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0.4.0-beta
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0.4.0 Beta — Major Update
A major expansion of Ashen Sky.
This update combines the work completed since 0.3.2 and significantly expands the world, survival systems, structures, atmosphere, combat, audio, and story presentation.
🌍 World & Structures
The wasteland is no longer made of isolated locations.
- Reworked major story structures with detailed interiors, distinct rooms, environmental storytelling, and hidden loot.
- Added large urban locations, including multi-floor buildings, streets, workshops, schools, pharmacies, post offices, and industrial areas.
- Structures now use multiple layouts and variations instead of repeated copies.
- Added empty copies of major locations alongside their unique story instances.
- Added the Archos Locator to help discover important locations without quest markers.
- Underground structures now generate deterministically and no longer shift across chunk borders.
- Added new meteor craters, survivor camps, landmarks, and environmental details.
- The End now has dedicated Archos-themed structures and locations.
📖 Story & Worldbuilding
The story is now presented much more through the world itself.
- Reworked the way thoughts, hints, machine records, radio transmissions, and environmental information are shown.
- Long texts are now presented through immersive screens, documents, terminals, and physical objects instead of floating text.
- Expanded the narrative presentation of the prologue and major locations.
- Added environmental reactions that make the world respond to the player's actions.
- Added silent figures, visual anomalies, and other atmospheric encounters.
- Major story locations now contain more clues, details, and environmental storytelling.
The core story remains spoiler-free: discover what happened by exploring the world yourself.
🧠 Survival & Mental State
Survival systems have been expanded and refined.
- Six custom afflictions with their own HUD icons, visual effects, sounds, and gameplay penalties.
- Radiation now has dedicated visual and gameplay feedback across its severity levels.
- Oxygen starvation causes disorientation, heartbeat effects, and temporary loss of vision.
- Added dehydration, overheating, hypothermia, and despair as distinct survival threats.
- Reworked status overlays with smooth edge effects instead of intrusive full-screen filters.
- Improved survival balance and environmental feedback.
🏚️ Bunker & Progression
The bunker is becoming a real survival hub.
- Research system with multiple technology branches.
- New crafting progression with intermediate components and approximately 36 recipes.
- Medical station with an interactive treatment system and body scan.
- Improved bunker power, ventilation, and module interactions.
- Added new bunker equipment, components, and progression gates.
- Expanded bunker-related mechanics and preparation for later progression.
👹 Mobs & Combat
The wasteland is becoming more dangerous.
- Added blind mutant dogs with pack behavior and sound-based hunting.
- Added the Archos Messenger drone with its own model, animations, targeting behavior, and energy beam.
- Added new custom mob models and animations.
- Expanded enemy behavior and environmental reactions.
- Added new loot tied to the survival and crafting progression.
- Combat progression is being expanded around multiple equipment tiers.
🌧️ Weather & Atmosphere
The world reacts more strongly to its environment.
- Improved ash storms, meteor showers, solar events, and acid rain.
- Added camera shake and environmental impact for major events.
- Improved ash, smoke, fire, crater, and atmospheric effects.
- Reworked environmental audio and spatial sound.
- Structures now have their own ambient soundscapes and mechanical sounds.
🎵 Audio
The soundscape has been rebuilt.
- Added a complete soundtrack with 12 location and story tracks.
- Reworked most non-music sounds.
- Added multiple variations for important sounds to reduce repetition.
- Added dedicated ambient loops for major locations.
- Improved spatial positioning of environmental and player sounds.
- Rebalanced sound levels across the mod.
🎨 Models & Visuals
The visual quality of custom content has been significantly expanded.
- Added new 3D models and animations for mobs and custom objects.
- Reworked major structures with a consistent fantasy × steampunk visual identity.
- Added detailed props, furniture, machinery, documents, screens, and environmental objects.
- Replaced many placeholder elements with finished assets.
- Added custom interfaces and visual feedback for new mechanics.
🐛 Fixes & Improvements
Hundreds of small changes accumulated during development and live testing.
- Fixed structure generation and placement issues.
- Fixed model offsets and visual inconsistencies.
- Fixed progression and quest-state bugs.
- Fixed crashes and server stability issues.
- Fixed interaction, UI, audio, and world-generation problems.
- Improved compatibility with existing worlds where possible.
📦 Requirements
- Minecraft: 1.21.1
- Loader: NeoForge
- Dependencies: GeckoLib
🚧 Status: Beta
Ashen Sky is now in Beta.
The main gameplay structure is in place, but development is still ongoing.
Currently available:
- Complete prologue.
- Main survival systems.
- Radio and exploration systems.
- Major story locations.
- Five story arcs.
- Four endings.
- Bunker progression.
- Custom mobs and combat foundations.
- Expanded audio and atmosphere.
Still in development:
- NPC system.
- Full bunker progression and additional modules.
- Expanded combat and ranged weapons.
- Additional Nether content.
- Endgame dungeons and locations.
- Side stories.
- Further polish, balancing, and post-ending world changes.
📥 Installation
- Download the
.jarfile. - Place it in the
modsfolder of your NeoForge 1.21.1 installation. - Create a new world for the intended experience.
Older worlds may work, but a new world is recommended for the full experience.
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:G7KWkzvj:4ShkI2sc"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:G7KWkzvj:4ShkI2sc"
}

