Anti-Smooth 2.0.2 has been released to fix a couple bugs regarding client-side velocity: mobs on leads will not keep falling randomly and lots of mobs packed into a small space will no longer clip through walls.
@bluestaggo if mojang really really wants to make newer versions of mc more appealing to combat players than older ones, i think that this should probably be added. it seems really nice
The client cannot detect if a server has Anti-Smooth installed.
you could send a custom packet when the client connects that only the anti-smooth mod can recognize
then, if the client sees the packet, it would know the server has anti-smooth (you can also then respond to the server with another custom packet, which would allow the server to know the client also supports it)
@shroomie @bluestaggo tbh this change will not be the deciding factor
imo 1.9+ fights are just too damn long, which is a fundamental issue with 1.9+ pvp mechanics
@solonovamax @bluestaggo oh absolutely it wouldn’t be imo. i just think that it should probably be included in the “ideal” combat overhaul lol. tbh in order to fix 1.9+ fight length they’ll probably need to rework enchantments and armor to nerf what the cap looks like.
also they should probably rework how mobs work. comparing to doom, the most basic monsters in the game are just slow pinky demons and slow imps and most of the other “tiers” of monsters are just “monster but it makes you slower” or “monster but it makes you hungrier” or “the other monsters but they deal more damage and take longer to kill.” and like. despite the fact that minecraft has some really interesting monsters for denying the player space and changing the effective shape of the playfield in the illagers, the illagers are hardly used and when they are it only makes combat an unintelligible jumble that you’re better off tanking (with the insanely inflated enchantments and netherite) than really engaging with
@solonovamax I did have this idea in mind, though I am a bit deterred by the fact that the code for registering packets changed at some point and I don't want to make more jars. However, I just remembered that the custom payload exists in vanilla so I could do some mixin trickery or something, idk. Maybe the APIs haven't changed that much since iirc it's just codec stuff that has been changed and even then I could try out some reflection trickery like I already use to handle the renaming of ResourceLocation to Identifier.
TL;DR: I'll look into it. It might not be as impossible as I originally thought.
@bluestaggo there's some funny stuff you can do to make multi-version jars which abuse JiJ'd project dependencies to do some crimes against fabric
as for neo, no clue lol
@solonovamax @bluestaggo i was thinking this as i was writing yesterday but TBH the doom comparison is a little unfair, as monsters in doom are intentionally placed, whereas minecrafts monsters are more random. still, it speaks to the combat (to me personally) just how ineffectual even two or three of them at a time can be. i might have more words for complaining about this if i ever touch official minecraft again