2.0+mod
Compatibility
Required content
Changes
Added new power, Colonize: You can cause any sculk catalyst you're standing on to spread sculk at the cost of experience. Active ability, use it with your secondary key. Adjusted how Depthborn works, now instead of checking if you're in the sunlight, it checks if the brightness at your eyes is high enough. This means that you are now also blinded if you are in the same block as a light level 15 light source (lava, lanterns), so those soul torches might be more useful than before... With Colonize and Echo Charge together, you can now create your own fully functional deep dark biome with nothing but an EXP farm and some echo shards. Have fun! 1.21 support coming whenever I can get the new features to work there.
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:mJ5KatsJ:DPeMJQh4"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mJ5KatsJ:DPeMJQh4"
}

