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Posted by: Mindthemoods
File description: Mcreator supports file sizes 20MB or smaller; this clocks in at about 23MB; you can download it here using the provided link ~
File size: 387 bytes
Total download count (all mod files): 210
Mod changelog:

  • Completely rebuilt the entire mod from scratch following some major computer issues.
  • Tweaked and overhauled most textures for consistency and StayTrue/Mindthemood's Misselaneous compatibility.
  • Adjusted every modded loot table, and generally did some nerfing.
  • Added Mineshafts, Trail Ruins, and carved melons/melon lanterns for some god forsaken reason.
  • Seriously, check out the curseforge changelog for all the tweaks in version 7. There's quite a lot.

 

  • Added dispenser compatibility for spears and catalysts.
  • Changed spear behaviors to better resemble tridents; spears now get stuck in blocks on impact, and only break on a successful hit. (However, the likelihood of this has increased.)
  • Lightning mechanics now also effect modded armor from 'Mindthemood's Superior Smithing'
  • All projectiles break porcelain blocks and vases on impact.
  • Spears can now break glass, ice, and porcelain blocks on impact.
  • Added Chargers and Booster Greaves; renamed Boosters to Booster Packs.
  • Fixed Major bug that prevented power cells from functioning in the hotbar.

 

  • Added procedurally generated dungeons; with multiple variations for height, size, and layout; as well as randomized ruin levels and better generation conditions.
  • ...promptly made a datapack to remove existing dungeons upon realizing they aren't technically even structures.

 

  • Added procedurally generated witch huts; with multiple variations for size and layout, along with randomized foliage, more robust generation conditions, and some cool decorative stacks that took eight hours to get working properly. 
  • Added actual loot to witch huts to give any incentive whatsoever to go there, now that they no longer respawn witches.

 

  • Added procedurally generated igloos and secret labs, with multiple shapes, variations, randomized furniture, etc. You get the idea.

 

  • Added procedurally generated ruined portals, with multiple different variants based on biomes, and surrounding brazier/supply depot structures, as well as more complex degradation/corruption mechanics.
  • Slightly increased rarity of witch huts and igloos to combat overpopulation in swamps and frozen wastelands.

 

  • Increased rarity of suspicious dirt and ruined portals in plains biomes.
  • Added Pillager Outposts, after spending seven hours getting the blasted tree-chopping mechanism working.

 

  • FINALLY finished the Plains Village; others should just use the same procedures and thus be faster to finish.
  • Added new pumpkins, for some reason. You can make them using different knives. 
  • Added Knives, Conveyor Belts, Machinery Blocks, and quite a lot of other stuff besides. Also a Web Gun.
  • Changed loot tables and structure frequency for most existing structures, with the exception of dungeons, which are perfect just the way they are.

 

  • Finished the Taiga Village
  • Completely overhauled village generation to be less constantly buggy.
  • Added a bunch of incredibly entertaining Trap blocks that will eventually be found in Temples, including a Laser Beam. It's exactly as cool as you think it is.
  • Tweaked Pillager Towers.

 

  • Added Savanna Villages
  • Improved Taiga Village frequency and road generation.
  • Improved Booster Boots to use actual rather than approximate direction. (They should now be more precise.)

     

  • Added Woodland Mansions. Man that took awhile.
  • Tweaked all the loot tables and structure frequencies. (Again.)
  • Miscellaneous bug fixes for artificery, world generation, and golems.
     
  • Updated the Mod to version 1.20.1
  • Added the Jungle Temple, in all its redstoney glory! It's awesome, you should check it out.
  • Added a desert variant of Trail Ruins. (This is technically not in the vanilla game, but exists for parity with Jungle Ruins/Temple.)
  • Conveyor Blocks can now interact with slime and honey to move larger sections of blocks.
  • Munchers are a new redstone block that can break and harvest blocks.
  • Plonkers are a new redstone block that can store and hold blocks.
  • Golden Golems, (with a hostile and friendly variant), are a new variety of golem, with a powerful smash attack and ranged cannon. They'll eventually be found in Bastions, and can be built by players.
  • Updated all structures to include some new 1.20 blocks. (Mostly chiseled bookshelves and decorated pots)
  • Various fixes and new rooms for the Woodland Mansion.
  • New Tooltips for the artificery interface to better explain how it functions. (And adjustments to loot outputs.)
  • Fixes to Transceivers, which can now send and receive signals from anywhere on the map as long as their position is loaded.
  • Miscellaneous bugfixes with various artificery items.

 

  • Added the Desert Pyramid. It's very big, very sandy, and filled with a variety of explosive traps and puzzles. Watch your step.
  • Added Creeplings, larval creepers to infest the desert pyramid and discourage tunneling.
  • Completly overhauled the entire structure generation system. (Again, these are still in development, and disabled by default. They may be a little unbalanced in their current state.)
  • Added more configuration options for structure generation.
  • Added Sinking Sand, a new hazard unique to the desert and the desert temple. It drains hunger rapidly, is difficult to get out of, converts zombies to husks, and has a cool animation.
  • Completely overhauled the artificery system to handle charge and durability separately. And added new textures for every single artificery object to compensate.
  • All glowing textures are now built in, and should function with optifine, regardless of whether or not the resource pack is installed.
  • Dungeon override is now built into the mod by default. (Apologies for anyone who liked the vanilla dungeons.) 
  • Added Endorite Tiles, a new endorite block that phases into non-solidity on contact.
  • Added the Hookshot, a grapling hook item, and its more powerful cousin, the Warpshot. 
  • ...And lots of other random additions, tweaks, and bugfixes.

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