Changelogs
Version 0.5
Posted
-pretty big bee update
-draconic evolution for end game
-added optifine back in by default
Version 0.4
Posted
-mystcraft
-redstone mods
-changed apotheosis pickup spawner from silk touch 10 - > 3
Version 0.3.9.2
Posted
-the bumblezone
-dank storage
-sophisticated backpacks
-updated paragliders
Version 0.3.2
Posted
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v0.3.2
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Fixes
-raised general mob caps
-lowered spawn weights
-cachalot whale (2 -> 1)
-kangaroo (25 -> 5)
-elephant (30 -> 8)
-gazelle (40 -> 10)
-orca (2 -> 1)
Version 0.3.1
Posted
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0.3.1
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Additions
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-mobs are actually a thing now, be worried (monster cap from 70 -> 100, don't complain as I would make it more if it didnt lag the mobs to a point they don't move :D)
-includes complementary shaders by default
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New Mods
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-increased mob cap
-unnamed animal mod (was literally too good not to get)
-alexs mobs (im sorry literally too good not to get)
-untamed wilds (not sorry anymore these are just so fucking good dude)
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Updated Mods
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-more villagers (1.5.4 -> 1.5.5 cus bug)
Version 0.3
Posted
Fixes
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-waystone travel xp amount descreased (from minimum xp 25 -> 3 and blocks per xp 100 -> 300)
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Additions
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New Mods
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-shieldmechanics
-jeienchantinfo
-actually useful smithing tables
-actually useful stonecutter tables
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Updated mods
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-better nether reforged (pr1 -> 1.0.1)
-better end forge (1.6.1 -> 1.6.3)
-extended crafting (3.1.6 -> 3.1.7)
-tetra (3.16.0 -> 3.17.0)
-supplementaries (0.16.1 -> 0.17.1)
-selene library (1.7 -> 1.7.2)
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Removed Mods
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enchantment descriptions, wasnt working on the server and replaced with jeienchantinfo
Version 0.2.1
Posted
-adjusted heart rates
-changed tome tower spawn rate as they are op :D
Version 0.2
Posted
Fixes
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-fixed stupid raw ores dropping from some ores (cavesandcliffsbackport)
-removed recipe book from showing in inventory (quark)
-adjusted sea serpent spawn from 1/4000 to 1/8000
-adjusted gorgon spawn chance from 1/2750 to 1/7500
-adjusted cyclops cave spawn rate from 1/3900 to 1/9000
--wandering cyclops spawn rate from 1/1500 to 1/5000
-Set this to false to remove the behaviour where totems destroy themselves if the player dies again.
"Dark Souls Mode" = false
-adjusted enhancedcelestials moons rates
Additions
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-added zinc bee as I didn't know/forgot about create having zinc :D (create/resourcefulbees)
-recipes :3
New Mods
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-invtweaks, quark sorting is broken
Removed Mods
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-advanced netherite, upgraded netherite is better and I meant to remove this anyways but didn't becuase I was literally in the middle of making this modpack when griffin wanted to play
-dusk, incompatible with enhancedcelestials because both change rates of mobs spawning(my assumption becuase dusk doesnt do shit rn), I like enhancedcelestials more so thats what we keep :D