1.1.0
Compatibility
Changes
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Added config files for feature spawn chance, mob spawn chance, and other miscellaneous things
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All values for mob and feature spawn chances are 1 by default, and can range from 0 (doesn’t spawn) to 1 (normal spawn behavior)
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The miscellaneous config file allows for the tweaking of withered matter spread speed, TNT barrel explosion power, giant and zombie horse spawn chances, and others
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Ores can now generate as part of a modded cave biome floor
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Underground ruin feature updated to spawn larger ruins
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Baobab feature changed
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Baobab trees are less likely to generate floating in the air
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Iron can now generate in large veins in crumbling caves
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Prismastone uses biome tags for generating
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Monastery, sculk jaw, and end ruin features made rarer
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Tall oak trees can now generate in scrubland biomes
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Crumbling caves no longer have a floor of infested stone, but generate patches of infested blocks on the walls
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Scrubland biomes are less common
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Gravitite cube structures are rarer
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New feature: lava fissures that spawn in volcanic mountains
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Bioluminescent and crumbling caves have more tuff
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Small and medium volcanoes won’t generate floating on water
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Nether dungeons are more likely to spawn higher up
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Nether dungeon loot can spawn with warped fungi on a stick and saddles
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Ocean temples use biome tags for generating
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All modded biomes have been moved to either is_overworld or is_nether tags depending on the biome
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New mob: echo soul
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Echo souls only spawn when a soul charge lands and they attack mobs if shot by the player, or the player if shot by the Poltergeist
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Echo souls die after they attack
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Construct mobs now use biome tags for spawning
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Endermite queens spawn more endermites when killed
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Endermite queen model and textures updated
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Endermite queens have an idle and falling animation
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The Poltergeist has a new idle animation
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Poltergeists shoot soul charges less frequently
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Cursed eyes have a new shoot sound
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New soul wail sounds for Poltergeists, soul stones, and necrosteel
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Blocks such as bushes and wooden boards are now flammable
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Spirit lamps can no longer be pushed by pistons
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Mobs now avoid stepping on withered matter
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Withered matter no longer deals damage to an entity if they have the immunity effect
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Fire and acid blasters have an animation for shooting
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When an echo shard is inserted into a tuff frame, it now spawns soul fire on nearby soul sand blocks
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New chorus and cypher stem textures
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Placable items like books and bottles can now be placed on the side of blocks, but they still need a support block under them
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Teleporter behavior changed
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Teleporters must have their position set by shift right-clicking on the target teleport location before being placed
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Teleporters no longer have a UI
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Teleporters can teleport to different positions, so there doesn’t have to be only one global teleport location per world
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Sliders play a sound when right-clicked
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Spears can be shot by dispensers
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Ender charges now spawn dragon’s breath when hitting an entity or block
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Nether rod model updated
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Molten spears ignite the ground when hitting an entity
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Astral spears spawn dragon’s breath on hitting an entity
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Astral and molten spears deal less knockback
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The ravaging effect now plays a sound and emits particles when activated
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Hunger potion duration doubled
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The soul stone plays a sound when killing mobs
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The chisel tool can be repaired with copper ingots
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Creative inventory order changed
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Cave biomes can now generate at different heights
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Crumbling caves are more likely to spawn near the surface, while bioluminescent caves generate lower down
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Added four new wood types: walnut, fruitwood, chorus, and cypher
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Added fruitwood and walnut forest biomes
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:fE5j7x1d:1zkUVfXw"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:fE5j7x1d:1zkUVfXw"
}

