1.3.6
Compatibility
Changes
Changelog Last set of fixes/changes before moving on to version 1.4 as the next release target.
Added
- Ocean Liquid type can be ANY liquid type loaded in the modpack.
Modified
- Sky based structures can spawn anywhere, they were still tied to island-aware logic that was due to be removed after 1.3.5 refactor but was missed during 1.3.5
/skyarchipelago preset currentnow shows the currently active template in a different colour to make it easier to quickly see.- Strongholds spawn more frequently, by allowing smaller strongholds to spawn and a few core-changes that make it more likely to spawn.
- Advanced menu UI overhaul to make it more clear/easier to adjust advanced configurations.
- Added biome/region caching to reduce churn spent on structures that would not be able to spawn anyway due to the biome. (Early-rejection means less time spent on processing that which would fail anyway)
- Removed per island structure category limitations, instead opting a per structure ID limit, to allow only 1 of each to spawn, to increase chances of other mods to spawn structures. (Main target fix is to avoid having multiple small structures since they have higher chances to spawn)
- Improved terrain generation with a roughly 33% reducing in time taking per chunk.
Fixes
- Sky based structures getting cut-off, by being too close to the height limit of the world. (Pushes down the structure where possible)
- Game/Server crash due to chunk generation during structure placement. Primarily affected jigsaw structures that trigger a chunk/block lookup during world generation where it was not ready yet.
- Distant Horizons showing ghost structures that do not actually spawn due to structures getting queued and if not visiting the terrain within a certain timeframe, allows another structure to take its place. (Instead, DH will not spawn structures, traversal of the terrain will still invoke the structure placement itself)
- Preset Menu supports GUI 4 scale, where previously the button would exceed the screen boundaries.
- Partial fix for AE2 Meteor that crashed servers by taking too long to spawn. (Improved odds for spawning, but not perfect)
Next release will be v1.4 and can take some time before it is ready. Check-out the Discord for more updates/sneak-peaks!
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:sHFNUlBU:RwLz4CJb"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:sHFNUlBU:RwLz4CJb"
}

