • Added special cqr tnt, it is meant for dungeon creators and is there to avoid tnt cheesing

  • Traders may now automatically restock their trades over time (by default every 60 minutes one random trade restocks)

  • Normal tnt and other explosives may not destroy blocks in dungeons anymore

  • Vanilla endermen and the enderdragon are now of the creature type “VOID”, making them affected by spectral balsam

  • Terrain blending should be smoother now

  • Improved block light performance (Strongholds from cqr should generate faster now)

  • Moved flying castle to it’s own dungeon config

  • Reduced pirate captain flee spell radius

  • Finished the flamethrower

  • Cleaned up the codebase a lot

  • Made the medium tavern more fireproof

  • Support hills now try to adjust to the terrain

  • Animations on geckolib mobs should now sync better

  • Pirate captain now only teleports when he still has healing potions

  • Moonlight and Sunshine swords now work properly

  • Fixed initial choice of speech bubbles

  • Fixed #312

  • Fixed #303 (spear crash)

  • Fixed #313 (typo in I&F interface)

  • Potential fix for #302 and #305 (shader error)

  • Fixed banner base color always being black

  • Fixed rendering of attached crown when elytry is in use

  • Fixed the attack vector of the giant tortoise

  • Fixed custom loottables not loading

2021-11-30
Beat 6.2
  • Added advancements for defeating the new bosses

  • Added a config option to disable the walker king fog

  • Changed the champion and challenger advancements to also include the new bosses

  • Fixed #301 (light index out of bounds)

  • Fixed #300 (spectral balsam having the wrong name)

  • Fixed cqr-banners not getting exported properly

  • Fixed mobs in illager tower missing

  • Fixed stronghold entrance stairs

  • Ender calamity drops are now immune to explosions

2021-11-24
Beat 6.1

Additions: None, this is a patch update Changes: Endermen summoned by the Ender Calamity may now drop a healing potion with a 33% chance Patches & Fixes: Fixed #296 (G-Lib version) Fixed #297 (Scala imports being present…) Fixed #298 (Spin-To-Win attack not working properly)

2021-11-23
Beat 6.0

Before you read on: This is the last update for 1.12.2. We will now begin updating the mod to a newer version of minecraft (well, soon, not instantly now).
However, we will still work on bugfixes for 1.12.2 and thus 1.12.2 will continue to receive bugfix updates.

Since we are now busy updating the mod, please be patient, it is a lot of work for us to do since we effectively need to rewrite a large part of the whole mod.

Anyway, have fun with the new dungeons and the 2 bosses as well as with all the other stuff!

  • More config options regarding weapon attributes

  • Proper chain rendering for hookshots (yes, it is pretty now!)

  • Entity-count in dungeons now scale with players in the dungeon in multiplayer (configurable in config)

  • Nicer sounds for revolver and muskets

  • Added sounds for ogres

  • Added sounds for walkers

  • Added smelting recipes for all iron armors and weapons

  • Shift+Leftclick on an entity with the cursed bone in creative assigns that entity type to the cursed bone

  • AI for cqr mobs to use the cursed bone and summon entities (it can be in the main or offhand or both, it has separate AIs for each hand)

  • Added a small helping tool to select positions which are not affected by the protection system in generated structures

  • Added magic bell, it highlights all remaining bosses and the dungeon’s nexus (if it has any). Additionally it highlights breakable blocks and blocks placed by players

  • Reworked the hanging cities: Now has 100% more bridges and generates better

  • Mobs will now run away from electrocuted allies and electric fields

  • Mobs will panic when electrocuted and (if turned on) when on fire

  • Volcanoes now have an entrance at the top of the spiral

  • Added a few new dungeons

  • New internal system to handle emissive textures more dynamically (no more separate eye textures!)

  • Bells can be bought from the friendly enderman adventurer at taverns

  • Added a friendly pirate to the tavern that repairs and sells guns and sells bullets too!

  • Added AI to mobs so they can use the spin to win ability when wielding two blades

  • Mobs may now try to sneak underneath obstacles to get to their targets

  • Similarly, endermen should be able to teleport now

  • Added the possibility to define additional generation grids

  • Added two new bosses:

    • Ender King: The overlord of the endermen

    • Exterminator: WTF did those illagers do to that iron golem?!

  • Added cqr_import_all command, that places all structures in the structure folder together with an exporter block and thus allows editing structures (you need to re-export them and exchange the file though)

  • Completely rebalanced spears

  • Completely rebalanced daggers

  • Completely rebalanced great swords

  • Faction relation entry of villagers uses the class now

  • Spiderhook now renders correctly

  • Updated hookshot, they should be less glitchy now

  • Added openblocks grave to the default whitelist

  • Walker king is now harder to cheese

  • Vegetated caves now generate lower

  • Vegetated caves no longer spawn in jungles

  • castles, volcanoes, ships, randomized snow castles and desert strongholds are rarer now

  • Taverns no longer spawn in snowy areas

  • Outposts are more common now

  • Improved usability of teleport stone

  • Teleport stone works accross dimensions now

  • Increased penalty for killing tavernfolk

  • Gave the enderman adventurer a hat against the rain

  • Reworked dungeon generation, it should be way faster now

  • Illagers now use normal animations

  • Balancing and tweaking (as always)

  • Made dungeon layout less griddy

  • Dungeon rarity has been changed to match the loot quality

  • Dungeon layout in the world is way less griddy now!

  • Big dungeons are rarer now to match their loot quality

  • Removed crafting recipe for cloud boots and golden feathers

  • Rebalanced dungeon spread and rarity (they are rarer now cause they can have really good loot)

  • Fixed walker king illusion eye rendering

  • Fixed wrong crown offset when entity sits and crown is attached to helmet

  • Fixed “april the first” detection

  • Fixed most advancements not working because of referenced entities not being registered

  • Fixed healers attacking leaders instead of healing them

  • Fixed fire not being breakable correctly

  • Fixed material of temporary web

  • Patched pirate captain’s invisibility animation being buggy

  • Patched missing texture of walker king illusions

  • Patched entities around a pentagram being colored

  • Fixed #280

  • Fixed #281

  • Fixed #293

  • Fix issue with neat crashing the game

  • Fixed tamed horses being used as mounts

  • Fixed light level of CQR blocks

  • Fixed #287 (mobs using GeckoLib not working on servers)

  • Fixed #290 (muskets deleting off-hand items)

  • Fixed buggyness of the nether dragon

  • The giant tortoise may switch it’s size now

  • Fixed glowing eyes not being glowy

  • Fixed cqr_locate command syntax help not being useful

  • Fixed entities loosing their leader

  • Fixed texture of spider armor leggings

  • Fixed mobs having lower ranges when attack smaller mobs

  • Patched many wrong blocks and mobs in some structures

2021-04-27
Beat 5.3

Additions: None Changes: None Patches & Fixes: Fix for #276。

2021-04-24
Beat 5.2

Just a small patch for bugs related to #271 Additions: None Changes: Spawners in vegetated caves are now cqr spawners Gremlins in vegetated caves spawn with more variety Faction relation supports classnames too now A lot of internal changes to targeting AI Patches & Fixes: Fix for #271 and similar (door bug.

2021-04-20
Beat 5.1

Small patch for targeting AI Additions: None Changes: None Patches & Fixes: Fixed CQR entities not targeting correctly without leader.

2021-04-20

Well we have some small content for you.

  • Mobs now teleport to their leaders when they are too far away

  • Added glowing eyes to walkers, walker king, endermen and shelob

  • Added proper tooltip to the pathtool

  • CQR mobs now can open iron doors which are activated by buttons or levers or pressure plates

  • Mobs behave properly now in terms of choosing their attack target when they are in a party

  • Mobs don't consume potions in the alchemy bag anymore

  • Alchemy bag is now 'usable', by right clicking it throws a potion inside of it, you now have to shift-right-click to open it

  • Ships, small ships and islands now use separate configs instead of just one

  • CQR mobs now use a prettier system for invisibility

  • Knockback resistance on CQR mobs now reduces knockback strength instead of the chance of being knocked back

  • Fixed exporting entities with applied path

  • Patch for #268

  • Patch for #269

  • NPE patch in bosses (don't access bossbar when it doesn't exist)

2021-04-13
Beta 4.3

What's this? A patch update? Well no but actually yes

  • none, didn't have time

  • improved potion thrower ai, well redid it

  • pirates now can drop bullets

  • cqr entities may no longer strafe when they ride on something

  • cqr entities now checks if a mount is owned by a player before mounting it

  • walker king can't be cheesed anymore by just placing a spider web (may be applied to other bosses as well)

  • we added a small surprise attack for players that try the axe attack on the walker king

  • 'harder walker king' is set to true by default now

  • fixed #238

  • fixed item duplication bug when using container items

  • fixed crypt key mechanism in redstone-castle

  • fixed healing ai not working as intended

  • fixed problem with valkyrien skies

2021-04-02
Beta 4.2

Ah yes, another patch update! Additions: Actually, nothing Changes: we forgot to include the geckolib dependency in the last update .__. Patches & Fixes: fixed protection config syncing in lan worlds

2021-04-02
Beta 4.1

Ah yes, patch update! Additions: Actually, nothing Changes: tortoise ai is now more reliable and smoother tortoise hitboxes are more accurate now Patches & Fixes: patch for tortoise’s spin attack (it got stuck and transitioned wrongly) fix for issue #266 fixed crash caused by the summoning circle’s renderer

2021-04-01
Beta 4.0

I guess you could call this a content update.

Yes, this also contains april fools!


Please delete the CQR folder and the cqrepoured.cfg file before installing this update.
Also we now depend on geckolib and no longer need llibrary

Download geckolib 3.0.0 beta 7 here: https://www.curseforge.com/minecraft/mc-mods/geckolib/files/3197366

  • added cqr_locate_dungeon command, it allows you to locate dungeons (similar to vanilla’s /locate)

  • added cqr_delete_protected_region command, it allows you to delete all protected regions at a location

  • added proper riding ai to cqr entities

  • added simple auto config updater (it will backup your old configs and replace it with the new configs when updating the mod)

  • added missing loottables

  • added temporary model for spider hook

  • added death animation for giant tortoise

  • added simple gui for the map placeholder block

  • WE NO LONGER DEPEND ON LLIBRARY!!! We now depend on geckolib 3.0.0, beta 7

  • rewrote tortoise to now use geckolib

  • cqr entities won’t ride pigs anymore

  • moved contents of “entityFactionRelation.properties” to the main config

  • moved contents of “defaultInhabitantConfig.properties” to the main config

  • moved main config from config folder to the CQR folder

  • organized some of the loottables

  • being in a water bubble now drowns the entity

  • patched and rebalanced giant tortoise ai (especially transitions and execution times)

  • patched part alignment code of the giant tortoise, it should be more reliable and accurate now

  • fixed vanilla structure detection

  • fixed riding ai

  • fixed wrong range being used when checking for aw2 structures

  • fixed map placeholder rotation

2021-03-23
Beta 3.1

A very small update, it only fixes one issue related to boss blocks.

We are still working on the mod and yes, there is a lot of stuff going on currently. But we do not publish those as they are not ready to release yet.

2021-03-03
Beta 3.0

A smaller content update, but hey, it is a content update and not a patch.

Additions:

  • pirate sounds

  • gremlin sounds

  • own creature attributes for some CQR entities

  • AW2-Integration; CQR will try to avoid placing structures inside or near AW2 structures

Changes:

  • summoning circle now has a prettier model

  • CQR endermen now behave like proper endermen when they get in contact with water

  • Rebalanced “Gustav the Walker Tank” and gave him proper loot

Patches & Fixes:

  • Muskets with daggers now get used as ranged weapons by mobs

  • NPE in Protection System

2021-02-02
Beta 2.4

Patch update

NPE patch for hookshoots that causes servers to crash

NPE patch for vanilla-structure-collision mechanic

Potential patch for #248

Potential patch for #246

Fixed fire spreading in protected regions

Small patch for walker king lightnings

Fixed spell particles

Buff damage of tortoise and walker king


2021-01-12
Beta 2.3

Only a fix for #243We forgot to apply our patch in another spot.

2021-01-12
Beta 2.2

Another patch release. 

Fix for NPE in #242 Fix for #241.

CQR endermen no longer take damage from projectiles CQR endermen now have particles too .

Update protected region chunk reference updating.

2021-01-06
Beta 2.1

Patches a synchronisation bug and a bug in the protection system logic. 

2021-01-05
Beta 2.0

Added more option to the paths (path tool)

More tooltips in Config GUI and GUIs overall

Added descriptions to most items

Began internal system for the magic system

Protected region saving is much faster and smarter now

Protected regions now only get loaded when needed to

Small change to the protected region visualization

Patch for issue #237 (ticking entity with dynamic stealth)

Many many internal changes (well more like a rewrite) to the protection system

More debug info for malformed loot entries

2020-12-01
Beta 1.3

Removed some debug outputs 

Removed “cascading world gen lag” warning for cqr 

Removed checking for unexplored structures cause it created a lot of lag 

Fixed spawners ignoring bottle counts 

Fixed reputation not saving Fixed custom texture system 

Navigation AI is a little bit more intelligent now 

Made check for nearby structures more efficient and intelligent

2020-11-25
Beta 1.2

Replace scala imports with correct ones. 

2020-11-24
Beta 1.1

Now build towards forge 2847 again!


Added grass on support hills to look more natural

Added various tooltips in config

Added EXPERIMENTAL feature to try to prevent generating duplicate dungeons (enabled by default), it is not perfect and not complete!!

Added old way to handle factions (if you are on a team with the same name as a faction, that faction considers you as a member)

Added visualization for protected regions

Added a few JEI integrations to help with GUI usability, not complete yet

Removed unused loottables & files

Removed some debug outputs

Fixed “search attack target” AI

Fixed turtle not dying in the void

Fixed tables not rendering the item put on it

Fixed chunkloading when preparing rCastles (was causing crashes in some cases)

Bumped llib version to 1.7.20

Files now get cached on server/world startup

2020-11-11

Beta 1
Yes, we finally reached beta.

  • Finished reimplementing every castle, snow castle, nether city house, and pirate ship from the 1.7 versions of Chocolate Quest.

  • Added looter AI, this will affect cqr entities with backpacks, they will search for nearby chests and steal from them

  • Added hookshot AI, will affect cqr entities with hookshots in their offhand

  • Added texture & model for flamethrower

  • replaced boarmage with megumin

  • Buffed mobs with staffs

  • Buffed the lich

  • Buffed the necromancer

  • Reworked the boarmage (is way stronger and more interesting to fight)

  • Revisited nether dragon and buffed him as well as fixing some bugs there (e.g. glitched syncing of it’s size), there may be still bugs

  • Buffed the tortoise (well more of a rebalance)

  • mobs in rCastles now have more gear to choose from (e.g. they now may receive big swords or heavy armor)

  • many many patches and optimizations

  • king crown can now be attached to every helmet

  • replaced megumin with boarmage

  • added texturesets, these allow to define a set of textures per cqr entity for a faction, atm that feature is used by the taverns

  • patched texture for lich (removed red eyes)

  • patched texture for necromancer (removed red eyes)

  • patched model & texture for boarmage (removed red eyes, added proper boarman arms & face)

  • necromancer now has a shield out of flying bones when he is under 50% health, it makes him immune towards projectiles

  • added a trading GUI (can be edited ingame in creative mode) to all cqr mobs

  • added taverns, those are dungeons with friendly inhabitants that act as merchants, the taverns also feature stables and a place to rest

  • Generation now respects vanilla structures, if it tries to spawn a dungeon too near to them, it won’t generate the dungeon (all configurable of course)

  • Improved Perlin3D implementation (responsible for things like the support hills) (execution type per call went from 4s to 0.1s)

  • Improved mob navigator

  • Improved performance of some AI’s

  • Archers are less accurate now

  • Nerfed spearmen

  • Nerfed mobs that have a shield

  • Overall performance overhaul

  • Temporarily removed the pollos & wasps until they’re finished.

  • Removed custom lootchests and replaced them with a “custom lootchest”, this lootchest lets you specify ANY existing loottable to use

  • Added option to CQR spawner to spawn as multi-use / vanilla spawner, it also allows you to set multi-use-spawner-specific options such as spawn rate for example

  • Updated structure file, don’t worry, it should auto-update your structure files, overall the structure files are much more smaller now

  • Updated the creative tabs, all dungeon creation related items now have their own tab

  • Boss block now allows to insert a soul bottle to be used as the boss

  • Removed unused options from the exporter GUI

  • If mobs appear glitchy, try turning off “skipHiddenEntityRendering”

  • Walker king deals more damage now

  • Removed Herobrine

2020-10-07
Alpha 27.9

Only fixes a bug related to dungeon spawning which could be a cause for some people apparently being unable to find them. In reality however the bug only caused the dungeons to be more far away from the spawn point.

This was caused by miscommunications inside the devs team in terms of choosing relevant commits for the bugfix builds.

Detailed description of the bug:
There is a bug in the dungeon gen code. But first I didn’t thought it could cause so much trouble and second I just forgot to include the fix in one of the bugfix builds.

The “dungeonSpawnDistance” config option is affected by this bug.

How it’s supposed to work:
In a radius of dungeonSpawnDistance chunks from the spawn point there are no dungeons allowed.

How it does work because of the bug:
The size of the area is 16 times larger. Also the area is offset from the spawn point by the coordinates of the spawn point multiplied with 16.

In the mean time I suggest you to just set the dungeonSpawnDistance config option to something <5.

2020-10-03
Alpha 27.8

Another polishing build. 

  • Contains these improvements: Disabled generation of unlit torches in rCastles

  • Removed unused/useless config options

  • Updated exporter GUI Feedback messages on structure export

  • Updated entity ranged attack

  • Made CQR entity navigator for ground entities more performant

2020-09-26
Alpha 27.7

Another bugfix update, don’t worry, there will be content updates soon! 

  • Patched NPE on world unload

  • Added config options for armor and tool values

  • Added config options for all base healths

  • Fixed hookshot

  • Made dungeon bricks breakable and pushable

你已经到达了世界的尽头..