1.3
Compatibility
Changes
MOAR Tools — Major Content Update
This update introduces necromancy, new spears, balloon weapons, major dungeon improvements, redesigned flying enemies, expanded boss interactions, and numerous fixes.
Necromancer Equipment
- Added the complete Necromancer Armor set.
- Added the Reaper Scythe, created through smithing with a Diamond Hoe.
- Added the craftable Soul Stone, made using Soul Shards, Phantom Membranes, and String.
- The Reaper Scythe can claim eligible undead created by the Totem of Dying.
- The scythe provides one servant slot.
- Every equipped Necromancer Armor piece provides one additional servant slot.
- Claimed servants no longer despawn.
- Right-click servants to switch between:
- Following their owner
- Staying and guarding an area
- Servants protect their owner and attack nearby hostile creatures.
- Removing armor immediately lowers servant capacity.
- Excess servants begin shaking before sinking into the ground and disappearing.
- Added friendly-fire protection between servants, their owner, and allied risen mobs.
- Bosses claimed as servants retain their special abilities.
- Claimed bosses no longer display their original boss health bar.
Servant Interface
- Added a Soul Servants panel to the inventory.
- Displays each servant’s:
- Name
- Current and maximum health
- Live picture of the mob
- Moved the panel to the left side of the inventory to prevent potion-effect overlap.
- Reduced the panel, portrait, and text sizes.
- Added name wrapping for longer mob names.
- Added borders around the header, full panel, and individual servant entries.
Zombie Evoker Improvements
- Claimed Zombie Evokers now use their curses and summoning abilities against valid enemies.
- Fixed claimed Zombie Evokers attempting to curse their owner or allied servants.
- Fixed claimed Zombie Evokers failing to approach enemies.
- Zombie Evokers now pursue targets in both follow and guard modes.
- They stop moving while performing their summoning attack.
- Summoned undead inherit the correct allied behavior when created by a risen Zombie Evoker.
- Zombie Evokers can drop Soul Shards.
Devourer Tendril Conversions
The Devourer’s tendrils can now corrupt certain creatures:
- Iron Golems become Obsidian Colossuses.
- Zombie-family mobs become Hollows.
- Skeleton-family mobs become Voidbones.
- Converted mobs preserve their held items, armor, and equipment.
- Bosses cannot be converted and instead receive heavy tendril damage.
- Converted boss servants retain their special attacks without keeping a boss bar.
New Spears
Emerald Spear
- Added the Emerald Spear.
- Retains the charge-and-dash attack used by the other spears.
- Deals bonus damage and provides special benefits against Illagers.
- Uses separate inventory and held-item textures.
Endonium Spear
- Added the powerful Endonium Spear.
- Added the Endonium Spearhead.
- The spearhead is an exclusive drop from The Devourer.
- Added a stronger and more visually impressive Endonium charge attack.
- Improved its unique End-themed combat ability.
- Retains a powerful charged dash.
- Improved dash hit detection so enemies are struck more consistently.
General Spear Changes
- Reduced spear attack speed to better balance their reach and power.
- Improved charged dash collision and target detection.
- Preserved the existing Amethyst Spear charge behavior and crystallizing identity.
Balloons and Balloon Launcher
Added four throwable balloon types:
- Water Balloon
- Lava Balloon
- Milk Balloon
- Powder Snow Balloon
Also added the Balloon Launcher.
Balloon Throwing
- All balloons now follow a potion-like throwing arc.
- Reduced hand-thrown balloon distance to approximately splash-potion range.
- Increased their impact range and usefulness while keeping manual throws controlled.
- Added appropriate liquid, status, or environmental effects for each balloon.
- Water Balloons deal bonus damage to Endonium creatures.
- Reduced the original Water Balloon bonus against Endonium mobs to prevent excessive damage.
- All Endonium mobs and bosses remain vulnerable to water-based attacks.
Balloon Launcher
- The launcher must be pulled back before firing.
- Longer charging improves the shot.
- Launcher shots travel farther than balloons thrown by hand.
- Increased the launcher cooldown for better balance.
- Supports all four balloon ammunition types.
Recipe Discovery
- Added automatic recipe discovery when players collect relevant ingredients.
- New equipment, balloons, crafting components, and related recipes become visible as their ingredients are discovered.
Endonium Equipment
- Increased the durability of Endonium armor.
- Improved the power and presentation of Endonium weapon abilities.
- Maintained Endonium as the mod’s endgame equipment tier.
End Fortress Changes
- Prevented water and lava placement before and during fortress waves.
- Protected the fortress from liquid griefing.
- Prevented the Devourer from becoming stuck inside walls.
- Improved boss spawn-position safety and clearance.
- Improved Elytra enemy navigation around walls and enclosed spaces.
- Made the Devourer immune to lava and fire.
- Made the cracked End Portal Frame and surrounding protected blocks unbreakable inside the structure unless using an Endonium Pickaxe.
- Improved multiplayer wave handling.
- Bosses no longer disappear when only one participating player dies.
- Waves now reset correctly after every participating player is defeated.
Rift Creeper Changes
Fractured Rift Creeper
- Increased its visual size.
- Increased its danger, explosion strength, and damage.
- Improved damage against both players and the dungeon fruit objective.
- Removed Fractured Rift Creepers from earlier waves.
- Only one Fractured Rift Creeper now appears in the final wave.
- Fixed the creeper staring at its target without properly swelling.
- Improved swelling and explosion behavior.
Normal Rift Creeper
- Normal Rift Creepers now recognize the dungeon fruit as an explosion target.
- If no player is available, they approach and explode on the fruit instead of standing nearby and staring at it.
Voidbone Elytra Redesign
- Reworked Voidbone Elytra movement around Phantom-style aerial behavior.
- Flying Voidbones now face toward their target while gliding.
- Added improved flight steering and obstacle avoidance.
- Reduced collisions with dungeon walls.
- Added gliding wing movement.
- Added leg wobbling while flying.
- Suppressed the awkward standing melee pose.
- Removed the repeated arm-flailing and weapon-swinging animation while in flight.
- Flying Voidbones now remain in a forward aerial pose while attacking.
Emerald Dungeon Fixes
- Fixed bosses becoming stuck at 50% health.
- Fixed elite boss guards having incorrect health and missing names.
- Elite guards now use Emerald Blocks as their heads.
- Fixed dungeon mobs spawning inside logs.
- Fixed incorrect backup mobs being summoned.
- Skeleton Pillager encounters now summon the correct reinforcements.
- Fixed bosses disappearing in multiplayer when only one player dies.
- Fixed waves failing to reset after the entire party dies.
- Improved protection against block and liquid griefing.
- Fixed Wave Spawner blocks incorrectly detecting themselves as an already active dungeon.
- Wave Spawners can now be placed without immediately reporting that another dungeon is active.
Totem of Dying Improvements
- Bosses summoned through the Totem of Dying retain their original abilities and attacks.
- Improved ownership and ally tagging for risen creatures.
- Risen creatures interact correctly with the Necromancer servant system.
- Added additional protection against risen mobs attacking their owner or one another.
General Improvements
- Added descriptions and tooltips to custom weapons, armor, components, balloons, and important progression items.
- Updated item language entries and corrected missing or broken names.
- Improved custom item discoverability.
- Improved servant targeting and navigation.
- Added safer enemy and ally validation across dungeon, boss, and necromancy systems.
- Added numerous multiplayer synchronization and encounter-stability improvements.
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:JqmhUvq9:FKnZD8xv"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:JqmhUvq9:FKnZD8xv"
}

