0.3+mod
Compatibility
Changes
Custom World Generation
- Oceans are more common and deeper.
- Should've mentioned that world generation is closer to beta 1.7.3. oh well..
Potion changes
- Can now stack better
- Potions now have cooldowns as well.
Trident Changes
- Tridents with channeling can be thrown at any time without having to depend on a thunderstorm.
- Tridents with channeling will have a cooldown once thrown. You can throw tridents early but won't summon a thunder strike.
Lightining
- Lightning can deal true damage. Making it super deadly.
New Arrows
- Added Flame, Explosive Arrows, and Piercing Arrows
Enviormental changes:
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Cold biomes that snow will inflict frostbite on you after a few seconds. This can be countered by wearing a single piece of leather armor or standing under a block. This will reset the counter before you start taking damage again.
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Swimming in cold water also counts. Make sure to wear leather or thug it out. (Will add antifreeze enchantment soon)
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The deeper you go in oceans. The more you go in, the more prone you are to being crushed. Crushing deals damage actively. Drowning also doubles the amount of damage you take.
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You are also given darkness when you are in the depths of the oceans or within the depths of a cave. Torches or night vision can counter this. Torches can only counter it if you're in range of the light. (Thinking of making custom headwear to remove status effect or enchantments, or even a special block)
Ore generation:
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Diamonds have been a bit more rare. I wouldn't say entirely. They're more common in deep ocean biomes.
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Iron ore rates have increased.
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Amethyst geodes are more common as well.
Plenty of QOL changes:
- Wool can be decrafted into strings
- New leather armor type for early game
- Craftable heart of the sea
- Campfires require two logs and two sticks
- Shulker boxes can be made early with 8 leather and one chest.
- Rotten flesh can be turned into leather
- Leaves can be turned into saplings
- Tridents can be crafted
Mob Changes
- Cave spiders now have 3 hearts
- Wolves can become hostile at night towards players
Added herobrine
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:wfLJbB0J:My2lYoYa"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:wfLJbB0J:My2lYoYa"
}

