2.0
Compatibility
Changes
Added: Swamp Witch hut rework -the Witch hut got a small rework adding an bed and an loot chest as well as an brewing stand but I also added 2 variations to the structure
Stronghold Rework -the entire stronghold got an huge rework with multiple complexes for the structure like an library or jail like complex. it became way bigger too because of it Stronghold Ruined Town -this structure is an ruined town with an different town center. those 2 structures try to generate at the same position but oceans throw an wrench in this. you may have strongholds with no town on top of them as they have an ocean over them, happens when they generate in lush caves as example. same applies with surface towns and having no stronghold if the town spawns at an beach. to note is that both Stronghold structures have naturally spawning endermites and raised enderman spawn rates. and that, because of the size of the structure, the Eye of ender needing a few seconds to locate the structure before it actually launches. mojank.
Nether Keep -Originally intended as an rework of the nether fortress I found that not everyone was happy with it fully replacing all nether fortress are. so I made it 50/50. the way how a nether structure generates is already the system choosing an spot and throwing an dice to see if its an bastion remnant or nether fortress. I just added nether keep to that dice roll.
Illager Manor -Originally intended as an rework of the Woodland mansion i found the same feedback with the Nether keep. and that is understandable in that case. the Tight corridors and small, but realistic space you walk through make evokers and its allays an hell of an structure. 50/50 again for an mansion or manor and Villager sell maps for both structures. meaning the woodland mansion map can lead to either.
danger is higher but loot is richer.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:tpehi7ww:Xxd8P6Zd"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tpehi7ww:Xxd8P6Zd"
}

