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1.1.0
Compatibility
Required content
Changes
Overview 1.1.0 Very Early Pre-Release
Hey gang! ew.. Not doing that again.
This pre-release has a handful of bugfixes from 1.0.4, lots of internal setup for future plans, and a whallop of other changes.
There's also a few removed items, so make sure to double check you want to or clone your world before you update!
Removed Content
- Growing Diamond: Since diamonds can now be automated through deep gravel, there's no longer a use for Growing Diamonds. Growing Emeralds will also be removed once I get a good plan for Emerald automation.
- Copper Nugget: Since Create already has a copper nugget, so mine was kinda just bloat.
New content
Blocks
- Soul Mithril and Soul Foxite ores! You can find these, in places with soul stuff weirdly enough.
Paintings
- A new painting called "Disappointment" has been added created by No Zombie over on Reddit.
Interactions and Block & Item Properties
- No Fruit blocks are now destroyed when moved by a piston
- Items that give status effects now list what effects they grant. So a Quingum Gem will tell you it gives Haste directly on the item description.
- Buffed Quingum and Oreberry Salads to give Regeneration for twice as long
Recipes
- Diamond, Emerald, and Quingum Shard recipes now follow the Shards system rather than Nuggets. Lapis and Faunathyst may follow suit, but that's up in the air
- Funky Thingamabobs use Steel now
- Tungsten smelting/blasting recipes are now 50% faster
Textures
- Chocolate Glazed Quingum was updated and Seared Quingum has a new texture
Dev note - Dkuro will be revamping a lot of the chunk textures and those will be seen with the full update for 1.1.0!
Fixes
- Leaded Quartz Enriched Sand now has a loot table
- Coal Dust can now be used as if it was Coal
- Fancy Underground Soup now requires a bowl in the cooking recipe
Upcoming plans (I'm going to keep copy-pasting this because I want to be open on what I want to do)
- Endstone and while Quark is installed, Myalite production and automation. Maybe I'll have to call upon ye old Witch Water conversions or maybe expand upon corruption?
- Heavily expand into the decoration side. I already have Lanterns, Chains, and Dusty Lamps, but I want more.
- Lavalogging. It's like Waterlogged blocks, but with Lava instead! Some code is already in here, but actually in use yet.
- Lead Paint. Mostly just a funny idea and gimmick. It'll be dyable for colour options, but you can also eat it and it'll poison you.
- Similar to Tiny Progressions' Growth Crystals, I want to make Faunathyst blocks make plants and crops grow faster.
- Have Leaded Quartz Glass update each other so you can have large windows that can be turned on and off all at once.
- Expand into more versions of Minecraft. Likely 1.18.2 and 1.20.4 will be the versions I'll work with. I won't go 1.17 or lower due to the fact I'd essentially be having to work with a whole new game for each subsequently lower version.
- Removal of Growing Emeralds by figuring a better Emerald Automation system.
Optional dependencies
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:dkuKyRt9:pKJ4bcI5"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:dkuKyRt9:pKJ4bcI5"
}

