1.1.0
Compatibility
Changes
Changelog
1.1.0
The Bloodsky is the right way up.
Changed
Gravity in the Bloodsky is now normal. It pulls down like anywhere else. Inversion
survives as something you opt into with the Gravity Sigil, in any dimension, rather than
a property of the realm.
The whole realm has been turned over. Ground now runs from the bottom of the dimension
up to a surface around y=0–44, with floating islands drifting at roughly y=79–143 and open
sky above. Several structures read better for it: the ichor well was a shaft bored up into
the ceiling and is now a well bored down into the ground; hanging spires are towers; trees
that grew downward grow up.
The way home moved with it. The realm has a solid floor now, so climbing past y=300
replaces falling out of the bottom. The Heartstone and Rift Anchor are unchanged.
Arrival sets you down standing on the surface rather than hanging beneath it.
The realm is a little brighter, now that it is a place you walk around in.
Added
The Bloodsky Codex — a twenty-page in-game guide to every item, block and mechanic.
Craft it from a book, a piece of rotten flesh and a redstone dust, or find spare copies in
common caches. It is a plain written book, so it stacks, copies and sits in a lectern like
any other.
Custom splash texts on the title screen.
A title screen background you can supply yourself: run tools/make_panorama.py over a
screenshot and it builds the six panorama faces.
/bloodsky ascend and /bloodsky descend for operators.
Fixed
Blood pools no longer hang in mid-air. Blood Falls was written for the old upside-down
world — ropes of blood running down from the ceiling. Mirrored, those became vertical
columns, and since a pool renders as a thin film at the bottom of its block, each column
read as a stack of floating puddles. It is now Blood Springs: blood welling up in
shallow basins. Blood pool also requires a solid block beneath it, so it can never be left
floating again.
Floating islands generate reliably. The island noise had a wavelength of roughly 240 blocks,
so island fields were continent-sized and whole worlds could come out with none at all
depending on where the noise happened to fall. Coverage is now 17–38% across every seed
tested.
Blood crystal ore and ichor ore were far too common; ichor blocks made up about 1% of the
world. Both are now sensible.
Biome zones are smaller, so more than one turns up within a reasonable walk.
Removed
The upside-down entity rendering, along with its flipEntityRendering config option — with
gravity normal it had nothing left to do.
invertGravityForMobs, for the same reason.
1.0.0 Initial release. A new dimension reached by climbing past y=640 in the Overworld, exactly twice the build height. No portal to build. A custom chunk generator: terrain, caves, ore and floating islands, across four zones with their own palettes and fog. Ten structure types, generated procedurally from their position rather than pasted from saved templates, with three tiers of chest loot. 24 blocks and 17 items, including a full sanguine tool and armour set between diamond and netherite. Three ways home: the Heartstone, the Rift Anchor, and the realm itself.
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:9MiAgRoC:eZUqao0w"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:9MiAgRoC:eZUqao0w"
}

