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Posted by: Will's Aquatic Craft
File description: 1.16.5 flavor
File size: 11.08 MB
Total download count (all mod files): 951
Mod changelog:
Changes Additions as of v2.4.3.1
(Certain changes are for errors that were present in some versions of the mod and not others. I did incorporate fixes in earlier versions where applicable, but this is a blanket change log across all versions.)
- The Great Bulwark, The Sweltering Redfin, and Deep Conjurers no longer have an issue where they spam sound effects every tick under certain conditions.
- Silverfish, bat, and llama spawn egg recipes have been fixed.
- Iron and snow golem recipes now craft their vanilla spawn eggs.
- Custom spawn eggs, namely Wither, Ender Dragon, Giant, Killer Rabbit, Illusioner, and Brown Mooshroom, now function better and can be used to change the type of mob spawners. (Yes, even working Wither and Ender Dragon spawners- but I limited them to creative mode only!)
- Fluke spawn egg recipes have been added. Why you'd ever really want one, I don't know- but they're here!
- Hot puffer spawn eggs now correctly spawn hot puffers.
- Hot puffers should no longer constantly shift between states of inflation.
- Aquatic Void bosses no longer need brine fluid in order to be summoned. Water works! And the error message when attempting to spawn them in insufficient conditions now mentions "water/brine".
- Disease-immune mobs should now correctly be immune to the Disease status effect and undead should now correctly only receive some effects of Disease.
- Many Derelict Hollow dungeon mobs have received nerfs: Starved Parasite health 24 > 12, damage 4 = 4; Cankerous Clam health 24 > 16, damage 8 > 6; Channel Snaggletooth health 32 > 20, damage 12 > 8, attack range nerfed from 6 to 4 (number is not in block lengths); Baneful Barnacle health 32 > 24, damage 8 = 8; Sullen Thrall health 30 > 24, damage 12 > 6, armor 16 > 8, aggro speed buffed from 1.2 > 3, attack range nerfed from 5.5 to 5 (number is not in block lengths); Deep Conjurer health 50 > 42, damage 12 = 12. That should leave your armor feeling a little better after a run through!
- Deep Conjurers will now limit themselves to two Sullen Thralls each, down from three, and upwards of eight Sullen Thralls in an area around them in total, down from thirteen. AKA they'll be making less of them now.
- Channel Snaggletooth (Snaggleteeth?) should no longer spread out all over the floor in the Derelict Hollow dungeon. If they get too close to the floor and they detect a block of water above them, they should stop moving horizontally and move upwards instead.
- The warning message that pops up when attempting to summon a DH Dungeon Dummy mob too close to you is now only sent once, rather than twice.
- Derelict Hollow dungeon trapdoors have finally got their transparency back- whoops!
- The advancement "Endgame" now correctly awards the recipe for the summoning item to re-summon the boss that gives you that advancement! (Celestial Glue surrounded by eight Archaic Shards.)
- Axes no longer inflict the Blood Loss status effect by default! Any item enchanted with Impaling still does, and now any item enchanted with Sharpness shall, too.
- Added Aqua Affinity and Respiration to Eidolite and Scallop helmets when they're crafted.
- Wearers of the Archaic armor set no longer need to be underwater to obtain certain effects; merely in water or under rain.
Changes/Additions as of v2.4.3
- The Great Bulwark, The Sweltering Redfin, and deep conjurers no longer have an issue where they spam sound effects every tick under certain conditions.
- Silverfish, bat, and llama spawn egg recipes have been fixed.
- Iron and snow golem recipes now craft their vanilla spawn eggs.
- Custom spawn eggs, namely Wither, Ender Dragon, Giant, Killer Rabbit, Illusioner, and Brown Mooshroom, now function better and can be used to change the type of mob spawners.
- Hot puffer spawn eggs now correctly spawn hot puffers.
- Hot puffers should no longer constantly shift between states of inflation.
- Aquatic Void bosses no longer need brine fluid in order to be summoned. Water works!
- Many Derelict Hollow dungeon mobs have received nerfs: Starved Parasite health 24 > 12, damage 4 = 4; Cankerous Clam health 24 > 16, damage 8 > 6; Channel Snaggletooth health 32 > 20, damage 12 > 8; Baneful Barnacle health 32 > 24, damage 8 = 8; Sullen Thrall health 30 > 24, damage 12 > 6, aggro speed buffed from 1.2 > 3, attack range nerfed from 5.5 to 5 (number is not in block lengths); Deep Conjurer health 50 > 42, damage 12 = 12. That should leave your armor feeling a little better after a run through!
Changes/Additions as of v2.4.2
(in 1.16.5+:)
- Added a new endgame boss, The Crown of Thorns - a ranged counterpart to The Biggest Squid's intense melee fight!
(along with its respective boss summon item, (crafted with one of the Derelict Hollow dungeon boss’ drops surrounded by eight starfish,) and its own loot drop, once slain) - Bigger Squid now drop more ink!
- The Biggest Squid boss no longer takes suffocation damage
- Fluid in the Aquatic Void dimension now only removes the water breathing effect if the player isn't wearing one of the appropriate helmets to survive its depths (meaning players no longer lose oxygen while wearing the depths armor set!)
- Hadal sharkskin, red bioluminescent, and archaic helmets have been added to the list of appropriate helmets mentioned above
- Fixed an issue where Algid and Colorful Bagfish were accidentally being opened when trying to fire them from fish launchers, whoops!
- Nerfed the instant health and instant damage status effect fish effects when fired from fish launchers, decreasing their potency by one level
(in 1.18.2+:)
- Fixed an issue where depths blindness caused some flickering
- All biome generation settings were tweaked
- The water breathing effect of the Diving Bell trinket was slightly buffed
- New dimension seeds! (1.18 only)
(in 1.19.2+:)
- General tweaks and changes to be able to get things working in 1.19+
- Added spawn egg recipes for allays, tadpoles, frogs, and wardens!
- Going forward, there isn't a requirement to use a specific seed. Worlds will generate differently now!
- Brine fluid "broke" and is no longer treated like water. I don't know how to fix it, so the Aquatic Void is now filled with poisonous water instead!
There shouldn't be any functional change. Just some annoying water particles... - Now that the darkness status effect exists, the hollow/darkness/bad omen status effect fish applies it instead of blindness!
(in 1.19.4+:)
- Ranged equipment broke (tridents, guns, and boss summons) and needed reworking. I made some balancing changes!
- Biome generated features/structures broke too and needed to be revisited, expect some differences in how things like sea grass, kelp, coral, ice, and pumice generate
(in 1.20.1+:)
- Added spawn egg recipes for camels and sniffers!
Change as of v2.4.1.1
- Fixed issue where players were unable to return to the overworld through the aquatic portal.
Changes as of v2.4.1
- The health boost effect provided by certain trinkets now functions as intended.
- Hammerhead hammers have had their level of efficiency enchantment corrected.
- Hammerhead hammers and activated archaic bludgeons now correctly break the top left block of a 3x3 square when mining eastward.
- Activated archaic bludgeons now correctly break blocks with the "metal" material type in the northwest corner of a 3x3 square when mining up or downward.
- Due to the prior harvest level system no longer being used in 1.18, I have added most of Aquatic Craft's blocks to various vanilla and forge block tags. Both the hammerhead hammer and activated archaic bludgeon now check block tags to determine which blocks they can mine. Since these tags do not exist in the 1.16 version, the hammerhead hammer and activated archaic bludgeon continue to use the older system there.
- Sneaking while using a hammerhead hammer or activated archaic bludgeon will now only attempt to break the block you are looking at- without attempting to break blocks in a 3x3 square.
- Derelict dungeon blocks have been adjusted to make them more unbreakable.
- Hammerhead hammers and activated archaic bludgeons should no longer be able to break unbreakable blocks.
- Depths metal blocks have had their harvest level corrected and now drop when broken by pickaxes with a mining level of diamond or higher.
- Depths metal blocks now also correctly display their intended particle effects.
- Heat rock has been renamed to heat stone- its internally-used name.
- A few more blocks (namely aquatic dirt, grass, farmland, and kelp) now correctly drop when broken by hand.
- Fixed the goat spawn egg recipe in the 1.18 version. It now requires white wool instead of a goat horn.
- The algid brine boss no longer attempts to inflict weakness upon players holding appropriate trinkets.
- Depths armor no longer blinds players holding appropriate trinkets.
Changes/Additions as of v2.4
- Added cooked shrimp
- Added bad luck mitigation for the unique drops of 'rare mobs'.
Players now have a tracker counting how many of these mobs they defeat and a unique drop will be guaranteed at least once every three kills. Note that this tracker resets when a unique drop is obtained, or if the player dies. - Tropical fish dummy spawn eggs now correctly spawn fish in the 1.18 version.
- Adjusted the 'ocean floor' spawn conditions in order to try and prevent mobs from spawning in spaces where they suffocate.
- Fixed an issue where thermal water immunity was checking for the advancement for acquiring the boss summoning item, rather than the one for defeating the boss.
- Algae gravel and aquatic gravel can now be broken by hand and now correctly use loot tables for their respective drops.
- Planting tropical berries now checks for grass or earth block material types instead of grass or dirt blocks specifically and no longer plays their placement sound twice.
- Growing tropical berry bushes now ignores client-side RNG, so they no longer only appear to grow, before reverting back to their previous state.
- You can now break blocks while holding tropical berries.
- Custom torches are now able to replace certain other blocks (such as tall grass or snow layers), properly waterlog when placed in water, and no longer play their placement sound twice.
- The attack strength of scathing jellyfish minions has been reduced from 5 to 4, and their health from 10 to 8.
- Several instances where the player receives a status effect should no longer fail to remove themselves when their timers reach zero.
- Added recipe for blast furnace using modded smooth stone blocks.
- Added recipes for books and item frames using shark leather.
- Added eidolite, void, and scallop equipment recipes to their own recipe groups.
- Added blast furnace recipes and a couple missing furnace recipes for smelting blocks of ore.
- Added recipe for 24 gem tridents using diamonds instead of aquamarines.
- Added recipe for enchanting tables allowing aquamarines in place of diamonds and hadal stone in place of obsidian.
- The mining level of hadal stone has been reduced to 4, allowing netherite-tier tools (such as depths and murexium) to properly mine it.
- Squids will no longer attempt to target boats - as this unfortunately caused server crashes.
- Obtaining urchin needles or cnidoblaster bolts now rewards the recipes for both cnidoblaster bolts and cnidoblasters themselves.
- Wobbegong now lose their invisibility while attacking a target.
- Increased the spawn weight of nurse sharks from 6 to 7 and mossbacks from 3 to 4.
- Ice stone now drops 3-4 icy fragments (up from 1-2) and requires 3 icy fragments to craft (up from 1).
- Ice now has a 50% chance of dropping icy fragments (up from 0%).
- Ice skates now drop 0-4 icy fragments, with an average of ~2.25 per kill (up from ~1.5).
- Fishing catches are now determined by the biome that the bobber is in, rather than the biome the player is in.
- Fishing bobbers now despawn when greater than 32 blocks from the nearest player.
- Eidolite bobbers have had their texture darkened so that their glow texture no longer appears pure white.
- The buoyancy of eidolite, void, and archaic bobbers while in brine fluid has been slightly increased.
- The aquatic void dimension now remembers the exact location you entered from and will return you there once you leave. Additional aquatic portals will also no longer generate once you return to the aquatic dimension. The aquatic void portal can now only be used from within the aquatic dimension, however.
- The dark effigy now checks if the player is in the correct biome or dimension before determining which boss it summons. Previously it only checked for one particular biome. Oops!
- The spawn rate of a 'filler' mob, used to restrict how many mobs spawned in the aquatic void dimension, has been reduced. Thus, other mobs will now spawn more frequently in the aquatic void.
- The attack damage of darting shadows has been reduced from 8 to 7.
- The attack ranges of both darting shadows and deep blue have been slightly reduced.
- Archaic tridents now correctly call the procedure to enchant themselves. They previously could only obtain their enchantments if the player had another archaic weapon in their inventory.
- The final phase of the fight against The Biggest Squid is now a little less restrictive.
Changes/Additions as of v2.3 - Dual Versions!
First, changes made to both the 1.16 and 1.18 versions:
- Added The Biggest Squid boss. Its summon item is crafted with one of the Derelict Hollow boss’ drops surrounded by eight inky blackness
- Added a new fish, dropped by The Biggest Squid
- Improved biome generation within the aquatic dimension
- The aquatic dimension now uses a different world seed
- Ice stone now also generates within aquatic gravel within the Algid Brine biome
- Doubled the tracking range of starfish – allowing them to be seen from further away
- Added an attempt to fix an issue where sometimes a second portal generates below the first, when traveling to the aquatic dimension
- Added a “tropical fish dummy” mob – to allow more control over tropical fish spawn restrictions
- Added a tropical fish dummy spawn egg – with the recipe consisting of a null egg, tropical fish, and any dye. (Note that the color of dye does not influence the color of the spawned fish)
- Tropical fish now spawn (via dummy) in each of the nine biomes within the aquatic dimension
- Tropical fish spawned (via dummy) within the aquatic dimension have a random combination of select colors dependent on the biome in which they spawn – including black, in the Abyssal Depths biome. Tropical fish spawned via dummy will also feature different colors if spawned during a select few holidays!
- The lime green hermit crab dummy mob has been removed, lime green hermit crabs spawn on their own, and their spawn conditions have been tweaked
- The walk speeds of several mobs have been tweaked
- The Crowned Jelly and its minions now rise slightly quicker whilst in water
- Slightly reduced the attack range of Scathing and Toxicant jellyfish minions
- Reduced the amount of damage caused by The Sweltering Redfin’s burning ability, while the target is out of water, from -2 to -3
- The Harbinger miniboss now applies Pulled Down V for a few seconds to all those around it when it is summoned, and will continuously inflict Pulled Down II to those near it
- The Eternal Maw boss now glows as long as there are no players within 24 blocks of it, down from 32
- The Eternal Maw now also applies its effects within a radius of 12 blocks, down from 16
- Added an attempted fix to prevent the duplication of throwing stars
- Brine fluid no longer applies its effects unless an entity is sufficiently submerged within it. No more poisoning you just for getting your feet wet!
- Turtle Dummies now check for existing turtles within 40 blocks of their attempted spawn area (up from 32) before they spawn a turtle in their place
- The Catlike status effect now straight-up removes Night Vision when in light, preventing it from flashing
- Fixed an issue where one Hallucination effect was calling the wrong procedure
- Eating a glass cannonfish will now immediately set your health to its new maximum value, if it were higher than the new maximum value when you ate the fish. The 1.18 version had a visual bug where your health wouldn’t update after eating one until you took damage, but I decided to make this small adjustment to the 1.16 version too, for good measure!
- Corrected the tooltips of crimson trinkets saying “…sharks will behave…”, to “…sharks to behave…”
- The Derelict Hollow boss now correctly triggers a thunderstorm on spawn and cancels it upon death
- Added a few items to the mod’s main creative menu tab
And now continued changes, only in the 1.18 version:
- Note that as of version 1.17, all 1.15-1.16 custom entity models ‘broke’. Block Bench allowed me to update them without much difficulty, but I am no longer able to select sub-groups for my animations. And I am not going to go through over one hundred models and re-arrange them. Apologies for the static models~…
- General fixes/tweaks to accommodate for changes in vanilla Minecraft, from versions 1.16 to 1.18 – primarily related to world generation
- The values used for biome generation settings have been changed. 1.18 results in vastly different – and seemingly uncontrollable – terrain generation compared to previous versions, resulting in much deeper water in most areas of the Aquatic Dimension
- Due to the extreme changes in terrain generation, the balance of the mod’s progression was thrown off. Thus, bosses can now be summoned anywhere – so long as you still have the appropriate fluid and space required for them. The Derelict Hollow boss must still be summoned within its arena, however.
- Also note that custom dimensions still use forced seeds, and the Aquatic Dimension retains its pre-1.18 world height, with bedrock generating at y=0. However, vanilla cave generation within the dimension results in some holes through the bedrock, leading to the void
- Added an automatic safety net to try and prevent void deaths in the Aquatic Dimension
- Certain blocks – primarily different types of stone – no longer override softer blocks such as sand or gravel when generating at certain heights
- Algae gravel, sponges, and ice stone are now able to generate much deeper
- The frequency of biome “features” – such as trees, sea grass, kelp, and coral – is similar, but may be somewhat different
- Added limits to pumice, ice, magma, and void coral custom structures to prevent them from generating near, but outside of their respective biomes
- Bigger squid spawn restrictions have been changed from ‘on the ocean floor’ to ‘in the deep’ – which doesn’t mean too much, but allows for the following change…
- Giant isopods, bigger squid, and lurkers now spawn below y=30 in every biome within the aquatic dimension
- Bigger squid now spawn more commonly within the Abyssal Depths biome
- Mob spawn restrictions have been modified to accommodate for deeper waters. The vast majority of mobs have been organized into four spawn types – restricting their spawn locations to certain depths relative to the surface of the water, or the sea floor
- Reduced the spawn rate of purple hermit crabs by a whopping 90%, due to larger natural cave sizes
- Added “dummy” mobs for vanilla fish entities – since vanilla Minecraft now restricts their spawns to a certain height range, like squids (Creating and using new entities allows me to spawn them where ever I want)
- Added recipes for axolotl, glow squid, and goat spawn eggs
- Hideous scallops now use their original, previously unused model – thanks to MCreator rearranging some code so the model doesn’t surpass the code size limit. More eyes and tentacles! (Shame it’s not animated, though…!)
- Mobs and spawners within the Derelict Hollow dungeon have been re-placed. (They broke after the update, too)
Changes/Additions as of v2.2 - Continued Fixes
- Adjusted biome generation parameters. Now biomes are generally larger and generate next to their intended neighboring biomes more frequently
- Upped the Aquatic dimension's sea level two blocks to actually be 128 again. Whoops!
- Increased the height and scaling of the Tranquil Archipelago biome - allowing for more islands to generate
- Tweaked scaling for the Algid Brine and Thermal Ridge biomes
- Decreased the height of the Abyssal Depths biome by a few blocks
- Decreased the upper generation height for hadal stone by two blocks
- Added an upper height limit for Thermal Ridge magma block structures
- Corrected 'soft stone' aquamarine ore generating in hardened stone
- Corrected the amount of bioluminescence that blue and green jellyfish drop; back down to one
- Upped the drop rate of nautilus shells from nautili, from 1/10 to 1/5
- Increased the chance of lancetfish dropping fish meat, as well as the amount they can drop, up to two
- Also increased the number of sharp teeth and fish fins lancetfish drop
- Upped the number of needles sea urchins drop by default to always drop at least two
- Upped both the chance and amount for algid and thermal spider crabs to drop additional loot
- Re-added a loot table for the big squid; I don't know how it ended up getting removed...!
- Added shrimp to the copepod loot table and adjusted the rate of their drops
- Removed phantom membrane from the goblin shark loot table and upped the amount of tough shark leather they may drop to 3-5
- Removed fish meat from the hagfish loot table and upped the amount of fish chunks they may drop to 1-6
- (Re?)added red bioluminescence to the stoplight loosejaw loot table with a 50% chance to drop
- Adjusted the bloodverm loot table so that three zombie worms are always dropped
- Added 1-2 fermented spider eyes to both the bloodverm and vampyre squid loot tables
- Slightly increased the chance for starved parasites to drop slime balls and slightly decreased the chance for them to drop fermented spider eyes
- Adjusted the 'ride height offset' for certain entities
- Added an attempted fix to prevent a particular boss from spawning more versions of its next phase than it should...
- Tweaked the spawning circumstances of two very rare mobs to allow them to spawn from spawn eggs
- Restricted the random spawning of hadal mobs to the Aquatic Void dimension
- Added a loot table for the mod's sponge block. It now correctly drops itself when silk touch is used, and drops a vanilla wet sponge otherwise
- Upped the devouring shovel's efficiency enchantment from III to V
- Changed most archaic weapons to "uncommon" rarity so that they become "rare" once they're enchanted
- Adjusted the relative location to the player that most bosses are summoned, in order to prevent them from suffocating. Their space requirements remain unchanged.
- Fixed an issue where several sources of status effects were not checking to see if their target had equipment that would negate the effect trying to be applied.
(Such as the blinding depth environmental effect, poisonous brine fluid, and players or mobs inflicting certain effects) - Corrected an issue where some mobs were checking to see if their target had weakness instead of checking themselves
- Upped the level of hunger inflicted by attacking an entity holding a cursed cube from I to X
- Adjusted how the 'stone mob weakness' procedure deals damage and it now takes the strength status effect into account
- Iron golems have been added to the mod's 'stone mobs' tag
- Adjusted the movement (walking and/or swimming) speed of the following mobs: seahorse, starfish, box jellyfish, kelp snail, weedy sea dragon, all four types of spider crab, sea urchin, rock lobster, fire shrimp, krill, giant isopod, insidious urchin, sea spider, skeleton shrimp, ghoulfish, channel snaggletooth, sullen thrall, and flamboyant mantis shrimp
- Added the pulled down effect (I) to the flamboyant mantis shrimp when summoned
- Sullen thralls now burn in daylight
- Re-added animations to the following mobs: algid spider crab, thermal spider crab, brown, blue, and red hermit crabs, sea spider, and the crowned jelly
- Adjusted the animations for the following mobs: hammerhead shark, mesmerizing phantasm (phase 1)
- Updated the textures of several armor sets and their item sprites to better reflect each other: algid, thermal, and all six sharkskin armor textures were updated, as well as turtle, aquamarine, depths, murexium, eidolite, scallop, and archaic armor inventory sprites
Changes/Additions as of v2.1 - The breakthrough into 1.16:
- Added three new items: Colorful Bagfish, Brown Mooshroom Spawn Egg, and Derelict Hollow Dungeon Spawner.
- The new terrain generation forced me to move the Hadal Stretch – which formerly made up the bottom layer of the Aquatic Dimension – over to the Aquatic Void dimension. Everything within it has been adapted to function within the Aquatic Void, but largely works the same as it did.
- Numerous general tweaks, changes, and rebalancing to try fixing errors caused while attempting to update versions.
- A few more new changes include: The Mantis Maul having its mining level increased by one, Cnidolith armor and several weapons having increased durability, and the Algid armor set bonus now creates snow layers when sneaking!
Changes/Additions as of v2.0 - The Hadal Update:
- Tons and tons of tweaks, changes, rebalancing, etc. Far too much to note down here!
Notable changes include: doubling the duration of status fish effects, decreasing the number of resources required to craft algid, thermal, scallop, and void equipment, making ore more common in dark stone, increasing the chance of aquamarine rods catching rare fish, and some major player (re)spawn issues having been fixed! - Notable additions include: hadal mobs, hadal bosses, the derelict hollow dungeon with its mobs and boss(es), and endgame equipment - including powerful tier 3 off-hand trinkets and fun endgame weapons!
Changes/Additions as of v1.6 - AV fixes:
- Adjusted the rotation and scaling of Derelict Socket blocks so they aren't huge in-hand, dropped, or in item frame
- Updated the Insidious Barb's description to mention it can be used as a tool rod for Eidolite and Void equipment
- Added recipes for the Slated Shield and Goblin Clump trinkets
- Changed the Slated Shield's Resistance buff from a flat Resistance II to Resistance I plus a bonus level on top of whatever other level Resistance you have, stacking up to Resistance IV
- Adjusted the descriptions for the Wobbe Clump, Goblin Snout, and Slated Shield to mention the ability to combine them, and their changes respectively
- Sorted all of the new 2.0 recipes into recipe groups
- Changed the Derelict Hollow advancement from "NYI" to "WIP" and allowed it to be triggerable
- Immortal Jellyfish no longer revive when killed while having a Wither effect
Slight weapon/armor tweaks:
- Buffed Hardened Stone Pickaxe from 3.5 damage, to 3.75 damage
- Buffed Depths Axe from 16 damage to 18 damage
- Buffed Eidolite Axe from 6 damage to 7 damage
- Nerfed Void Axe from 1.2 attack speed, 16 damage, to 1 attack speed, 18 damage
- Buffed Void Shovel from 1.4 attack speed, 10 damage, to 1.2 attack speed, 12 damage
- Buffed Hammerhead Hammer from 6 damage to 7 damage
- Added a space between "bone" and "meal" in the Overgrowth Hoe's description
- Adjusted Eidolite tools/weapons' Smite levels
- Eidolite armor's armor rating has been buffed to prevent players wearing it from taking pressure damage
Trident changes:
- Adjusted trident attack speeds so their melee DPS isn't crazy anymore - can't believe I forgot this before releasing 2.0...!
- Forced Depths Tridents to not have the enchanted glow
- Removed enchantments from all tridents - Eidolite Tridents still smite undead through another means; Void Tridents still Wither and Bleed!
- Reoriented trident recipes to point the same direction tridents do
- Added trident recipe rewards to several advancements
Changes/Additions as of v1.5 - The Aquatic Void Update:
- Everything should have sound effects now, woo!
- A few mobs have had their colors tweaked or re-done; small squid are a notable example
- Most mob textures have also been updated to include some noise
- Minor adjustments to a few mob models - including adding more animations to some mobs; giant isopods now have proper legs!
- Shifted the spawn locations of a few different colors of hermit crabs, and now light gray, purple, brown, blue, and red ones can spawn!
- Expanded the Aquatic Void dimension with a few mobs, new ore, some "bright coral" structures, and two equipment sets!
- Added Trident weapons!
- Rudimentary Hadal fishing system (with just two new fish at the moment) - will be revised in the Hadal Update
- Reorganized the mod's creative inventories to reflect their eventual, final appearance
- Some other miscellaneous tweaks and changes here and there to pre-existing content - notably updating the Crushing Depths status effect and giving aquamarine armor a set bonus
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