Fixed an odd crash involving the Iron Wall enchantment
Increased the size of dead companions stored for the resurrection ritual to 20 (previously 5)
Updated the model and texture of the Skeleton Goliath
Skeleton Goliaths can now wear armor
Added 4 new biomes, Abyssal Swamp, Abyssal Desert, Abyssal Plateau and Coralium Lake
Added dead trees, which generate in the Abyssal Swamp
AbyssalCraft mobs (that can) will spawn wearing enchanted armor and weapon if 'Hardore Mode' is enabled
Added glyphs on ritual altars and pedestals that change color during a ritual
Cha'garoth, Sacthoth and J'zahar now passively regenerate their health (configurable)
A message now displays when a ritual requires a sacrifice, and none is nearby
Crystallized Carbon, Carbon Clusters and Dense Carbon Clusters are now Crystallizer fuel
Crystal Rework is now permanent
Added the Idol Of Fading, a block that spawns shadows, along with a structure it spawns in
Darklands structures can generate with an Idol of Fading
Darklands structures now generate in the Dark Realm, and in some Overworld biomes as well
Darklands biomes now generate in the Abyssal Wasteland and Dreadlands
Darklands and Coralium Infested Swamp biomes no longer generate in the Overworld
Removed the "Biomes" category from the config file
Added a ritual that replaces Swamp biomes with Coralium Infested Swamps
Added a config option for the range of the Ritual of Infesting
Added a config option that prevents the Mass Enchantment Ritual from being performed if a book has been merged in an Anvil
Added Abyssal Abyssalnite Ore (generates in the Abyssal Wasteland)
Added Lost Pages (WIP)
Added Murals (WIP)
Added a warning message for ritual blocks not being in the same chunk
Spell Compendium now cycles all compatible scrolls for a Spell
The FOV manipulation for the Coralium Longbow only modifies the FOV if the bow is being used
Set top and filler blocks for the Omothol and Dark Realm biomes
Added information about the Ritual of Open Doors in the overworld progression section
Now runs on Forge 14.23.5.2846
Improved the textures of the Gateway Keys (time for an update)
Flattened Item IDs of those that weren't already
Replaced 'Lorem ipsum' with something else (including the longer texts)
Plague carriers of the Dread Plague now have a tentacle growing out of them
The J'zahar fight is now more difficult (and/or more unfair) when done 'Hardcore Mode' enabled
Added a spell that points you in the direction of the Temple of J'zahar when cast in Omothol
Increased the amount of PE transported to/from placed items where applicable (1 -> 20)
The Tiered Sacrifical Altars now reduce the cooldown time by 10 second/tier
Increased PE storage on Tiered Energy Relays
All Blocks with PE storage now have a fully charged version in the Creative Tab
Removed the Engraver
Removed Engravings
Removed all Engraved Coins (except the J'zahar one, which is now a "Token of J'zahar")
Inverted the coin recipes (4 ingots, 1 flint -> 1 ingot, 4 flints)
Removed the Coins Creative Tab
Methane texture now displays it contained in a bottle
Added a ritual to create Tokens of J'zahar
Re-named "Asorah's Dreaded Gateway Key" and "Cha'garoth's R'lyethian Gateway Key" to "Dreadlands Infused Gateway Key" and "Omothol-forged Gateway Key"
Ritual length now depends on PE requirement and PE capacity of Necronomicon (1 second per tenth of capacity)
Added a Shield Enchantment that blocks darkness damage
Reduced the crafting cost for Shadow Gems and it's sub-items (4 instead of 9)
Added Japanese translation (courtesy of MajinThorin564)
Fixed a crash with displaying scrolls in JEI
Fixed a dupe bug with the Materializer
Corrected a spelling mistake in the Necronomicon
Removed the whole ownership mechanic for the Necronomicon
Corrected the handling of NBT on mobs
Ritual setup creation now fails if all blocks aren't in the same chunk (highlighting the blocks outside)
Fixed an infinite PE exploit involving Sacrifical Altars
Improved the movement of Spirit Items
Gateway Keys are now held like keys
Flattened Crystal Clusters
扁平化结晶簇
Added Materialization recipes for various raw meats
为各种生肉添加物质化器配方
Added Generic Meat
加入了泛制肉
Added Cooked Generic Meat
加入了熟泛制肉
More than doubled J'zahar's follow range
增加扎哈尔追索范围至两倍多
Re-balanced the health of (nearly) all non-boss mobs
平衡了(几乎)所有非 boss 生物的生命值
Increased the follow range of a bunch of mobs
增加了许多生物的追索范围
Added Shoggoths
添加修格斯
Added Greater Shoggoths
添加大型修格斯
Overhauled Shoggoths
重制修格斯【小型修格斯的幼年和成年体被修格斯和大型修格斯所取代】
Removed Plate food
移除了盘子上的食物
Removed MRE
移除了预制食品
Removed Fried Egg
移除了煎鸡蛋
Removed Iron Plates
移除了铁盘子
Removed Washcloth
移除了洗碟布
Removed Upgrade Kits
移除了升级套件
Removed the Coralium and Dread Enchantments
Portals are now entities instead of nether portal-shaped portals
传送门现在属于实体,而非下界传送门形状的方块
Added Portal Anchors (logical blocks used for linking the new portals)
加入了传送门之锚(用于连接新传送门的逻辑方块)
The Gateway Keys no longer create portals by right-clicking, it instead cycles between the available dimensions to use
门钥匙右击不再创建传送门,而是会在可到达的维度间循环切换以设定所要前往的维度
Added a ritual that creates portals
加入了用于创建传送门的仪式
Changed the dimension ID wildcard for rituals (so you can add Nether-specific rituals if you want to)
更改了仪式的维度 ID 通配符(所以如果你需要的话,你可以添加专门前往下界的仪式)
Try naming an Abyssal Zombie "shinoow"
试着给深渊僵尸命名为“shinoow”
Added the Silver Key (final upgrade to the Gateway Key)
加入了银钥匙(门钥匙的最终升级版)
Added the Book of Many Faces (item that displays a list of dead creatures that the Dark Resurrection ritual can respawn, along with crystal sizes)
添加了千面之书(该物品展示了黑暗复活仪式能够重生的已死亡生物的列表,以及复活它们所需的结晶尺寸)
Reduced the amount of mobs that spawn during the Cha'garoth fight
减少了与查伽洛斯战斗时所生成的生物数量
Removed the config options for disabling stair and slab blocks
移除了禁用楼梯和台阶方块的配置选项
Added a config option to specify which dimension the portal to the Abyssal Wasteland is created in
添加了用于指定通往深渊荒原的传送门创建时所在维度的配置选项
Added a crafting recipe for turning the secondary variant of Darklands Oak Logs into planks
添加了将黑暗之地橡木原木的第二个变种合成为木板的配方
Added some new config categories, and re-organized the options in the others
添加了一些新的配置类别,并重组了其他类别下的配置选项
Corrected the translation string for the description of the Teleport Home spell
修正了归家咒语描述文字的翻译字符串
Dreadlands Grass no longer converts Grass and Dirt into itself
恐惧之地草方块不再转化草和泥土
Added a config option that toggles whether or not non-shadow mobs emit smoke particles inside the Dark Realm
添加了用于切换非阴影生物是否在黑暗领域中散发烟雾的配置选项
Added config options for setting the spawn limits of Dread Spawns and Greater Dread Spawns
Localized some texts that previously weren't localized
本地化了一些先前未本地化的文本
The Staff of Rending now drops the essence on the ground if your inventory's full when it creates it
撕裂法杖现在产出精华时,如果你的物品栏已满,则精华会掉落在地上
Flattened a plethora of Block IDs (you might notice some missing items and/or blocks if you load up an older world)
将大批方块的 ID 扁平化(如果你加载旧世界,你可能会发现一些方块和物品遗失了)
Removed the old portal blocks along with their fire blocks (since portals are no longer made out of blocks)
移除了原有的传送门方块,以及它们对应的火方块(因为传送门不再由方块组成)
Added glowing parts to the textures of a bunch of mobs (including Abyssal Zombies, Depths Ghouls and Coralium Infested Squids)
Changed the "Portal cooldown" config option default to 200 (should've done this after the default option survey)
将“传送门冷却时间”配置选项默认值修改为 200(本应早已在默认配置选项调查后完成的)
Added the Sequential Brewing Stand, a Brewing Stand with some additional built-in automation
加入了递次酿造台,一种具有额外内置自动化功能的酿造台
Fixed a bug with the Materializer being unable to list all recipes when surpassing 110 registered recipes
修复了物质化器在出现超过110条已注册配方时,无法列出所有配方的漏洞
【画廊】
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The FOV manipulation for the Coralium Longbow only modifies the FOV if the bow is being used
Set top and filler blocks for the Omothol and Dark Realm biomes
Now runs on Forge 14.23.5.2846
Improved the textures of the Gateway Keys (time for an update)
Replaced 'Lorem ipsum' with something else (including the longer texts)
Increased the amount of PE transported to/from placed items where applicable (1 -> 20)
The Tiered Sacrificial Altars now reduce the cooldown time by 10 second/tier
Increased PE storage on Tiered Energy Relays
All Blocks with PE storage now have a fully charged version in the Creative Tab
Methane texture now displays it contained in a bottle
Reduced the crafting cost for Shadow Gems and it's sub-items (4 instead of 9)
Inverted the coin recipes (4 ingots, 1 flint -> 1 ingot, 4 flints)
Fixed an exploit with the Materializer
Added Japanese translation (courtesy of MajinThorin564)
Fixed a crash with displaying scrolls in JEI
Fixed a dupe bug with the Materializer
Corrected a spelling mistake in the Necronomicon
Removed the whole ownership mechanic for the Necronomicon
Corrected the handling of NBT on mobs
Ritual setup creation now fails if all blocks aren't in the same chunk (highlighting the blocks outside)
Fixed an infinite PE exploit involving Sacrifical Altars
Improved the movement of Spirit Items
Gateway Keys are now held like keys
Fixed a dupe bug with Washcloths
Supporters list is now fetched on a separate thread
The explosion size config options now specify the bounds for the option
The Staff of Rending now drops the essence on the ground if your inventory's full when it creates it
Fixed a bug with the Materializer being unable to list all recipes when surpassing 110 registered recipes
Corrected some NBT checking when using keybinds on the Staff of The Gatekeeper, Interdimensional Cage and Spirit Tablet
Added a config option that sets the minimum distance two Shoggoth Lairs can generate from each other
添加了一条配置选项,用于设定两个修格斯巢穴间相距的最小距离
The Chinese, French and Spanish translations have been updated (by Determancer, PrizmaTec and Tosa13)
中文、法语和西班牙语翻译已更新(分别由 Determancer,PrizmaTec 和 Tosa13 完成)
The ritual of Corruption now convert logs into both variants of the Darklands Oak Log (not just the ordinary without animations)
The ritual of Purging is now available with the Dreadlands Necronomicon, instead of the Omothol one
Added a ritual to cure the Dreadlands (changing the Dreadlands biome into the nearest non-dreadlands biome)
添加了一个仪式,用于疗愈恐惧之地的瘟疫(将恐惧之地生物群系转化为最接近的非恐惧之地生物群系)
Fixed an exploit involving the Materializer
修复了物质化器的可利用漏洞
Fixed the tooltip texts on the Rending Pedestal
修复了撕裂基座的提示文字
Fixed a crash when Potion AoE rituals tries to apply the potion effect to a player
修复了扩散药水效果的仪式(如恐惧瘟疫传染)在尝试给玩家附加药水效果时引发的崩溃
Added a new item transportation system (more info in the Necronomicon)
添加了新的物品输运系统(在死灵之书中获得更多信息)
Added the Spirit Tablet (the tool used to configure the item transportation system)
添加了灵魂石板(用于配置物品输运系统的工具)
Added Spirit Tablet Shards (used to make the Spirit Tablet)
添加了灵魂石板碎片(用于合成灵魂石板)
Added a spell that displays nearby routes for the item transportation system
添加了新的咒语,用于显示物品输运系统的路径
Added a spell that allows you to start/stop the item transportation of nearby blocks
添加了新的咒语,允许你启动或中止附近方块的物品输运
Added a configurable blacklist for the Item transportation system
为物品输运系统添加了可配置的黑名单
Remnant Blacksmiths and Master Blacksmiths sell Spirit Tablet Shards
铁匠和铁匠大师职业的残存者会出售灵魂石板碎片
Overhauled random structure generation inside Omothol (no more village around the temple, random structures on islands)
Added a plethora of new loot tables to accompany the new buildings in Omothol
为奥穆索中的新建筑添加了大量的全新战利品表
Added a spell that allows you to walk on air (unlocked around Omothol)
添加了新的咒语,允许你御空而行
Added a spell that teleports you to your spawn point
添加了新的咒语,用于将你传送回你的重生点
Fixed a bug where you couldn't deal melee damage to J'zahar if Tough As Nails was installed
Amplifiers on Statues now last forever, instead of a minute, when applied
现在对雕像使用仪式符咒后永久有效,而非暂时性的
Changed the default values for a couple of config options (check the description of GitHub commit 69817fc for more info)
修改了部分配置的默认选项(查看Github的69817fc号commit以获取更多信息)
Changed the internals of fuel handling for the Crystallizer and Transmutator (event runs before the defaults are applied, so you can override them)
Added some ambient void particle rendering in Omothol and the Dark Realm
Added a config option that toggles whether or not Evil Animals spawn Demon Animals on death
添加了一个配置选项用于设定邪恶动物死亡后是否生成恶魔动物
Added a config option that toggles whether or not Evil Animals only spawn at night during a new moon
添加了一个配置选项用于设定邪恶动物是否仅在新月之夜生成
Fixed the sky color in the Darklands biome
修正了黑暗之地的天空颜色
Omothol Ghouls are actually immune to fire now (apparently they weren't, despite the book claiming they were)
奥穆索食尸鬼现在免疫火焰了(而此前虽然死灵之书上这么说,但它们并未如此)
The PE Stream particle (the thing you see when PE is being transferred) now respects the particle settings (lower setting = fewer particles)
PE能量流颗粒(传输PE时所能看到的效果)现在可以由颗粒显示选项来调整颗粒多少(lower setting = 更少的颗粒)
Changed a plethora of Crystallizer recipes (added ore doubling, among others) and Transmutator recipes (reverting crystals is cost inefficient) along with removing crystals as fuels
Added a config option (under modules) to revert back to the old recipes and behavior
同时添加了一个配置选项用于恢复其旧的合成配方和行为
Crystal Clusters are now in the Ore Dictionary (as "crystalClusterX", where X is the element)
结晶簇现在在矿物词典之中(crystalClusterX,X代表元素)
Added Calcium, Beryllium and Beryl crystals to the Ore Dictionary
将钙、钡和绿柱石晶体加入了矿物词典
Reworked the PE transfer logic in the statues to increase performance
重做了雕像的PE传输逻辑以提高性能
Added an upper limit to how many PE particles can spawn at a time (should boost performance for larger PE generation and/or transportation setups)
添加了单位时间内产生PE颗粒数量的上限(在大量传输PE时可提高性能)
Optimized the worshiping AI for Lesser Shoggoths and Remnants slightly
Added a config option that toggles whether or not Lesser Shoggoth eyes will glow (will save you some performance if you drop FPS while looking at them)
添加了一项配置选项用于设定小型修格斯的眼睛是否会发光(当你看向小型修格斯会掉FPS时,可以借此节约性能)
Added API support for adding your own Rendings to the Staff of Rending (currently the Rending Pedestal doesn't support custom Rendings)
添加了API支持,以便你添加自己所想要的撕裂法杖撕裂所得物(撕裂基座暂时不支持自定义的撕裂所得物)
Fixed a rendering-related crash with the various fire blocks added in the mod
修复了因本mod添加的火焰的渲染而导致崩溃的问题
If "Ooze Expiration" is enabled, Shoggoth Ooze blocks that aren't full will shrink in size until they perish
如果“软泥限期”设置为启用,未填满一整格体积的修格斯软泥方块将会缩小并最终消失
Tied some loose ends triggering log errors when some modules are disabled
修复了禁用某些模块时终端异常导致日志错误的问题
Added a config option to toggle whether or not Anti-Players can pick up loot (you really should just blacklist them in the mob spawner/duplicator instead)
添加了一个配置选项,用于决定反物质玩家能否捡起掉落物
You can now open Necronomicons and Crystal Bags in the off hand
Energy draining (through rituals and spells) now both take the off hand slot into account
Fixed a bug where the Materializer GUI would crash if more than 110 recipes were available
修复物质化器在可用配方超过110个时会崩溃的漏洞
The Interdimensional Cage blacklist actually works now
跨维度笼的黑名单现在可以正常发挥作用了
The obsidian platform that generates when Sacthoth spawns doesn't replace blocks that the explosion couldn't destroy
萨多斯生成时脚下的黑曜石平台不会取代爆炸无法破坏的方块(在之前的版本中,黑曜石平台可以取代基岩)
Added a config option to toggle whether or not the Night Vision buff from the Plated Coralium Helmet should be applied in all dimensions
Reworked the internals of the Dark Resurrection ritual to properly support having multiple dead mobs with the same name
重新调整了黑暗复活仪式,使其能更好的支持复活多个死亡生物
Improved the code that checks if a player has a Necronomcion when interacting with a Remnant
Engravings no longer stack if they have lost durability
钱币铸模在耐久未满时无法再叠加了
All offensive spells now respect PVP settings and player teams
所有攻击性的咒术现在遵循PVP设置和玩家队伍
Engravings can no longer be repaired
钱币铸模无法再得到修复
Added a new config section for spells (so you can disable individual spells)
添加了一个新的关于咒术的配置选项(你可以借此禁用单个咒术)
The Altar of Cha'garoth now actually checks the height prior to generating the lair
查加罗特祭坛现在会在生成巢穴之前检查高度
Remnants should no longer potentially have trades where they don't sell anything
残存者不会再有空白交易了
Made the bark of the Darklands Oak Wood texture brighter
恐惧之地树木的树皮材质现在颜色更加明亮
Added a bunch of Materializer recipes (including stone and all parts of a tree)
添加了更多物质化器的配方(包括石头,以及树的各个部分)
The Materializer now uses the Ore Dictionary for finding blocks and items of the same type to materialize
物质化器现在使用矿物词典来确定同类物品的配方(这意味着可以合成其他模组的物品)
Fixed a bug related to fetching available Materialization recipes
修复了一个关于获取物质化器配方的错误
Fixed a crash that happened if you replaced a Ritual Altar with a non-Ritual Altar Tile Entity
修复了将仪式祭坛替换为非仪式祭坛的方块实体时引发的崩溃
You can no longer kill the bosses by having them fall out of the world (they'll just despawn)
无法通过让BOSS生物落入虚空来杀死它们了(它们会直接消失)
Dreadlands Stalagmites no longer crash the game if they generate outside building height (only really noticeable with amplified terrain)
恐惧之地石笋不会再出现高度过高导致游戏崩溃的情况
Fixed a bug where all scroll rituals always returned the Basic Scroll (might be similar instances with other rituals)
修复了生成卷轴的仪式中只出现基础卷轴的问题
Lesser Shoggoth sounds and projectiles can now be customized with resource packs (courtesy of Mike-U5)
小型修格斯的声音和投射物现在可以用材质包修改(感谢Mike-U5的帮助)
Statues no longer crash when generating Disruptions while affected by tick accelerator
雕像在生成惩罚时不会再因计时加速器影响而崩溃
Anti-Players now despawn (under normal circumstances)
反物质玩家不会再自然生成了(在无玩家参与的情况下)
If a player dies to Antimatter, the Anti-Player that spawns will have the player's name
如果玩家死于反物质,生成的反物质玩家将会被命名为死亡玩家的名字
If an Anti-Player kills a player, there will actually be a chance of an Anti-Player spawning
如果反物质玩家杀死了一个玩家,有一定概率会生成反物质玩家
Air pockets no longer generate beneath shoggoth lairs
地下空洞中不再生成修格斯巢穴
Spectral Dragons, Asorah, Cha'garoth, J'zahar and Sacthoth can now be killed using /kill
Improved the scrolling inside the Materializer GUI (also fixes a bug related to scrolling)
Added some more Materialization recipes (Coal Block, Redstone Block, Diamond and Diamond Ore)
添加了更多的物质化器配方(煤块、红石块、钻石和钻石矿)
Added a config option to disable the plague Enchantments
添加一个配置选项,用于禁用瘟疫附魔
The Ritual Altar and Sacrificial Altar now adds the Glowing Potion Effect to its target (instead of making it emit smoke)
仪式祭坛和献祭祭坛现在对其目标施加发光效果(替代了原先的发烟效果)
Place of Power previews now show a tooltip with the blocks used to build it when hovered over
现在鼠标悬停在权力之地预览时会显示提示条,内容为建造结构所需的方块
All Shadow mobs now become completely invisible when it's dark enough (instead of barely visible). Bring torches with you to the Dark Realm!
所有的阴影生物现在在足够黑暗时会变得完全隐形(代替了原先的几乎隐形)。前往黑暗领域时带上火把!
You can no longer brew Potions of Annihilation (considering how powerful the Potion Effect is, being able to brew it was just broken OP)
你不再能酿造湮灭药水了(考虑到反物质效果是如此强大,允许酿造它太OP了)
Made the usability check in the crystal bag inventory more strict (fixes a dupe bug)
使晶体袋物品栏的可用检测变得更加严格(修复了一个小漏洞)
Added a ritual (named Mass Enchantment) that combines the Enchantments of 8 Enchanted Books, then applies them on whatever is on the altar
添加了一个仪式(名为汇聚附魔),可以混合8本附魔书中的附魔,将其应用于任何在仪式祭坛上的物品
Added a config option to set the combined max level a single Enchantment can have in the Mass Enchantment ritual
添加配置选项,用于设置混合附魔时单个附魔的最大等级
Added a config option to toggle whether or not you can enchant books through the Mass Enchantment ritual
添加配置选项,用于切换是否允许通过汇聚附魔仪式给书附魔
Added a Creative Tab for all registered spells
为所有已注册的咒术添加创造模式物品栏目
Fixed the rendering of the primed ODB (should've done this half a decade ago...), also changed the particle spawning
修复了激活的湮灭弹的渲染(本该在5年前就修复的……),同时更改了颗粒的生成
Also totally a 7 year anniversary update
这也是一个7周年纪念更新
Capabilities (like Embers heat) will now persist with Upgrade Kit upgrading
Improved the explosion code a fair bit
Large explosions no longer create particles (either the particles were oddly placed, or simply too many, might replace with something else in the future)
Added a config option for the size of an ODB explosion (also increased the default size)
Added a config option for the size of antimatter explosions (also increased the default size)
AbyssalCraft Explosions now deal more correct amounts of damage (the exposure property from the vanilla explosion damage code kinda nullified the damage)
The particle display from the Ritual Pedestals can now be customized for each individual ritual through a set of predefined sequences
Added a config option to toggle whether or not Upgrade Kits and the mechanic for them are added (courtesy of Mike-U5)
The ritual chant is now played on the server side instead of the client (so you'll always hear a chant when performing rituals while playing on a server)
Changed most of the ritual types to use the new particle displays
Sacthoth now wields his Soul Reaper Blade (and swings his arm)
Added two Enchantments for the Staff of Rending (Sapping and Multi-rend, Sapping increases the amount of energy drained by the staff, and Multi-rend drains energy from mobs near the target)
Moved the Potential Energy section out from the Ritual section in the Necronomicon
All Tile Entities with Capabilities properly indicate that they have them (so that pipes, for one, interacts with them)
Added a config option to toggle whether or not food items are added (courtesy of Mike-U5)
Added a config option to toggle whether or not the dimension terrain will be affected by the Amplified world type
Improved the generation code for the random Abyssal Wasteland structures (they're no longer height dependent, so they're more likely to generate in an amplified world)
Attempting to use any bonemeal-esque items in a Purged biome won't consume the item if it's not stackable
Added a config option to toggle whether or not statues can generate inside Shoggoth Lairs
The "Dark Resurrection" Ritual can now resurrect any named mob that has died (and any player can resurrect any named dead mob)
Adjusted the rotation of Remnant leg tentacles when riding something
Added a JSON file with previously hardcoded colors (for resource packs to override) named "clientvars.json"
Dread Spawn, Greater Dread Spawn, Lesser Dreadbeast and Spawn of Cha'garoth now have their own textures (rather than using the Dreadguard texture)
Improved the portal teleportation code (fixes the missing exp bug, hopefully also puts a more permanent end to portal looping)
The spawn weight for Dark Offsprings is now configurable
Added a config option to toggle whether or not ODBs can explode
The cooldown for the Lesser Shoggoth monolith building AI is now configurable
Added a configurable range for how many chunks the Ritual of Corruption can affect
Added a configurable range for how many chunks the Ritual of Cleansing can affect
Added a configurable range for how many chunks the Ritual of Purging can affect
All bosses are now immune to Potion Effects
The Materializer no longer crashes when you put a Crystal Bag in the Crystal Bag slot
Prevented some tooltips in other mods from revealing the text of locked items
Removed Abyssalnite Armor from the Village Blacksmith loot table
Added a config option to toggle whether or not mod items should be added to vanilla loot tables
Dreadlands portals can no longer spread Dreadlands around themselves
Added a config option to toggle whether or not Depths Ghouls should use the Biome Dictionary for finding biomes to spawn in
Added a config option to toggle whether or not Abyssal Zombies should use the Biome Dictionary for finding biomes to spawn in
Energy Container/Pedestal/Collector/Relay and Sacrificial Altars now behave as Items capable of holding PE in Item form (instead of only displaying the amount of energy contained)
However, they don't transfer/receive PE externally, so rituals won't drain from them, nor will statues charge them while in your hand or on the ground
The Dreadium Katana can now be enchanted properly on an enchanting table
Added Cha'rcoal (like Charcoal, except something's off about it...)
Added configurable plague immunities (you can make mobs from other mods immune and or carriers of the Coralium and Dread Plagues)
Added a secondary Darklands Oak Wood Block, which has the blinking spots
Re-added Inventory Tweaks support for Crystal Bags
Added a config option that toggles whether or not J'zahar can break the fourth wall
Added a config option that toggles whether or not Lesser Shoggoths are immune to projectile damage
The "Liquid Coralium transmutation" config option now also controls whether or not Liquid Coralium can transmute non-fluid blocks into their Abyssal Wasteland counterparts
Added a config option that toggles whether or not Disruptions can occur from statues or failing rituals
Added a config option to disable J'zahar's black hole attack
Reduced the amount of skins needed to upgrade the Necronomicon (3 now, previously 8)
Decorative Statue crafting recipes now use the Ore Dictionary for the dyes
The Interdimensional Cage ritual now requires the Dreadlands Necronomicon (it's only required in the Dreadlands for progression, and was obtainable form the start)
If all registered dimensions are blacklisted, J'zahar's black holes will teleport you to the Dark Realm
The chest in Cha'garoth's Lair now generates with treasure inside again
The Dreadium Katana can now be enchanted
The various rituals for changing biomes now change a much larger area (32x32 chunks, previously 8x8)
The Ritual of Corruption now changes birch and roofed forests too (rather than only oak forests)
Started work on optimizing the explosion code for the ODB (and ODB Core by extension)
Deduplicated language keys used by other mods
Depths Ghoul heads now work as Thaumcraft infusion crafting stabilisers again (did I forget to...? Yes, yes I did)
The Depths armor set now provides a vis discount again
Lesser Shoggoths now only build monoliths on Shoggoth Ooze blocks, preventing them from building them in the lair walls (or any inaccessible space)
Lesser Shoggoths now ignore Zombie Villagers
If any of the "Shoggoth Lair Generation Chance" options are set to 0, lairs won't generate in those areas, instead of causing a crash
The textures for the Dark Offspring have been tweaked to look a bit more spooky and goatish
Started preliminary work on optimizing worldgen features (trees, structures etc). Might not have a noticeable effect, but it's better than it was before
Swapped the texts on the pages for the Decorative Shub-Niggurath and Yog-Sothoth Statues
NecroData Chapter Page removal now reorders the remaining pages, instead of leaving blanks
Added a method to Chapters allowing you to insert Pages (which doesn't override existing Pages, as the method for adding Pages does)
Fuel registration for the Crystallizer and Transmutator are now handled through an event
Dark Offsprings now only spawn during night, and their spawning is dependant on the moon phase (more common during a new moon, very rare during a full moon)
Lowered the sound volume of the Dark Offspring
Added a much needed information section to spells explaining how to inscribe them, cast them, and other useful information (the amount of information is a bit limited right now)
Added some new Place of Power structures
The Great Old Ones Necronomicon section is now named "The Great Old Ones" again, instead of "Pantheon" (which is the name of the category it's part of)
Demon Animals no longer ignite if they come into contact with fire while "Demon Animal burning" is disabled (unless Hardcore Mode is enabled)
Burning Demon Animals can be extinguished by coming into contact with water, stopping the fire spread
Split the Shoggoth Lair Generation Chance into two options, one for rivers and one for swamps
Crystallizing Container Items (like filled bottles and filled buckets) leaves the container
The Place of Power multiblock structure block now has hardness
Biome transformation handling has been streamlined for easier support in JEID (courtesy of sk2048)
Fixed a bug where shift-clicking the second output slot of the Crystallizer dupes the output
Fixed the crafting recipe for turning an ODB into a Sacthoth spawn egg
Fixed a bug where the Crystallizer and Transmutator wouldn't re-evaluate the output if the input changed during processing
Remnant librarians now sell Basic, Lesser and Moderate Scrolls, and Remnant priests can upgrade Greater Scrolls into the various unique scrolls
AbyssalCraft bosses drop Greater Scrolls on death
Moved all trades for different kinds of flesh from the Remnant librarian to the Remnant priest
Added rituals for creating Basic, Lesser and Moderate Scrolls
Added Shub-Niggurath's Dark Offspring (model and texture made by Cybercat5555)
Spiders and Cave Spiders are now considered Shoggoth food
Lesser Shoggoths now attack Skeletons and Zombies
Only a single Spectral Dragon can spawn at any time when one spawns (instead of it rarely being several at once)
The plague antidotes can now be used 10 times before they run out (and the texture indicates how many uses are left)
The plague enchantments no longer infect other players if you hit them while PVP is disabled
Rituals now drain energy every second, instead of every tick (fixes rounding errors for energy amounts below 100)
Knowledge syncing when changing dimensions now has a configurable delay (sending the data later should reduce initial lag when loading the dimension)
Revamped the Lair of Cha'garoth a bit (Dreadstone Cobblestone floor, 30% of the Dreadstone Bricks are cracked)
You can now automatically insert items into the Energy Depositioner
The rotation of a Energy Relay can be changed by right-clicking it (which cycles through the possible directions)
Powerstone Trackers now move towards the nearest unexplored stronghold (a stronghold is considered explored if the Dreadlands Infused Powerstone has been mined)
Removed Oblivion Catalysts from the village blacksmith chest loot table (not sure why I added it there in the first place, nor why I didn't remove it earlier)
Lowered the chance of finding a Transmutation Gem in the Abyssal Stronghold and Dreadlands Mineshaft loot tables (made more sense back when they were single-use items, they're also damaged when you find them)
Transmutation Gems no longer display their durability tooltip if advanced tooltips (F3 + H) are shown
Changed the "The Great Old Ones" Necronomicon section name to "Pantheon" (as opposed to having the former appear twice)
All crafting recipes (except the NBT-sensitive ones) are now JSON files
Heavily reduced the amount of crafting recipes for the Coralium Infused Stone and the various Coralium Gem Clusters (60 of those recipes were probably never used)
Added a hook that allows you do add custom NBT data to a mob summoned through a summoning ritual
When "Display Item Names" is enabled, you actually see the Item names, instead of "Lorem ipsum"
The Purging ritual now ignores unbreakable blocks (so modded bedrock blocks won't get replaced)
Shoggoth Biomass no longer spawn anything if the doMobSpawning gamerule is set to false
Changed the default value for Portal Cooldown to 100 ticks (previously 10)
黑暗之地橡木木板, 木栅栏和恐惧木栅栏现已支持矿物词典
添加了对纯粹的黑暗模组的兼容性(会使本模组的维度一并变得黑暗,可以在config里设置,默认为开)
为MOD兼容选项添加了配置列表
添加了一个可配置的黑名单,用以禁用在其他世界中生成本模组的结构和矿石
黑暗石质方块、黑暗橡木板、巨石柱、巨石块、阴影碎片、阴影宝石碎片和各种基座的贴图重制了 (感谢Cybercat5555)
别忘了命名你的反物质生物!
添加了几个咒语 (你可以用几种卷轴试一下)
应该是修复了当一匹已经被驯化且被命名的马死亡时和它的主人不在同一个维度的话游戏就会崩溃的BUG
修改了扎哈尔每次受到的伤害上限为20点, 并且它现在受伤有无敌帧了
在config中添加了是否偶尔在传送门附近刷怪的选项
传送门方块附近生成的怪物数量现在会受到一个上限值的限制
附近32格内如果有超过10个大型恐惧卵,则小型恐惧卵不会合体成大型恐惧卵
附近32格内如果有超过4个小型恐惧野兽,则大型恐惧卵不会合体成小型恐惧野兽
如果附近有超过10个小型恐惧卵,则小型恐惧野兽不会生成小型恐惧卵
以上的刷怪限制同样适用于查加洛特的BOSS战中
现在刷新修格斯时会检测32格内修格斯的数量是否达到上限(之前是16格)
改回了小型修格斯的碰撞箱,可以攻击躯干来伤害它们了,但是会对刷怪塔有些阻碍
撕裂基座可以攻击多部件实体
修复了仪式失败导致的游戏崩溃
死灵之书中的仪式配方现在会以轮流显示的形式显示某个可以代替的材料
珊瑚附魔书和恐惧附魔书不能通过铁砧使用
扩大了骷髅歌利亚的追击半径
添加了黑暗橡木门和恐惧木门(贴图来自Seth0067与Cybercat5555)
修复了圆石墙的模型 (圆石墙可以正常连接起来了)
预制食品的贴图居中
添加了积雪的恐惧之地草方块的贴图
仪式祭坛现在会阻止你在仪式进行中为死灵之书充能(防止有人在身上带多本死灵之书)
主世界不会自然生成小型修格斯,只能通过巢穴生成
在config中添加了一个用于禁用扩散(比如恐惧草方块的扩散)的选项,名为"Wet Noodle"
死灵之书中小型修格斯词条的图片更新
在config里添加了关闭BOSS对话的选项
添加了修格斯巢穴的几个变种,而且巢穴内部有几率自然生成雕像(可能生成装饰性雕像)
更改了几种怪物的属性 (用以更好的对怪物分类,来使其适应xx杀手类附魔,以后可能会添加新的抗性或是额外伤害)
恶魔动物现在不会在白天生成了
污染在生成当前生物群系的怪物时不再会生成小型阴影野兽
添加了Places of Power (能让你安全的收集PE的多方块结构,也就是说不会发生污染)
在死灵之书里的仪式—信息中可以找到places of power的介绍(目前没有翻译)
现在只有一种places of power结构,以后还会添加新的
Bounding boxes for tiered Energy Relays now continue to face the correct direction after a chunk reload
Revamped the mob spawn placement of Disruptions that spawn mobs
Statues now generate particles to indicate that a ritual charm is active on them again
Lesser Shoggoths have a new model (courtesy of Cybercat5555)
The unlock condition for the Cudgel now checks for the correct mob
Rituals can now be locked behind obtaining knowledge (currently unused)
The Staff of Rending can now target multipart entities
Lesser Shoggoths are now multipart entities
Added a config option that toggles if item names should display regardless of them being locked or not
Cha'garoth now opens his mouth during his barf attack (courtesy of Enderman_Of_D00m)
Fixed the crystallizer recipes for processing Bronze
J'zahar has been buffed with new attacks (including shouts, earthquakes and conjuring black holes and gravity anomalies)
Added a dimension blacklist for the aforementioned black holes
I'm not gonna reveal the actual change, but it involves Creative Mode and a certain gatekeeper
The Dreadlands Portal now spawn Dreadlings instead of Dread Spawns
Energy Containers can now display values over 32767 in their GUIs
Doubled the time it takes for a Lesser Dreadbeast to spawn a Dread Spawn
Added a keybind for capturing mobs with the Interdimensional Cage
Added some default items to the various item pickup blacklists
Increased the amount of energy collected and transferred by the tiered Energy Relays
Made the knowledge syncing slightly more efficient
Fixed a server crash caused by Liquid Coralium flowing
Removed a dot from the Russian translation in order to stop a crash with letters exceeding the maximum allowed in a Necronomicon page
Dreadlands Grass can now convert Grass and Dirt into itself (no biome spread, only block transformation, can be disabled in the config)
The JEI plugin now loads properly again (tested with 4.11.0.206)
If Liquid Coralium flows into the ocean while "Oceanic Coralium Pollution" is disabled, infinite blocks of Cobblestone no longer drops in the water
Optimized the Transmutator and Crystallizer (probably barely noticable, but its processing is handled more efficiently internally)
Shift-clicking the first output slot of the Crystallizer no longer moves the ouput to the second output slot
Added Advancements (a few, more will come in the next update or so) based on the Achievements in previous MC versions
Configuration category comments are now properly applied again
Added a config category (and a plethora of options) for disabling blocks
Creation Ritual now does a proper ItemStack comparison check when replacing the possibly existing Item placed on the ritual altar with the product Item
Rituals are now handled server-side (with the exception of particles), and the client is updated on completion
Added an event that fires off when a Ritual is failed (allows you to change the Disruption triggered, or do stuff, cancelling defaults back to random Disruption)
Fixed numerous instances of sentences using the wrong indefinite article in the en_us lang file (courtesy of mcBegins2Snow)
Crafting recipes for Darklands Oak Fence and Dreadlands Fence are no longer overriden by vanilla (Darklands Oak Button and Pressure Plates are still, however)
Updated the tooltip for Transmutator and Crystallizer fuel recipes in JEI
Added Russian translation (courtesy of AlekseiVoronin)
Chinese translations have been updated (courtesy of mcBegins2Snow)
Now runs on Forge 14.23.4.2747
概括如下:
添加进度;
修复一些漏洞;
更新多种语言的本地化:英语、中文和俄语;
最低 Forge 版本:14.23.4.2747。
The purging ritual now only converts biomes that are Dreadlands biomes
Added loot tables to all bosses (empty), Coralium Infested Squid and all Remnant types
Statues now have their Deity Type assigned to them again, instead of null
Lesser Shoggoths now have an AI for monolith construction, which makes the construction happen more frequently
The biome transformation of the Dread Plague only happens to those inflicted with Dread Plague II
If two mobs/players/whatevers close to each other both have Dread Plague I, they can infect each other with Dread Plague II
If the Hardcode Mode config option is enabled biome transformation will happen regardless of Dread Plague amplifier
The purging ritual now checks the surrounding area instead of the position of the altar for nearby Dreadlands biomes when checking if the ritual can be performed
The cleansing and corruptions rituals now both do the same thing as the purging when checking if the ritual can be performed
Reduced the luminosity of the foliage color in the Coralium Infested Swamp, making it blend better with adjacent biomes
Lesser Shoggoths now swim faster (and can move against flowing water)
Increased the range of the Corruption, Cleansing and Purging rituals to 8x8 chunks (previously 3x3)
Eyes (and other luminous bits) now glow on Lesser Shoggoths
The crafting recipe for the Transmutator now works with used Transmutation Gems again
Any NBT checks for crafting recipes and/or rituals are now a lot less strict (the placed item needs to contain the recipe item NBT tags)
Remapped the Tile Entities to use the proper prefix (stops log warnings on startup)
Now runs on Forge 14.23.4.2705
Bump to JEI 4.11.0.202
A bunch of textures have been revamped (courtesy of Dylan4ever)
Lesser Shoggoths can no longer break Bedrock (or other unbreakable blocks) with their acid
Acid Projectiles no longer break blocks with Tile Entities when hitting Players or other mobs
Scaled down the model of the baby Lesser Shoggoth (to be more proportional with the hitbox, also made the eyes a bit bigger)
Slowed down the initial velocity of the Acid Projectile, increased the time between each projectile being fired, and made it so baby Lesser Shoggoths won't fire them
Added a config option for changing the frequency at which Lesser Shoggoths spit acid
J'zahar now respects the mobGriefing gamerule with his explosion
Fixed a dupe bug in the Materializer GUI
Mobs spawned through a summoning ritual now have their portal cooldown set to max
Increased the time it takes for a Greater Dread Spawn and Lesser Dreadbeast to spawn a regular Dread Spawn
Increased the time it takes for Cha'garoth to spawn the various things he spawns, and removed the direct physical damage dealt by his fireballs
Reduced the range of Cha'garoth's melee attacks
Fixed the pick block for Calcified Stone
Removed the End Abyssal Zombie
Remnants now also worship statues at times
Added a config option that toggles if knowledge should be synced to the client every time a player opens their Necronomicon
The lightning bolt that strikes a statue when a Disruption triggers is now only the effect
Added a new Disruption that generates a random amount of Shoggoth Ooze around the source
Added a new Disruption that spawns random mobs that normally spawn in the current biome
Added a new Disruption that spawns a single random mob that normally spawn in the current biome
Added missing null check to the Purge Event Handler, fixing a Sponge-related crash
Capability data is no longer lost upon leaving the End
Lesser Shoggoths now respect the mobGriefing Game Rule when it comes to their acid-based attacks
Changed the minimum Block hardness for resisting acid to 2.1 (previously 3.0)
Dreadguards are now regarded as undead
Changed the particles used in the Dreadguard/Cha'garoth barf attack (since they're not breathing fire)
The plagues no longer reinfect their host (effectively refreshing themselves)
Lesser Shoggoth acid projectiles can now be blocked with a shield (the player will still take half a heart of damage)
Added a config option to toggle whether or not shields can block acid projectiles
Statues don't trigger disruptions inside Omothol
If a Lesser Shoggoth has a target when it spawns an offspring, it has a 33% chance of throwing it at the target
Added a config option for the minimum Block Hardness required to stop Shoggoth Acid from destroying the Block
Abyssal Zombies now attack Villagers
Sacthoth no longer despawns in the Dark Realm
Asorah now has full knockback resistance (you're gonna need bigger arrows)
Shoggoth Biomass no longer randomly spawn Lesser Shoggoths client-side
Added some text (with pictures) to better explain the transfer range of Statues to nearby Collectors
添加可以提示能量收集器和雕像之间传输范围的文本;
Shoggoth Biomass blocks don't spawn any Lesser Shoggoths unless a player is within 32 blocks of it
修格斯生物质不会生成任何小型修格斯,除非玩家距离修格斯生物质32格以内;
Lesser Shoggoths can now secrete acid as a means of defending themselves (or a ranged attack) which can destroy blocks in their path
小型修格斯现在能够分泌酸作为防御自己(或远程攻击)的手段,它可以破坏路径中的障碍物;
Lesser Shoggoths can now consume any item they run into, which is also configurable
小型修格斯现在能够破坏它们遇到的任何物品,可在配置文件中禁用;
Lesser Shoggoths now have a chance to locate a nearby statue and chant by it
小型修格斯现在有几率寻找附近的雕像并咏唱;
Increased the hitbox size of Lesser Shoggoths (and reduced their hit range)
增大小型修格斯的碰撞箱,减小碰撞范围;
Removed the disruption that converts the surrounding chunk into Darklands (better leave the fate of their world to the player)
移除将周围的区块转换为Darklands的分割部分;
TheDread Plague Antidote now requires a Dreadlands Sapling instead of Omothol Ghoul Flesh
Fixed a few minor derps in some of the segments of the Remnant leg tentacles
小幅度修复残存者腿部触须分节的错误;
Child Lesser Shoggoths now have half the health and attack damage of an adult one
幼年小型修格斯现在拥有一半的生命以及与成年个体相同的攻击伤害;
The Temple of J'zahar has been revamped
修改扎哈尔神庙;
Greater Dread Spawns will now deal damage with their Dread Slugs again
大型恐惧卵现在将再次使用Dread Slugs造成伤害;
Rituals Pedestals now project bits of their placed object rather than smoke during rituals
仪式基座现在显示放置过的物品,而不是冒烟;
Rituals that require sacrifices now requires the player performing the ritual to sacrifice the animal, rather than it being killed automatically
需要祭品的仪式现在需要玩家进行仪式时献祭动物,而不是自动杀死祭品;
The Wooden Crate now supports capabilities for insertion and extraction
木制板条箱现在支持输入和输出;
Fixed the secondary death message for shadow damage
修复阴影伤害的二次死亡消息;
Added a ritual to purge the Dreadlands (while also rendering the area uninhabitable)
添加Dreadlands净化仪式;
AddedCalcified Stone (what everything turns into when the purging ritual has been used)
添加Calcified Stone。
Shadow mobs are now immune to fire, and capable of swimming
阴影生物现在免疫火焰伤害,并且能够游泳;
Changed the texture for Liquid Antimatter (darker spots within the liquid, making it a bit less milk-like)
更改液态反物质的材质(在液体中加入深色斑点,使材质变得不像牛奶);
Added a config option that turns antimatter explosions nuclear (off by default)
添加配置项:将反物质爆炸转换为核爆炸;
Dread-plagued mobs now automatically leave a lingering cloud of Dread Plague on death
恐惧浸染生物死后留下恐惧浸染滞留药水云;
Added a new config category for misc out of place settings
对杂项配置进行分类;
The amount of animals a Lesser Shoggoth has to eat in order to multiply/grow up now depends on the size of the animals it eats (1 adult cow = 3 adult chickens)
小型修格斯为繁殖或生长而吃掉的动物数量现在取决于它吃的动物的大小(1头成年牛=3只成年鸡);
The advancement trigger for summoning entities now fires for nearby players when completing a Summoning Ritual
完成召唤仪式后,召唤实体的进度触发器现在会点燃附近的玩家。
Applying a redstone signal to an Energy Relay pauses it
The Overworld biomes are always registered now, just not added to the list of biomes to generate if set not to
Statues can now transfer PE to dropped items (provided they can accept PE)
Redrafted a bunch of text inside the Necronomicon (removing redundant/incorrect information and adding new information)
Replaced all mob pictures in the Necronomicon with ones that look more like something drawn in the book
Fixed an infinite loop in the mining spell when mining upwards
Added a small section that explains how to obtain knowledge, unlocking information in the Necronomicon and unmasks Items and Blocks
Reduced the duration of fire applied to attackers when attacking someone wearing Dreaded Abyssalnite gear
The Coralium Plague and Dread Plague now act more like actual plagues (they spread a lot easier, can't be cured with milk)
Abyssalnite Golems now turn into Dreaded Abyssalnite Golems if killed by the Dread Plague
Portals now have a small chance of spawning a mob from their dimension
Shadow mobs now change their transparency based on light level (bright = visible, dark = not so visible)
The Dreadlands can leak out of it's portals, so keep a lookout in case too much gets out
Added Antidotes for the Coralium and Dread Plague (used to cure them instead of milk, which no longer cures them)
Increased the amount of Coralium Ore that generates in the Overworld (also made it configurable)
Knowledge unlock syncing is now done on a per unlock basis, rather than when opening the Necronomicon or changing dimensions
Asorah and Spectral Dragons now have the undead creature attribute
Fixed some redundancy in the FireMessage packet that's sent when hitting any of the mods fire blocks
Ritual ground creation is now less sensitive about surrounding blocks (as long as they aren't full cubes)
Spell recipes can now be displayed in the Necronomicon
The tooltip of Energy Relays now display the range of the block
Item information can now be locked, resulting in the tooltip font being replaced by the Aklo Font
Added a command to automatically unlock all Necronomicon knowledge
Leaving Omothol portals now return you to the Dreadlands, not the Abyssal Wasteland
Randomized the texture rotation of the Fused Abyssal Sand
Made the outlines of the Abyssal Stone Brick, Abyssalnite Stone Brick and Dreadstone Brick more consistent
Created a new texture for Dreadstone
Shift-clicking output slots now works in the Materializer (giving you up to a stack of the output per click)
Now runs on Forge 14.23.2.2611
Added a barfing sound to Dreadguards and Cha'garoth (instead of playing the sound for when a Ghast shoots a fireball)
Added Crystallized Calcium, Beryllium and Beryl
Materializer recipes can now be displayed in JEI
The Staff of Rending works on Omothol creatures again
The biome transformation from Cha'garoth and his Dreaded Charges has been optimized (code only runs on the server, only affects non-dreadlands biomes)
The Rending Pedestal works on Omothol creatures again
Rather than crashing, an error will be logged when failing to convert an ItemStack from the Ore Dictionary into a BlockState during startup
Overworld structure generation now checks for the Overworld World Provider rather than Dimension ID
Ticking Tile Entities that don't do anything client side no longer ticks client side
Added a hurt sound to Anti-Players that those who played Minecraft before beta ended might recognize (props to BordListian for letting me know of it's prescence in Better With Mods)
Non-player entities can now use portals
Anti-mobs now attack their regular countepart (for more destruction and chaos) and Anti-Players has a chance of targeting any non Anti-Player
Mobs capable of spreading the Dread Plague no longer tries to apply it on something that's already immune to it
Added a new attack to Shadow Beasts and Sacthoth (credits to Enderman_of_D00M for the code)
The Materializer is now functional
Greater Dread Spawns and Lesser Dreadbeasts now swap between melee and ranged attacks
Added a new attack to Dreadguards (credits to Enderman_of_D00M for the code)
Cha'garoth's heads now move independantly, and each has attacks of their own (credits to Enderman_of_D00M for the code)
Loot Tables are now initialized during loading stages (instead of being initialized when something relying on one of them references it)
Disruption Packets now send the correct String value representation of the Deity, stopping even more error log spam
The beams that spawn during Asorah's death animation are now more properly colored
J'zahar has longer reach for his staff-whacking
J'zahar is now immune to fire, explosions, magic and fall damage
Adjusted the bounding boxes and eye heights of Remnant and Minions of The Gatekeeper
Spectral Dragons now only knocks mobs and players away in Hardcore Mode
Dreadium Samurai armor now reduces the amount of Dread damage you receive
Materializer recipes can now be displayed in the Necronomicon
Spectral Dragons now only lose health when Asorah doesn't have full health
Added a configurable list of mobs to spawn Demon Animals from on death
The Necronomicon now saves the last page viewed before closing (doesn't persist across restarts, however)
Increased the spawn rate of shadow mobs in Darklands biomes
Shadow Creatures now have a guaranteed chance of dropping Shadow Fragments
Shoggoth Ooze no longer spreads on Monolith Stone
Greatly increased the spawn chance of Shoggoth Lairs while making it more configurable
If a ritual doesn't have a description, the Necronomicon won't try to display it on the ritual page
Item tooltips and the background gradient now displays in GUIs where you interact with inventories
Fixed a metadata mismatch for Dreadlands Ritual Altars/Pedestals
Optimized the performance of Energy Relays slightly (probably mostly noticeable in larger networks of them)
Disruption packets without a Deity are now properly handled, stopping the error log spam
Shoggoth Ooze is now corrosive, dealing durability damage to leg and foot armor while exposed to it
Fixed a bunch of derps regarding bounding box based Entity searching
The NecroData Capability now filters out things that are no longer registered on load
All Ethaxium blocks (dark or not) are now Ender Dragon and Wither-proof
Transmutator and Crystallizer fuels with container items (like filled buckets) now return the container item
Portal blocks now fire the EntityTravelToDimensionEvent prior to teleporting the player, making it possible to cancel teleportation between AbyssalCraft dimensions
Added additional buttons to the Necronomicon GUI (skip multiple pages, go back multiple pages, go back to the front page)
Energy Relays can now collect PE from Energy Containers too
Fixed the eye layer on the Anti-Spiders (now the eyes are the only bits that glow, instead of the whole spider)
Ritual altar sacrifices can now also be NBT sensitive
Added a config option to stop armor sets from applying Potion Effects or dispell other Potion Effects
Added scrolls (currently not usable, nor craftable)
Spells are close to being fully implemented, with most of the backing code done
Recompiled against 1.12.2
Now runs on Forge 14.23.0.2500
The purging ritual now only converts biomes that are Dreadlands biomes
Added loot tables to all bosses (empty), Coralium Infested Squid and all Remnant types
Lesser Shoggoths now have an AI for monolith construction, which makes the construction happen more frequently
The biome transformation of the Dread Plague only happens to those inflicted with Dread Plague II
If two mobs/players/whatevers close to each other both have Dread Plague I, they can infect each other with Dread Plague II
If the Hardcode Mode config option is enabled biome transformation will happen regardless of Dread Plague amplifier
The purging ritual now checks the surrounding area instead of the position of the altar for nearby Dreadlands biomes when checking if the ritual can be performed
The cleansing and corruptions rituals now both do the same thing as the purging when checking if the ritual can be performed
Reduced the luminosity of the foliage color in the Coralium Infested Swamp, making it blend better with adjacent biomes
Lesser Shoggoths now swim faster (and can move against flowing water)
Increased the range of the Corruption, Cleansing and Purging rituals to 8x8 chunks (previously 3x3)
Eyes (and other luminous bits) now glow on Lesser Shoggoths
Any NBT checks for crafting recipes and/or rituals are now a lot less strict (the placed item needs to contain the recipe item NBT tags)
A bunch of textures have been revamped (courtesy of Dylan4ever)
Lesser Shoggoths can no longer break Bedrock (or other unbreakable blocks) with their acid
Acid Projectiles no longer break blocks with Tile Entities when hitting Players or other mobs
Scaled down the model of the baby Lesser Shoggoth (to be more proportional with the hitbox, also made the eyes a bit bigger)
Slowed down the initial velocity of the Acid Projectile, increased the time between each projectile being fired, and made it so baby Lesser Shoggoths won't fire them
Added a config option for changing the frequency at which Lesser Shoggoths spit acid
J'zahar now respects the mobGriefing gamerule with his explosion
Fixed a dupe bug in the Materializer GUI
Mobs spawned through a summoning ritual now have their portal cooldown set to max
Increased the time it takes for a Greater Dread Spawn and Lesser Dreadbeast to spawn a regular Dread Spawn
Increased the time it takes for Cha'garoth to spawn the various things he spawns, and removed the direct physical damage dealt by his fireballs
Reduced the range of Cha'garoth's melee attacks
Fixed the pick block for Calcified Stone
Removed the End Abyssal Zombie
Remnants now also worship statues at times
Added a config option that toggles if knowledge should be synced to the client every time a player opens their Necronomicon
The lightning bolt that strikes a statue when a Disruption triggers is now only the effect
Added a new Disruption that generates a random amount of Shoggoth Ooze around the source
Added a new Disruption that spawns random mobs that normally spawn in the current biome
Added a new Disruption that spawns a single random mob that normally spawn in the current biome
Added missing null check to the Purge Event Handler, fixing a Sponge-related crash
Capability data is no longer lost upon leaving the End
Lesser Shoggoths now respect the mobGriefing Game Rule when it comes to their acid-based attacks
Changed the minimum Block hardness for resisting acid to 2.1 (previously 3.0)
Dreadguards are now regarded as undead
Changed the particles used in the Dreadguard/Cha'garoth barf attack (since they're not breathing fire)
The plagues no longer reinfect their host (effectively refreshing themselves)
Lesser Shoggoth acid projectiles can now be blocked with a shield (the player will still take half a heart of damage)
Added a config option to toggle whether or not shields can block acid projectiles
Statues don't trigger disruptions inside Omothol
If a Lesser Shoggoth has a target when it spawns an offspring, it has a 33% chance of throwing it at the target
Added a config option for the minimum Block Hardness required to stop Shoggoth Acid from destroying the Block
Abyssal Zombies now attack Villagers
Sacthoth no longer despawns in the Dark Realm
Asorah now has full knockback resistance (you're gonna need bigger arrows)
Shoggoth Biomass no longer randomly spawn Lesser Shoggoths client-side
Added some text (with pictures) to better explain the transfer range of Statues to nearby Collectors
Shoggoth Biomass blocks don't spawn any Lesser Shoggoths unless a player is within 32 blocks of it
Lesser Shoggoths can now secrete acid as a means of defending themselves (or a ranged attack) which can destroy blocks in their path
Lesser Shoggoths can now consume any item they run into, which is also configurable
Lesser Shoggoths now have a chance to locate a nearby statue and chant by it
Increased the hitbox size of Lesser Shoggoths (and reduced their hit range)
Removed the disruption that converts the surrounding chunk into Darklands (better leave the fate of their world to the player)
The Dread Plague Antidote now requires a Dreadlands Sapling instead of Omothol Ghoul Flesh
Fixed a few minor derps in some of the segments of the Remnant leg tentacles
Child Lesser Shoggoths now have half the health and attack damage of an adult one
The Temple of J'zahar has been revamped
Greater Dread Spawns will now deal damage with their Dread Slugs again
Rituals Pedestals now project bits of their placed object rather than smoke during rituals
Rituals that require sacrifices now requires the player performing the ritual to sacrifice the animal, rather than it being killed automatically
The Wooden Crate now supports capabilities for insertion and extraction
Fixed the secondary death message for shadow damage
Added a ritual to purge the Dreadlands (while also rendering the area uninhabitable)
Added Calcified Stone (what everything turns into when the purging ritual has been used)
Shadow mobs are now immune to fire, and capable of swimming
Changed the texture for Liquid Antimatter (darker spots within the liquid, making it a bit less milk-like)
Added a config option that turns antimatter explosions nuclear (off by default)
Dread-plagued mobs now automatically leave a lingering cloud of Dread Plague on death
Added a new config category for misc out of place settings
The amount of animals a Lesser Shoggoth has to eat in order to multiply/grow up now depends on the size of the animals it eats (1 adult cow = 3 adult chickens)
Applying a redstone signal to an Energy Relay pauses it
The Overworld biomes are always registered now, just not added to the list of biomes to generate if set not to
Statues can now transfer PE to dropped items (provided they can accept PE)
Redrafted a bunch of text inside the Necronomicon (removing redundant/incorrect information and adding new information)
Replaced all mob pictures in the Necronomicon with ones that look more like something drawn in the book
Fixed an infinite loop in the mining spell when mining upwards
Added a small section that explains how to obtain knowledge, unlocking information in the Necronomicon and unmasks Items and Blocks
Reduced the duration of fire applied to attackers when attacking someone wearing Dreaded Abyssalnite gear
The Coralium Plague and Dread Plague now act more like actual plagues (they spread a lot easier, can't be cured with milk)
Abyssalnite Golems now turn into Dreaded Abyssalnite Golems if killed by the Dread Plague
Portals now have a small chance of spawning a mob from their dimension
Shadow mobs now change their transparency based on light level (bright = visible, dark = not so visible)
The Dreadlands can leak out of it's portals, so keep a lookout in case too much gets out
Added Antidotes for the Coralium and Dread Plague (used to cure them instead of milk, which no longer cures them)
Increased the amount of Coralium Ore that generates in the Overworld (also made it configurable)
Knowledge unlock syncing is now done on a per unlock basis, rather than when opening the Necronomicon or changing dimensions
Asorah and Spectral Dragons now have the undead creature attribute
Fixed some redundancy in the FireMessage packet that's sent when hitting any of the mods fire blocks
Ritual ground creation is now less sensitive about surrounding blocks (as long as they aren't full cubes)
Spell recipes can now be displayed in the Necronomicon
The tooltip of Energy Relays now display the range of the block
Item information can now be locked, resulting in the tooltip font being replaced by the Aklo Font
Added a command to automatically unlock all Necronomicon knowledge
Leaving Omothol portals now return you to the Dreadlands, not the Abyssal Wasteland
Randomized the texture rotation of the Fused Abyssal Sand
Made the outlines of the Abyssal Stone Brick, Abyssalnite Stone Brick and Dreadstone Brick more consistent
Created a new texture for Dreadstone
Shift-clicking output slots now works in the Materializer (giving you up to a stack of the output per click)
Added a barfing sound to Dreadguards and Cha'garoth (instead of playing the sound for when a Ghast shoots a fireball)
Added Crystallized Calcium, Beryllium and Beryl
Materializer recipes can now be displayed in JEI
The biome transformation from Cha'garoth and his Dreaded Charges has been optimized (code only runs on the server, only affects non-dreadlands biomes)
The Rending Pedestal works on Omothol creatures again
Rather than crashing, an error will be logged when failing to convert an ItemStack from the Ore Dictionary into a BlockState during startup
Overworld structure generation now checks for the Overworld World Provider rather than Dimension ID
The JEI plugin no longer stops at Transmutator Fuel recipe registration
Ticking Tile Entities that don't do anything client side no longer ticks client side
Added a hurt sound to Anti-Players that those who played Minecraft before beta ended might recognize (props to BordListian for letting me know of it's prescence in Better With Mods)
Non-player entities can now use portals
Anti-mobs now attack their regular countepart (for more destruction and chaos) and Anti-Players has a chance of targeting any non Anti-Player
Mobs capable of spreading the Dread Plague no longer tries to apply it on something that's already immune to it
Added a new attack to Shadow Beasts and Sacthoth (credits to Enderman_of_D00M for the code)
The Materializer is now functional
Greater Dread Spawns and Lesser Dreadbeasts now swap between melee and ranged attacks
Added a new attack to Dreadguards (credits to Enderman_of_D00M for the code)
Cha'garoth's heads now move independantly, and each has attacks of their own (credits to Enderman_of_D00M for the code)
Loot Tables are now initialized during loading stages (instead of being initialized when something relying on one of them references it)
Disruption Packets now send the correct String value representation of the Deity, stopping even more error log spam
The beams that spawn during Asorah's death animation are now more properly colored
J'zahar has longer reach for his staff-whacking
J'zahar is now immune to fire, explosions, magic and fall damage
Adjusted the bounding boxes and eye heights of Remnant and Minions of The Gatekeeper
Spectral Dragons now only knocks mobs and players away in Hardcore Mode
Dreadium Samurai armor now reduces the amount of Dread damage you receive
Materializer recipes can now be displayed in the Necronomicon
Spectral Dragons now only lose health when Asorah doesn't have full health
Added a configurable list of mobs to spawn Demon Animals from on death
Maps now works inside AbyssalCraft dimensions
The Necronomicon now saves the last page viewed before closing (doesn't persist across restarts, however)
Increased the spawn rate of shadow mobs in Darklands biomes
Shadow Creatures now have a guaranteed chance of dropping Shadow Fragments
Shoggoth Ooze no longer spreads on Monolith Stone
Greatly increased the spawn chance of Shoggoth Lairs while making it more configurable
If a ritual doesn't have a description, the Necronomicon won't try to display it on the ritual page
Optimized the performance of Energy Relays slightly (probably mostly noticeable in larger networks of them)
Disruption packets without a Deity are now properly handled, stopping the error log spam
Shoggoth Ooze is now corrosive, dealing durability damage to leg and foot armor while exposed to it
The NecroData Capability now filters out things that are no longer registered on load
All Ethaxium blocks (dark or not) are now Ender Dragon and Wither-proof
Transmutator and Crystallizer fuels with container items (like filled buckets) now return the container item
Portal blocks now fire the EntityTravelToDimensionEvent prior to teleporting the player, making it possible to cancel teleportation between AbyssalCraft dimensions
Added additional buttons to the Necronomicon GUI (skip multiple pages, go back multiple pages, go back to the front page)
Energy Relays can now collect PE from Energy Containers too
Fixed the eye layer on the Anti-Spiders (now the eyes are the only bits that glow, instead of the whole spider)
Ritual altar sacrifices can now also be NBT sensitive
Added a config option to stop armor sets from applying Potion Effects or dispell other Potion Effects
Added scrolls (currently not usable, nor craftable)
Spells are close to being fully implemented, with most of the backing code done
The Knowledge event handler shouldn't crash from trying to save the ID of an unregistered entity
Fixed a small client de-sync when draining energy for a ritual
Added a ritual that allows you to "purge" the Darklands, coverting areas of it into their Overworld counterparts
Added a ritual that allows you to "corrupt" Overworld biomes, converting areas of them into their Darklands counterparts
Added a ritual to resurrect dead companions (tamed and named)
Slowed down the spread of Mimic Fire (now it spreads about as fast as normal Fire)
Slightly more information is now locked (also overhaul of Necronomicon internals)
Changed the model of the Sacrificial Altar (so that it's easily distinguishable from the Ritual Altar)
More worldgen performance improvements in the Overworld and Dreadlands
Fixed a minor derp in the Gateway Key portal placement code and made it a bit more modular
Made some alterations to the Dread Spawn model (the "arm" is now composed of a independently moving tentacle, and the other bit has tendrils sprouting out of it)
Reduced the movement speed of Greater Dread Spawns and Lesser Dreadbeasts
The Crystallizer now stops trying to crystallize something when the output slots are full
Added Energy Depositioner (block that can generate PE by siphoning it out of Stone Tablets)
Added Stone Tablets (used in the Energy Depositioner, can also be used as alternate storage solution)
Added State Transformer (used for filling the Stone Tablets with items/energy)
Performance improvement to most PE blocks
Smoke from the pedestals during a ritual only comes from the ones that had something on them
The Staff of The Gatekeeper now works like a Staff of Rending and a Gateway Key combined
Particles from PE transfers made by statues are now synced to the transfer, instead of random
Highly optimized particle rendering for PE transfers
Changed the recipe for the Sacrificial Altar (replaced Torches with Shadow Fragments)
Upgrade Kit recipes can now be viewed in JEI
Now runs on Forge 13.20.0.2258
Fixed crashes regarding saving NBT for the NecroData Capability (also cleaned up the saving part)
Fixed some small quirks with the Shoggoth Ooze blocks
Added a config option to toggle whether or not Demon Animals should place down Mimic Fire instead of normal Fire
Any Darklands Structures that generate Shoggoth Ooze should now have full blocks instead of a single layer
Darklands Highlands and Mountains are now in the cold biome group, and snow generates in them
Initial Spellbook implementation (WIP, GUI and some backbone code, nothing functional yet)
Added a new font, used along with wharrgarbl to produce unreadable stuff
Remnant legs are now composed of more flexible limbs
Initial implementation of unlockable knowledge (WIP, only Entity information is partially locked, kill them to unlock the pages
The Decorative Statues now have their own recipe (Monolith Stone, Clay and a dye)
Added Rending Pedestals (PE powered blocks that collects essences through the use of a Staff of Rending)
Set harvest tool for a plethora of blocks that didn't have that set
The Abyssal Zombie has a new texture
The Abyssal Zombie now has it's own sounds
Improved worldgen performance (especially Overworld structures)
When broken or placed, the Luminous Thistle and Wasteland's Thorn now plays the correct sounds
You can't pick up the item placed on a altar/pedestal if your inventory is full
Shoggoth Ooze blocks are now made out of layers (like snow) instead of being a solid block
Removed the majority of the Shoggoth Ooze config options (superseded by the layered ooze blocks)
The skies in the dimensions are now composed of a skybox rather than a single color
Added a disruption that transforms surrounding animals
Item pages in the Necronomicon now has a frame around the displayed Item
Upgrade Kits are now applied at an Anvil, instead of the crafting grid
Improved the rendering of Items placed on altars/pedestals
Night Vision is no longer given from the normal armor sets, and the special ones only give it while in the Overworld
You shouldn't be able to repair Transmutation Gems with repairing items/blocks from other mods
Spectral Dragon and Asorah's hitboxes work now (huge shoutout to Vadis365 for the code that helped debugging the entity part placement)
Most player interactions with Necronomicons can't be completed unless the player owns the Necronomicon
You can now till Darklands Grass, Dreadlands Grass and Dreadlands Dirt with any hoe
You can now plant more things on Darklands Grass, Dreadlands Grass and Dreadlands Dirt
The Darklands Oak Log now has the correct textures when rotated
Demon Animals now starts spreading fire if they get in contact with any source of fire
Something happens if you use Shears on Evil Animals
Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)
A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)
Applying the Coralium and Dread enchantments through rituals works now
Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands
Caves and ravines now generate in the Dark Realm
Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm
Shadow mobs (and Lesser Shadow Shoggoths) are all translucent
When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent
Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld
Added Crystal Fragments (even smaller pieces of Crystallized Elements)
Set proper map colors for the various blocks
Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)
Changed some internal code for the Essence of The Gatekeeper Item Entity (fixes crashes with Extra Utilities 2)
The Dreadlands Grass now has the correct bottom and particle texture
Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent
Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread
Applied the correct colors for the last 8 Crystal Clusters
Fixed numerous crafting recipes for crystal items/blocks
Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)
Made the color of the various Darkstone blocks a shade bluer
The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand
Removed the random blindness from the Darklands biomes
Lowered the height at which Items placed on Altars/Pedestals are rendered
Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)
Remnants no longer say 2 insults at once, and no longer tell you they're busy when you initialize a trade with one
Added an API hook to enable Gateway Keys to function in any dimension registered there
The Darklands Oak and Dreadlands Tree are less randomized, and taller in general
Increased the amount of Darklands Oaks that generate in Darklands Forests
Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures
The Ritual of Fertility now also targets Rabbits
Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths
Re-balanced armor smelting recipes to match Vanilla's (for AbyssalCraft armor)
Now runs on Forge 13.20.0.2223
The purging ritual now only converts biomes that are Dreadlands biomes
Added loot tables to all bosses (empty), Coralium Infested Squid and all Remnant types
Lesser Shoggoths now have an AI for monolith construction, which makes the construction happen more frequently
The biome transformation of the Dread Plague only happens to those inflicted with Dread Plague II
If two mobs/players/whatevers close to each other both have Dread Plague I, they can infect each other with Dread Plague II
If the Hardcode Mode config option is enabled biome transformation will happen regardless of Dread Plague amplifier
The purging ritual now checks the surrounding area instead of the position of the altar for nearby Dreadlands biomes when checking if the ritual can be performed
The cleansing and corruptions rituals now both do the same thing as the purging when checking if the ritual can be performed
Reduced the luminosity of the foliage color in the Coralium Infested Swamp, making it blend better with adjacent biomes
Lesser Shoggoths now swim faster (and can move against flowing water)
Increased the range of the Corruption, Cleansing and Purging rituals to 8x8 chunks (previously 3x3)
Eyes (and other luminous bits) now glow on Lesser Shoggoths
Any NBT checks for crafting recipes and/or rituals are now a lot less strict (the placed item needs to contain the recipe item NBT tags)
A bunch of textures have been revamped (courtesy of Dylan4ever)
Lesser Shoggoths can no longer break Bedrock (or other unbreakable blocks) with their acid
Acid Projectiles no longer break blocks with Tile Entities when hitting Players or other mobs
Scaled down the model of the baby Lesser Shoggoth (to be more proportional with the hitbox, also made the eyes a bit bigger)
Slowed down the initial velocity of the Acid Projectile, increased the time between each projectile being fired, and made it so baby Lesser Shoggoths won't fire them
Added a config option for changing the frequency at which Lesser Shoggoths spit acid
J'zahar now respects the mobGriefing gamerule with his explosion
Fixed a dupe bug in the Materializer GUI
Mobs spawned through a summoning ritual now have their portal cooldown set to max
Increased the time it takes for a Greater Dread Spawn and Lesser Dreadbeast to spawn a regular Dread Spawn
Increased the time it takes for Cha'garoth to spawn the various things he spawns, and removed the direct physical damage dealt by his fireballs
Reduced the range of Cha'garoth's melee attacks
Fixed the pick block for Calcified Stone
Removed the End Abyssal Zombie
Remnants now also worship statues at times
Added a config option that toggles if knowledge should be synced to the client every time a player opens their Necronomicon
The lightning bolt that strikes a statue when a Disruption triggers is now only the effect
Added a new Disruption that generates a random amount of Shoggoth Ooze around the source
Added a new Disruption that spawns random mobs that normally spawn in the current biome
Added a new Disruption that spawns a single random mob that normally spawn in the current biome
Added missing null check to the Purge Event Handler, fixing a Sponge-related crash
Capability data is no longer lost upon leaving the End
Lesser Shoggoths now respect the mobGriefing Game Rule when it comes to their acid-based attacks
Changed the minimum Block hardness for resisting acid to 2.1 (previously 3.0)
Dreadguards are now regarded as undead
Changed the particles used in the Dreadguard/Cha'garoth barf attack (since they're not breathing fire)
The plagues no longer reinfect their host (effectively refreshing themselves)
Lesser Shoggoth acid projectiles can now be blocked with a shield (the player will still take half a heart of damage)
Added a config option to toggle whether or not shields can block acid projectiles
Statues don't trigger disruptions inside Omothol
If a Lesser Shoggoth has a target when it spawns an offspring, it has a 33% chance of throwing it at the target
Added a config option for the minimum Block Hardness required to stop Shoggoth Acid from destroying the Block
Abyssal Zombies now attack Villagers
Sacthoth no longer despawns in the Dark Realm
Asorah now has full knockback resistance (you're gonna need bigger arrows)
Fixed NPE in the Lesser Shoggoth acid spraying attack
Shoggoth Biomass no longer randomly spawn Lesser Shoggoths client-side
Added some text (with pictures) to better explain the transfer range of Statues to nearby Collectors
Shoggoth Biomass blocks don't spawn any Lesser Shoggoths unless a player is within 32 blocks of it
Lesser Shoggoths can now secrete acid as a means of defending themselves (or a ranged attack) which can destroy blocks in their path
Lesser Shoggoths can now consume any item they run into, which is also configurable
Lesser Shoggoths now have a chance to locate a nearby statue and chant by it
Increased the hitbox size of Lesser Shoggoths (and reduced their hit range)
Removed the disruption that converts the surrounding chunk into Darklands (better leave the fate of their world to the player)
The Dread Plague Antidote now requires a Dreadlands Sapling instead of Omothol Ghoul Flesh
Child Lesser Shoggoths now have half the health and attack damage of an adult one
The Temple of J'zahar has been revamped
Greater Dread Spawns will now deal damage with their Dread Slugs again
Rituals Pedestals now project bits of their placed object rather than smoke during rituals
Rituals that require sacrifices now requires the player performing the ritual to sacrifice the animal, rather than it being killed automatically
The Wooden Crate now supports capabilities for insertion and extraction
Fixed the secondary death message for shadow damage
Added a ritual to purge the Dreadlands (while also rendering the area uninhabitable)
Added Calcified Stone (what everything turns into when the purging ritual has been used)
Shadow mobs are now immune to fire, and capable of swimming
Changed the texture for Liquid Antimatter (darker spots within the liquid, making it a bit less milk-like)
Added a config option that turns antimatter explosions nuclear (off by default)
Dread-plagued mobs now automatically leave a lingering cloud of Dread Plague on death
Added a new config category for misc out of place settings
The amount of animals a Lesser Shoggoth has to eat in order to multiply/grow up now depends on the size of the animals it eats (1 adult cow = 3 adult chickens)
Applying a redstone signal to an Energy Relay pauses it
The Overworld biomes are always registered now, just not added to the list of biomes to generate if set not to
Statues can now transfer PE to dropped items (provided they can accept PE)
Redrafted a bunch of text inside the Necronomicon (removing redundant/incorrect information and adding new information)
Replaced all mob pictures in the Necronomicon with ones that look more like something drawn in the book
Fixed an infinite loop in the mining spell when mining upwards
Added a small section that explains how to obtain knowledge, unlocking information in the Necronomicon and unmasks Items and Blocks
Reduced the duration of fire applied to attackers when attacking someone wearing Dreaded Abyssalnite gear
The Coralium Plague and Dread Plague now act more like actual plagues (they spread a lot easier, can't be cured with milk)
Abyssalnite Golems now turn into Dreaded Abyssalnite Golems if killed by the Dread Plague
Portals now have a small chance of spawning a mob from their dimension
Shadow mobs now change their transparency based on light level (bright = visible, dark = not so visible)
The Dreadlands can leak out of it's portals, so keep a lookout in case too much gets out
Added Antidotes for the Coralium and Dread Plague (used to cure them instead of milk, which no longer cures them)
Increased the amount of Coralium Ore that generates in the Overworld (also made it configurable)
Knowledge unlock syncing is now done on a per unlock basis, rather than when opening the Necronomicon or changing dimensions
Asorah and Spectral Dragons now have the undead creature attribute
Fixed some redundancy in the FireMessage packet that's sent when hitting any of the mods fire blocks
Ritual ground creation is now less sensitive about surrounding blocks (as long as they aren't full cubes)
Spell recipes can now be displayed in the Necronomicon
The tooltip of Energy Relays now display the range of the block
Item information can now be locked, resulting in the tooltip font being replaced by the Aklo Font
Added a command to automatically unlock all Necronomicon knowledge
Leaving Omothol portals now return you to the Dreadlands, not the Abyssal Wasteland
Randomized the texture rotation of the Fused Abyssal Sand
Made the outlines of the Abyssal Stone Brick, Abyssalnite Stone Brick and Dreadstone Brick more consistent
Created a new texture for Dreadstone
Shift-clicking output slots now works in the Materializer (giving you up to a stack of the output per click)
Added a barfing sound to Dreadguards and Cha'garoth (instead of playing the sound for when a Ghast shoots a fireball)
Added Crystallized Calcium, Beryllium and Beryl
Materializer recipes can now be displayed in JEI
The biome transformation from Cha'garoth and his Dreaded Charges has been optimized (code only runs on the server, only affects non-dreadlands biomes)
The Rending Pedestal works on Omothol creatures again
Rather than crashing, an error will be logged when failing to convert an ItemStack from the Ore Dictionary into a BlockState during startup
Overworld structure generation now checks for the Overworld World Provider rather than Dimension ID
The JEI plugin no longer stops at Transmutator Fuel recipe registration
The State Transformer's extraction mechanic now works
Ticking Tile Entities that don't do anything client side no longer ticks client side
Added a hurt sound to Anti-Players that those who played Minecraft before beta ended might recognize (props to BordListian for letting me know of it's prescence in Better With Mods)
Non-player entities can now use portals
Anti-mobs now attack their regular countepart (for more destruction and chaos) and Anti-Players has a chance of targeting any non Anti-Player
Mobs capable of spreading the Dread Plague no longer tries to apply it on something that's already immune to it
Added a new attack to Shadow Beasts and Sacthoth (credits to Enderman_of_D00M for the code)
The Materializer is now functional
Greater Dread Spawns and Lesser Dreadbeasts now swap between melee and ranged attacks
Added a new attack to Dreadguards (credits to Enderman_of_D00M for the code)
Cha'garoth's heads now move independantly, and each has attacks of their own (credits to Enderman_of_D00M for the code)
Loot Tables are now initialized during loading stages (instead of being initialized when something relying on one of them references it)
Disruption Packets now send the correct String value representation of the Deity, stopping even more error log spam
The beams that spawn during Asorah's death animation are now more properly colored
J'zahar has longer reach for his staff-whacking
J'zahar is now immune to fire, explosions, magic and fall damage
Adjusted the bounding boxes and eye heights of Remnant and Minions of The Gatekeeper
Spectral Dragons now only knocks mobs and players away in Hardcore Mode
Dreadium Samurai armor now reduces the amount of Dread damage you receive
Materializer recipes can now be displayed in the Necronomicon
Spectral Dragons now only lose health when Asorah doesn't have full health
Added a configurable list of mobs to spawn Demon Animals from on death
Maps now works inside AbyssalCraft dimensions
The Necronomicon now saves the last page viewed before closing (doesn't persist across restarts, however)
Increased the spawn rate of shadow mobs in Darklands biomes
Shadow Creatures now have a guaranteed chance of dropping Shadow Fragments
Shoggoth Ooze no longer spreads on Monolith Stone
Greatly increased the spawn chance of Shoggoth Lairs while making it more configurable
If a ritual doesn't have a description, the Necronomicon won't try to display it on the ritual page
Optimized the performance of Energy Relays slightly (probably mostly noticeable in larger networks of them)
Disruption packets without a Deity are now properly handled, stopping the error log spam
Shoggoth Ooze is now corrosive, dealing durability damage to leg and foot armor while exposed to it
The NecroData Capability now filters out things that are no longer registered on load
All Ethaxium blocks (dark or not) are now Ender Dragon and Wither-proof
Portal blocks now fire the EntityTravelToDimensionEvent prior to teleporting the player, making it possible to cancel teleportation between AbyssalCraft dimensions
Added additional buttons to the Necronomicon GUI (skip multiple pages, go back multiple pages, go back to the front page)
Energy Relays can now collect PE from Energy Containers too
Fixed the eye layer on the Anti-Spiders (now the eyes are the only bits that glow, instead of the whole spider)
Ritual altar sacrifices can now also be NBT sensitive
Added a config option to stop armor sets from applying Potion Effects or dispell other Potion Effects
Added scrolls (currently not usable, nor craftable)
Spells are close to being fully implemented, with most of the backing code done
Changed the ritual for the Staff of The Gatekeeper to require Cha'garoth's R'lyehian Gateway Key
Fixed a small derp in the Crystallizer recipe handling code
Improved explosion code for ODB and ODB Cores (along with some performance improvements)
Fixed a crash with BoP (or any other mod adding specific blocks to the OreDictionary with the wildcard value as meta)
The Knowledge event handler shouldn't crash from trying to save the ID of an unregistered entity
Fixed a small client de-sync when draining energy for a ritual
Added a ritual that allows you to "purge" the Darklands, coverting areas of it into their Overworld counterparts
Added a ritual that allows you to "corrupt" Overworld biomes, converting areas of them into their Darklands counterparts
Added a ritual to resurrect dead companions (tamed and named)
Slowed down the spread of Mimic Fire (now it spreads about as fast as normal Fire)
Slightly more information is now locked (also overhaul of Necronomicon internals)
Changed the model of the Sacrificial Altar (so that it's easily distinguishable from the Ritual Altar)
More worldgen performance improvements in the Overworld and Dreadlands
Fixed a minor derp in the Gateway Key portal placement code and made it a bit more modular
Made some alterations to the Dread Spawn model (the "arm" is now composed of a independently moving tentacle, and the other bit has tendrils sprouting out of it)
Reduced the movement speed of Greater Dread Spawns and Lesser Dreadbeasts
The Crystallizer now stops trying to crystallize something when the output slots are full
Added Energy Depositioner (block that can generate PE by siphoning it out of Stone Tablets)
Added Stone Tablets (used in the Energy Depositioner, can also be used as alternate storage solution)
Added State Transformer (used for filling the Stone Tablets with items/energy)
Performance improvement to most PE blocks
Smoke from the pedestals during a ritual only comes from the ones that had something on them
The Staff of The Gatekeeper now works like a Staff of Rending and a Gateway Key combined
Particles from PE transfers made by statues are now synced to the transfer, instead of random
Highly optimized particle rendering for PE transfers
Changed the recipe for the Sacrificial Altar (replaced Torches with Shadow Fragments)
Upgrade Kit recipes can now be viewed in JEI
Darklands Highlands and Mountains are now in the cold biome group, and snow generates in them
Initial Spellbook implementation (WIP, GUI and some backbone code, nothing functional yet)
Added a new font, used along with wharrgarbl to produce unreadable stuff
Remnant legs are now composed of more flexible limbs
Initial implementation of unlockable knowledge (WIP, only Entity information is partially locked, kill them to unlock the pages
The Decorative Statues now have their own recipe (Monolith Stone, Clay and a dye)
Added Rending Pedestals (PE powered blocks that collects essences through the use of a Staff of Rending)
Set harvest tool for a plethora of blocks that didn't have that set
The Abyssal Zombie has a new texture
The Abyssal Zombie now has it's own sounds
Improved worldgen performance (especially Overworld structures)
When broken or placed, the Luminous Thistle and Wasteland's Thorn now plays the correct sounds
You can't pick up the item placed on a altar/pedestal if your inventory is full
Shoggoth Ooze blocks are now made out of layers (like snow) instead of being a solid block
Removed the majority of the Shoggoth Ooze config options (superseded by the layered ooze blocks)
The skies in the dimensions are now composed of a skybox rather than a single color
Added a disruption that transforms surrounding animals
Item pages in the Necronomicon now has a frame around the displayed Item
Upgrade Kits are now applied at an Anvil, instead of the crafting grid
Improved the rendering of Items placed on altars/pedestals
Night Vision is no longer given from the normal armor sets, and the special ones only give it while in the Overworld
You shouldn't be able to repair Transmutation Gems with repairing items/blocks from other mods
Spectral Dragon and Asorah's hitboxes work now (huge shoutout to Vadis365 for the code that helped debugging the entity part placement)
Most player interactions with Necronomicons can't be completed unless the player owns the Necronomicon
You can now till Darklands Grass, Dreadlands Grass and Dreadlands Dirt with any hoe
You can now plant more things on Darklands Grass, Dreadlands Grass and Dreadlands Dirt
Demon Animals now starts spreading fire if they get in contact with any source of fire
Something happens if you use Shears on Evil Animals
Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)
A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)
Applying the Coralium and Dread enchantments through rituals works now
Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands
Caves and ravines now generate in the Dark Realm
Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm
Shadow mobs (and Lesser Shadow Shoggoths) are all translucent
When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent
Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld
Added Crystal Fragments (even smaller pieces of Crystallized Elements)
Set proper map colors for the various blocks
Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)
Changed some internal code for the Essence of The Gatekeeper Item Entity (fixes crashes with Extra Utilities 2)
The Dreadlands Grass now has the correct bottom and particle texture
Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent
Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread
Applied the correct colors for the last 8 Crystal Clusters
Fixed numerous crafting recipes for crystal items/blocks
Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)
Made the color of the various Darkstone blocks a shade bluer
The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand
Removed the random blindness from the Darklands biomes
Lowered the height at which Items placed on Altars/Pedestals are rendered
Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)
Remnants no longer say 2 insults at once, and no longer tell you they're busy when you initialize a trade with one
Added an API hook to enable Gateway Keys to function in any dimension registered there
The Darklands Oak and Dreadlands Tree are less randomized, and taller in general
Increased the amount of Darklands Oaks that generate in Darklands Forests
Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures
The Ritual of Fertility now also targets Rabbits
Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths
The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates
Reduced the damage of the Dreadium Katana by 5
Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500
Sacrificial Altars no longer target Shadow mobs
Fixed incorrect corner stair rotation
Added more Darklands structures
Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)
The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)
Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)
Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)
Removed all instances of Refined Coralium from the Vanilla Loot Tables
The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)
It now rains in Darklands Plains and Darklands Mountains
Added Coralium Infested Squid
Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water
The various dimensional essences now have new textures (which resemble their dimension slightly)
The Iron Wall Enchantment now works
Added a configurable blacklist for the Interdimensional Cage
Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone
Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13
Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire
Spectral Dragons now apply Coralium Plague instead of dealing physical damage
Updated a whole bunch of pictures in the Necronomicon
Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether
Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore
Rituals required to progress through the dimensions now appear first on their individual ritual section
The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)
Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode
The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled
Set a more proper attack damage to the various axes
The spawner blocks now properly initialize the entities they spawn before spawning them
Now runs on Forge 12.18.3.2185
The Achievements and Rituals with Water Bottles should display Water Bottles, and nothing else
Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)
The Forge Universal Bucket is actually registered for the fluids, instead of it not being that
Set the correct textures for the Ritual Altars/Pedestals that didn't have the correct texture
All of the Ritual Altars/Pedestals now drop the correct block
Expanded the amount of different types of objects you can input as offerings in a Ritual
Made the bounding boxes for Shoggoth Ooze, Shoggoth Biomass and Solid Lava the size of a full block
Fixed the placement of Torches and Buttons in Abyssal Strongholds
Fixed the placement of Torches in Dreadlands Mineshafts
The Dread Spawn now plays it's sounds (instead of the Zombie ones)
Asorah and Spectral Dragons are now immune to fire
Reduced the amount of smoke particles during a ritual
Ritual Altar creation now has more visual effects
Loading stages are no longer logged
A few Item textures have been updated
Patron Necronomicon info is now fetched from a remote file (has a local version if something goes wrong)
A Necronomicon Page object can now specify a URL that points to an image, which will then be displayed (if the image can be located)
Any JSON file added to the "abyssalcraft" folder in the config directory that's properly formatted will be injected into the "Other Information" section of the Necronomicon
The "AbyssalCraft Tools" Creative Tab now has a Interdimensional Cage filled with PE alongside the normal empty one
Fixed the Item name colors on the Gateway Keys
Replaced half of the Darklands structures
Added API hooks for generating Darklands structures
Added config option to force the dimension biomes to reset the mob spawning lists in order to stop mobs from other mods from populating the lists
Made the teal tint on the Depths Helmet overlay A LOT more transparent
Added Abyssal Sand
Added Fused Abyssal Sand
Added Abyssal Sand Glass
The terrain in the Abyssal Wasteland now has a top layer of Fused Abyssal Sand, with patches of Abyssal Stone
Added Dreadlands Dirt
Updated the textures on Dreadstone, Abyssalnite Stone and their brick counterparts
Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone
Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone Stairs, Slabs and Walls
Changed the ritual formation blocks to use the Cobblestone blocks instead of Bricks where applicable
Updated the information about statues to mention them needing an open sky to operate
Fixed the bug where the random blindness from Darklands biomes would stay when it's reached 0
Replaced the Darkstone Cobblestone in Abyssal Strongholds with Abyssal Cobblestone
Rituals can now be NBT sensitive (pedestal offerings must have identical NBT tags to the ones in the ritual recipe)
You can no longer process Liquid Antimatter or Liquid Coralium Buckets in Furnaces, Transmutators or Crystallizers
Removed the crafting recipe for a Liquid Antimatter Bucket
Changed some of the Potion Effects added by the various armor sets
Now runs on Java 8
Deprecated the Liquid Coralium and Liquid Antimatter Buckets, they're now handled by the Forge Universal Bucket
Fixed a bug with Potion brewing
Fixed crashes with GregTech 5 Unofficial
The Abyssal Stone Bricks in the Abyssal Stronghold now occasionally generate as their cracked version
Updated the pictures in the Potential Energy section (took new ones on regular Grass, instead of Darklands Grass)
Fixed crashes (or just log errors) from Disruptions being triggered after failing to complete a ritual
Replaced the smoke from various PE blocks with a particle meant to represent PE
Energy Pedestals can now harvest PE from statues again
You can now use Energy Relays on Energy Pedestals and Sacrificial Altars
You can now configure the chance of a Shoggoth Lair generating in the Overworld
The Fire Rain Disruption will now fire a random amount of fireballs (so possibly not 8 at once)
Sacthoth now turns day into night when he spawns through a ODB explosion
Added Energy Collector
Added Energy Relay
Energy Pedestals no longer passively generate PE
Disruptions triggered from Ritual Altars now only fire server-side (apparently forgot to make that adjustement there)
Collected PE now persist when you break a block that can hold it, and the tooltip displays how much is contained
You can now have NBT tags persist through Infusion Rituals
Gateway Keys will now display a line of text in their tooltip when you can't use them
The Dreaded Abyssalnite Chestplate and Plated Coralium Chestplate's aura is now replaced with the effect being applied to attackers on hit
Added Energy Container
The Ethaxium Boots now applies a Speed boost like the other boots
The upgraded Gateway Keys can now place the previous key's portal in it's dimension
Added Interdimensional Cage (item that can capture entities)
Updated the information in the Ritual Information section
Fixed a performance hit caused by viewing pages that had pictures on them (in specifc cases)
Fixed the derp where the "next turn-up" button disappeared in the Machines section
Added a config option to make Shoggoth Ooze turn into dirt after being exposed to light for a random period of time
Added Tiered Energy Collectors
Added Tiered Energy Relays
Added Tiered Energy Containers
Changed the defaults to lower numbers for a couple of config options (biome spawn weights, entity spawn weights)
Min and max and default values for numerical config options are now provided in the comments (in favor of those not using the config GUI)
Updated nearly all of the pictures in the Necronomicon
The Abyssalnite Golem and Dreaded Abyssalnite Golem have new skins
Spiced up Hardcore Mode a bit
Anti-Ghouls now swing their arms when attacking
The Ritual of Fertility no longer has a chance of spawning Lesser Shoggoths
Remove the "Shoggoth infestation" Achievement, since that event no longer triggers
The Transmutation Gem now consumes durability when used for crafting, instead of being consumed directly
The "AbyssalCraft Items" Creative Tab now has each Necronomicon filled with PE alongside the normal empty one
The Staff of Rending and Staff of The Gatekeeper now raytrace properly
The Staff of Rending can now be upgraded to increase the amount of energy collected
A lot of items now have new textures (courtesy of Tiktalik)
The JEI integration now displays information regarding things created with the Staff of Rending
Darkened the sky color in the Abyssal Wasteland
Statues refuse to transport any PE if they're not under a clear sky
Statues now have a tolerance value, which increases the more you harvest PE from them, which eventually triggers a Disruption
Players no longer emit smoke inside the Dark Realm, only other entities
Sounds now play again in a few instances where they didn't
Fixed crashes regarding the Anti-Spider loot table
Removed the hurt sounds for the Pete Depths Ghoul variant
The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular
Added Evil Sheep
Added Demon Sheep
Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds
Villages no longer generate in Darklands Highland and Mountain biomes
The large Obsidian pillars now generate in the Abyssal Wasteland again
Added Enchantment descriptions (can be seen using WAWLA, among others)
Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen
Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)
Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)
Added a Disruption that has a chance to completely drain nearby PE Collectors
Disruptions are now properly synced between client and server
Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation
The alternate Depths Ghoul variants no longer have different stats
The chance of a Depths Ghoul spawning as one of the variants is now 20%
Fixed a typo in the Lesser Shoggoth loot tables
Added subtitles to all sounds added by the mod
All Crystal Clusters should now have correct names
Now runs on Forge 12.18.1.2073
Added chiseled variants to the Brick types that didn't previously have one
Made more crafting recipes depend on the Ore Dictionary
Added a cracked variant to all the Brick types
Added configurable Item Blacklists for Entities that can pick up item
Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)
Remnants now have their own yes/no sounds when trading
A random chant will now play when performing a ritual
Remnant priests will randomly chant
Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)
The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords
Statues now refuse to transfer PE if there's adjacent Statues on any side
Demon Animals now use the BiomeDictionary entry NETHER instead of the Nether Biome for Biomes to spawn in
All entities (except the bosses) now have their own loot tables
Now runs on Forge 12.18.1.2046
Split the Crystal Clusters into 2 blocks (solves the startup crashes with Forge 2044+)
Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)
Added hooks for registering armor textures for Ghoul armor rendering
If any Ghoul entity holds an item, it now renders in it's hand
Omothol Ghouls now have a chance to pick up items
Armor and held items should now render on Abyssal Anti-Zombies
Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)
Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar
Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)
The Depths Ghoul heads are now back in the decorative block tab
The spawn weight for Demon Animals in the Nether is now configurable
Fixed crashes related to being teleported to the Dark Realm
Fixed a mathematical mishap in the Coralium Gem Cluster recipes
Added initial Capability support
You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh
Removed the Biome ID configuration category (hasn't been used since moving past 1.9)
Corrected a few cases where TileEntity NBT data wouldn't sync properly
You should now sink into Shoggoth Ooze, Shoggoth Biomass and Solid Lava again
Removed duplicate diamond entry in the Dreadlands Mineshaft loot table
Fixes crashes regarding Ethaxium Pillars
Statues should now transfer PE to nearby players again
Asorah's GUI health bar will now decrement when his health decreases
Now runs on Forge 12.18.0.2007
Updated to 1.10.2
Demon Animals now starts spreading fire if they get in contact with any source of fire
Something happens if you use Shears on Evil Animals
Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)
A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)
Applying the Coralium and Dread enchantments through rituals works now
Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands
Caves and ravines now generate in the Dark Realm
Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm
Shadow mobs (and Lesser Shadow Shoggoths) are all translucent
When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent
Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld
Added Crystal Fragments (even smaller pieces of Crystallized Elements)
Set proper map colors for the various blocks
Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)
Changed some internal code for the Essence of The Gatekeeper Item Entity (fixes crashes with Extra Utilities 2)
The Dreadlands Grass now has the correct bottom and particle texture
Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent
Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread
Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)
Made the color of the various Darkstone blocks a shade bluer
The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand
Removed the random blindness from the Darklands biomes
Lowered the height at which Items placed on Altars/Pedestals are rendered
Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)
Remnants no longer say 2 insults at once, and no longer tell you they're busy when you initialize a trade with one
Added an API hook to enable Gateway Keys to function in any dimension registered there
The Darklands Oak and Dreadlands Tree are less randomized, and taller in general
Increased the amount of Darklands Oaks that generate in Darklands Forests
Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures
The Ritual of Fertility now also targets Rabbits
Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths
The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates
Reduced the damage of the Dreadium Katana by 5
Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500
Sacrificial Altars no longer target Shadow mobs
Fixed incorrect corner stair rotation
Added more Darklands structures
Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)
The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)
Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)
Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)
Removed all instances of Refined Coralium from the Vanilla Loot Tables
The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)
It now rains in Darklands Plains and Darklands Mountains
Added Coralium Infested Squid
Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water
The various dimensional essences now have new textures (which resemble their dimension slightly)
The Iron Wall Enchantment now works
Added a configurable blacklist for the Interdimensional Cage
Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone
Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13
Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire
Spectral Dragons now apply Coralium Plague instead of dealing physical damage
Updated a whole bunch of pictures in the Necronomicon
Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether
Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore
Rituals required to progress through the dimensions now appear first on their individual ritual section
The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)
Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode
The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled
Set a more proper attack damage to the various axes
The spawner blocks now properly initialize the entities they spawn before spawning them
Now runs on Forge 12.17.0.2051
The Achievements and Rituals with Water Bottles should display Water Bottles, and nothing else
Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)
The Forge Universal Bucket is actually registered for the fluids, instead of it not being that
Set the correct textures for the Ritual Altars/Pedestals that didn't have the correct texture
All of the Ritual Altars/Pedestals now drop the correct block
Expanded the amount of different types of objects you can input as offerings in a Ritual
Made the bounding boxes for Shoggoth Ooze, Shoggoth Biomass and Solid Lava the size of a full block
Fixed the placement of Torches and Buttons in Abyssal Strongholds
Fixed the placement of Torches in Dreadlands Mineshafts
Asorah and Spectral Dragons are now immune to fire
Reduced the amount of smoke particles during a ritual
Ritual Altar creation now has more visual effects
Loading stages are no longer logged
A few Item textures have been updated
Patron Necronomicon info is now fetched from a remote file (has a local version if something goes wrong)
A Necronomicon Page object can now specify a URL that points to an image, which will then be displayed (if the image can be located)
Any JSON file added to the "abyssalcraft" folder in the config directory that's properly formatted will be injected into the "Other Information" section of the Necronomicon
The "AbyssalCraft Tools" Creative Tab now has a Interdimensional Cage filled with PE alongside the normal empty one
Fixed the Item name colors on the Gateway Keys
Replaced half of the Darklands structures
Added API hooks for generating Darklands structures
Added config option to force the dimension biomes to reset the mob spawning lists in order to stop mobs from other mods from populating the lists
Made the teal tint on the Depths Helmet overlay A LOT more transparent
Added Abyssal Sand
Added Fused Abyssal Sand
Added Abyssal Sand Glass
The terrain in the Abyssal Wasteland now has a top layer of Fused Abyssal Sand, with patches of Abyssal Stone
Added Dreadlands Dirt
Updated the textures on Dreadstone, Abyssalnite Stone and their brick counterparts
Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone
Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone Stairs, Slabs and Walls
Changed the ritual formation blocks to use the Cobblestone blocks instead of Bricks where applicable
Updated the information about statues to mention them needing an open sky to operate
Fixed the bug where the random blindness from Darklands biomes would stay when it's reached 0
Replaced the Darkstone Cobblestone in Abyssal Strongholds with Abyssal Cobblestone
Rituals can now be NBT sensitive (pedestal offerings must have identical NBT tags to the ones in the ritual recipe)
You can no longer process Liquid Antimatter or Liquid Coralium Buckets in Furnaces, Transmutators or Crystallizers
Removed the crafting recipe for a Liquid Antimatter Bucket
Changed some of the Potion Effects added by the various armor sets
Now runs on Java 8
Deprecated the Liquid Coralium and Liquid Antimatter Buckets, they're now handled by the Forge Universal Bucket
Fixed a bug with Potion brewing
The Abyssal Stone Bricks in the Abyssal Stronghold now occasionally generate as their cracked version
Updated the pictures in the Potential Energy section (took new ones on regular Grass, instead of Darklands Grass)
Fixed crashes (or just log errors) from Disruptions being triggered after failing to complete a ritual
Replaced the smoke from various PE blocks with a particle meant to represent PE
Energy Pedestals can now harvest PE from statues again
You can now use Energy Relays on Energy Pedestals and Sacrificial Altars
You can now configure the chance of a Shoggoth Lair generating in the Overworld
The Fire Rain Disruption will now fire a random amount of fireballs (so possibly not 8 at once)
Sacthoth now turns day into night when he spawns through a ODB explosion
Added Energy Collector
Added Energy Relay
Energy Pedestals no longer passively generate PE
Disruptions triggered from Ritual Altars now only fire server-side (apparently forgot to make that adjustement there)
Collected PE now persist when you break a block that can hold it, and the tooltip displays how much is contained
You can now have NBT tags persist through Infusion Rituals
Gateway Keys will now display a line of text in their tooltip when you can't use them
The Dreaded Abyssalnite Chestplate and Plated Coralium Chestplate's aura is now replaced with the effect being applied to attackers on hit
Added Energy Container
The Ethaxium Boots now applies a Speed boost like the other boots
The upgraded Gateway Keys can now place the previous key's portal in it's dimension
Added Interdimensional Cage (item that can capture entities)
Updated the information in the Ritual Information section
Fixed a performance hit caused by viewing pages that had pictures on them (in specifc cases)
Fixed the derp where the "next turn-up" button disappeared in the Machines section
Added a config option to make Shoggoth Ooze turn into dirt after being exposed to light for a random period of time
Added Tiered Energy Collectors
Added Tiered Energy Relays
Added Tiered Energy Containers
Changed the defaults to lower numbers for a couple of config options (biome spawn weights, entity spawn weights)
Min and max and default values for numerical config options are now provided in the comments (in favor of those not using the config GUI)
Updated nearly all of the pictures in the Necronomicon
The Abyssalnite Golem and Dreaded Abyssalnite Golem have new skins
Spiced up Hardcore Mode a bit
Anti-Ghouls now swing their arms when attacking
The Ritual of Fertility no longer has a chance of spawning Lesser Shoggoths
Remove the "Shoggoth infestation" Achievement, since that event no longer triggers
The Transmutation Gem now consumes durability when used for crafting, instead of being consumed directly
The "AbyssalCraft Items" Creative Tab now has each Necronomicon filled with PE alongside the normal empty one
The Staff of Rending and Staff of The Gatekeeper now raytrace properly
The Staff of Rending can now be upgraded to increase the amount of energy collected
A lot of items now have new textures (courtesy of Tiktalik)
The JEI integration now displays information regarding things created with the Staff of Rending
Darkened the sky color in the Abyssal Wasteland
Statues refuse to transport any PE if they're not under a clear sky
Statues now have a tolerance value, which increases the more you harvest PE from them, which eventually triggers a Disruption
Players no longer emit smoke inside the Dark Realm, only other entities
Sounds now play again in a few instances where they didn't
Fixed crashes regarding the Anti-Spider loot table
Removed the hurt sounds for the Pete Depths Ghoul variant
The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular
Added Evil Sheep
Added Demon Sheep
Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds
Villages no longer generate in Darklands Highland and Mountain biomes
The large Obsidian pillars now generate in the Abyssal Wasteland again
Added Enchantment descriptions (can be seen using WAWLA, among others)
Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen
Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)
Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)
Added a Disruption that has a chance to completely drain nearby PE Collectors
Disruptions are now properly synced between client and server
Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation
The alternate Depths Ghoul variants no longer have different stats
The chance of a Depths Ghoul spawning as one of the variants is now 20%
Fixed a typo in the Lesser Shoggoth loot tables
Added subtitles to all sounds added by the mod
Added chiseled variants to the Brick types that didn't previously have one
Made more crafting recipes depend on the Ore Dictionary
Added a cracked variant to all the Brick types
Added configurable Item Blacklists for Entities that can pick up item
Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)
Remnants now have their own yes/no sounds when trading
A random chant will now play when performing a ritual
Remnant priests will randomly chant
Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)
The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords
Statues now transfer PE to players again
Really fixed that slight derp in the Sacrificial Altar (was fixed in the tiered one, but not the normal)
Fixed crashes with placing double slab blocks
Darklands Oaks and Dreadlands Trees will now burn
Spectral Dragons can no longer fly through portal blocks (they bounce off)
Spectral Dragons now fly a bit slower, and are more suspectible to damage
Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)
You should no longer hear random Ghast sounds around Anti-Bats
Added hooks for registering armor textures for Ghoul armor rendering
If any Ghoul entity holds an item, it now renders in it's hand
Omothol Ghouls now have a chance to pick up items
Armor and held items should now render on Abyssal Anti-Zombies
Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)
Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar
Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)
The Depths Ghoul heads are now back in the decorative block tab
The spawn weight for Demon Animals in the Nether is now configurable
Fixed crashes related to being teleported to the Dark Realm
Fixed a mathematical mishap in the Coralium Gem Cluster recipes
Added initial Capability support
You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh
Removed the Biome ID configuration category (hasn't been used since moving past 1.9)
Corrected a few cases where TileEntity NBT data wouldn't sync properly
You should now sink into Shoggoth Ooze, Shoggoth Biomass and Solid Lava again
Removed duplicate diamond entry in the Dreadlands Mineshaft loot table
Fixes crashes regarding Ethaxium Pillars
Statues should now transfer PE to nearby players again
Asorah's GUI health bar will now decrement when his health decreases
Now runs on Forge 12.17.0.1976
Fixed a couple of achievement icons looking weird
If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence
Adjusted the colors of the Abyssalnite and Dreadium crystals
Fixed custom particle color
Tweaked the FOV modification for the Coralium Longbow (should fix a crash with Blood Magic)
Added Spanish translation (thanks Moichrocks)
Added decorative versions of the statues (they're just blocks, no disruptions or anything)
The message that should appear in chat when the "Ritual of reversed time" is performed will now display
The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)
Boss messages shouldn't display twice while in multiplayer
The Staff of The Gatekeeper, Dreadium Katana and Cudgel have their 3D models back!
Added Crystal Clusters (storage blocks for Crystals)
Things added to the crystal list are now properly regarded as crystals
Slightly re-balanced fuel values for Crystal-based fuels
Added a event that fires before Disruptions are triggered (can be cancelled)
Added a event that fires before a Lesser Shoggoth places down a Ooze block (allowing you to replace the Ooze block, or cancel the event)
Reduced the follow range on a couple of mobs
Ethaxium/Dark Ethaxium Pillars can now be rotated when placed (like Quartz Pillars)
Failing to complete a ritual now triggers a Disruption
It should be impossible to enchant the Dreadium Katana, Cudgel and Sacthoth's Soul Reaper Blade now (not even possible by anvil now)
Added Enchantment Rituals (allows you to enchant an item through a ritual)
The leaves on AbyssalCraft trees should now decay when there isn't any nearby log
The Altar of Cha'garoth is now created through rituals (instead of crafting)
The Coralium and Dread enchantments are now applied through rituals
Improved the custom explosion code a bit
You can now brew AbyssalCraft potions again
All things regarding Shoggoth food has now been moved over to EntityUtil
Implemented the sacrifice mechanic for rituals (some rituals will require you to present a living entity as an additional offering)
AbyssalCraft loot has been added to the vanilla loot tables
The spawn weight of End Abyssal Zombies is now configurable (replaces the previous config option to stop them from spawning)
Renamed the config option "Evil Animal spawn rate" to "Evil Animal spawn weight"
The fire rain disruption has been reduced to 8 fireballs (previously 20)
Some rituals now require a sacrifice (and the statue rituals can be performed anywhere)
Portal teleportation in survival mode should work normally again
You can now configure the portal cooldown (time it takes before you can use a portal again)
Now runs on Forge 12.17.0.1962
Demon Animals now starts spreading fire if they get in contact with any source of fire
Something happens if you use Shears on Evil Animals
Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)
A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)
Applying the Coralium and Dread enchantments through rituals works now
Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands
Caves and ravines now generate in the Dark Realm
Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm
Shadow mobs (and Lesser Shadow Shoggoths) are all translucent
When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent
Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld
Added Crystal Fragments (even smaller pieces of Crystallized Elements)
Set proper map colors for the various blocks
Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)
Changed some internal code for the Essence of The Gatekeeper Item Entity (fixes crashes with Extra Utilities 2)
The Dreadlands Grass now has the correct bottom and particle texture
Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent
Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread
Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)
Made the color of the various Darkstone blocks a shade bluer
The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand
Removed the random blindness from the Darklands biomes
Lowered the height at which Items placed on Altars/Pedestals are rendered
Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)
Remnants no longer say 2 insults at once, and no longer tell you they're busy when you initialize a trade with one
Added an API hook to enable Gateway Keys to function in any dimension registered there
The Darklands Oak and Dreadlands Tree are less randomized, and taller in general
Increased the amount of Darklands Oaks that generate in Darklands Forests
Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures
The Ritual of Fertility now also targets Rabbits
Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths
The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates
Reduced the damage of the Dreadium Katana by 5
Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500
Sacrificial Altars no longer target Shadow mobs
Fixed incorrect corner stair rotation
Added more Darklands structures
Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)
The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)
Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)
Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)
Removed all instances of Refined Coralium from the Vanilla Loot Tables
The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)
It now rains in Darklands Plains and Darklands Mountains
Added Coralium Infested Squid
Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water
The various dimensional essences now have new textures (which resemble their dimension slightly)
The Iron Wall Enchantment now works
Added a configurable blacklist for the Interdimensional Cage
Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone
Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13
Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire
Spectral Dragons now apply Coralium Plague instead of dealing physical damage
Updated a whole bunch of pictures in the Necronomicon
Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether
Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore
Rituals required to progress through the dimensions now appear first on their individual ritual section
The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)
Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode
The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled
Set a more proper attack damage to the various axes
The spawner blocks now properly initialize the entities they spawn before spawning them
The Achievements and Rituals with Water Bottles should display Water Bottles, and nothing else
Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)
All of the Ritual Altars/Pedestals now drop the correct block
Expanded the amount of different types of objects you can input as offerings in a Ritual
Fixed the placement of Torches and Buttons in Abyssal Strongholds
Fixed the placement of Torches in Dreadlands Mineshafts
Asorah and Spectral Dragons are now immune to fire
Reduced the amount of smoke particles during a ritual
Ritual Altar creation now has more visual effects
Loading stages are no longer logged
A few Item textures have been updated
Patron Necronomicon info is now fetched from a remote file (has a local version if something goes wrong)
A Necronomicon Page object can now specify a URL that points to an image, which will then be displayed (if the image can be located)
Any JSON file added to the "abyssalcraft" folder in the config directory that's properly formatted will be injected into the "Other Information" section of the Necronomicon
The "AbyssalCraft Tools" Creative Tab now has a Interdimensional Cage filled with PE alongside the normal empty one
Fixed the Item name colors on the Gateway Keys
Replaced half of the Darklands structures
Added API hooks for generating Darklands structures
Added config option to force the dimension biomes to reset the mob spawning lists in order to stop mobs from other mods from populating the lists
Made the teal tint on the Depths Helmet overlay A LOT more transparent
Added Abyssal Sand
Added Fused Abyssal Sand
Added Abyssal Sand Glass
The terrain in the Abyssal Wasteland now has a top layer of Fused Abyssal Sand, with patches of Abyssal Stone
Added Dreadlands Dirt
Updated the textures on Dreadstone, Abyssalnite Stone and their brick counterparts
Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone
Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone Stairs, Slabs and Walls
Changed the ritual formation blocks to use the Cobblestone blocks instead of Bricks where applicable
Updated the information about statues to mention them needing an open sky to operate
Fixed the bug where the random blindness from Darklands biomes would stay when it's reached 0
Replaced the Darkstone Cobblestone in Abyssal Strongholds with Abyssal Cobblestone
Rituals can now be NBT sensitive (pedestal offerings must have identical NBT tags to the ones in the ritual recipe)
You can no longer process Liquid Antimatter or Liquid Coralium Buckets in Furnaces, Transmutators or Crystallizers
Removed the crafting recipe for a Liquid Antimatter Bucket
Changed some of the Potion Effects added by the various armor sets
Now runs on Java 8
Wooden Pressure Plates in Darklands villages is now replaced with Darklands Oak Pressure Plates
Deprecated the Liquid Coralium and Liquid Antimatter Buckets, they're now handled by the Forge Universal Bucket
Fixed a bug with Potion brewing
The Abyssal Stone Bricks in the Abyssal Stronghold now occasionally generate as their cracked version
Updated the pictures in the Potential Energy section (took new ones on regular Grass, instead of Darklands Grass)
Fixed crashes (or just log errors) from Disruptions being triggered after failing to complete a ritual
Replaced the smoke from various PE blocks with a particle meant to represent PE
Energy Pedestals can now harvest PE from statues again
You can now use Energy Relays on Energy Pedestals and Sacrificial Altars
You can now configure the chance of a Shoggoth Lair generating in the Overworld
The Fire Rain Disruption will now fire a random amount of fireballs (so possibly not 8 at once)
Sacthoth now turns day into night when he spawns through a ODB explosion
Added Energy Collector
Added Energy Relay
Energy Pedestals no longer passively generate PE
Disruptions triggered from Ritual Altars now only fire server-side (apparently forgot to make that adjustement there)
Collected PE now persist when you break a block that can hold it, and the tooltip displays how much is contained
You can now have NBT tags persist through Infusion Rituals
Gateway Keys will now display a line of text in their tooltip when you can't use them
The Dreaded Abyssalnite Chestplate and Plated Coralium Chestplate's aura is now replaced with the effect being applied to attackers on hit
Added Energy Container
The Ethaxium Boots now applies a Speed boost like the other boots
The upgraded Gateway Keys can now place the previous key's portal in it's dimension
Added Interdimensional Cage (item that can capture entities)
Updated the information in the Ritual Information section
Fixed a performance hit caused by viewing pages that had pictures on them (in specifc cases)
Fixed the derp where the "next turn-up" button disappeared in the Machines section
Added a config option to make Shoggoth Ooze turn into dirt after being exposed to light for a random period of time
Added Tiered Energy Collectors
Added Tiered Energy Relays
Added Tiered Energy Containers
Changed the defaults to lower numbers for a couple of config options (biome spawn weights, entity spawn weights)
Min and max and default values for numerical config options are now provided in the comments (in favor of those not using the config GUI)
Updated nearly all of the pictures in the Necronomicon
The Abyssalnite Golem and Dreaded Abyssalnite Golem have new skins
Spiced up Hardcore Mode a bit
Anti-Ghouls now swing their arms when attacking
The Ritual of Fertility no longer has a chance of spawning Lesser Shoggoths
Remove the "Shoggoth infestation" Achievement, since that event no longer triggers
The Transmutation Gem now consumes durability when used for crafting, instead of being consumed directly
The "AbyssalCraft Items" Creative Tab now has each Necronomicon filled with PE alongside the normal empty one
The Staff of Rending and Staff of The Gatekeeper now raytrace properly
The Staff of Rending can now be upgraded to increase the amount of energy collected
A lot of items now have new textures (courtesy of Tiktalik)
The JEI integration now displays information regarding things created with the Staff of Rending
Darkened the sky color in the Abyssal Wasteland
Statues refuse to transport any PE if they're not under a clear sky
Statues now have a tolerance value, which increases the more you harvest PE from them, which eventually triggers a Disruption
Players no longer emit smoke inside the Dark Realm, only other entities
Sounds now play again in a few instances where they didn't
Fixed crashes regarding the Anti-Spider loot table
Removed the hurt sounds for the Pete Depths Ghoul variant
The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular
Added Evil Sheep
Added Demon Sheep
Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds
Villages no longer generate in Darklands Highland and Mountain biomes
The large Obsidian pillars now generate in the Abyssal Wasteland again
Added Enchantment descriptions (can be seen using WAWLA, among others)
Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen
Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)
Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)
Added a Disruption that has a chance to completely drain nearby PE Collectors
Disruptions are now properly synced between client and server
Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation
The alternate Depths Ghoul variants no longer have different stats
The chance of a Depths Ghoul spawning as one of the variants is now 20%
Fixed a typo in the Lesser Shoggoth loot tables
Added subtitles to all sounds added by the mod
Added chiseled variants to the Brick types that didn't previously have one
Made more crafting recipes depend on the Ore Dictionary
Added a cracked variant to all the Brick types
Added configurable Item Blacklists for Entities that can pick up item
Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)
Remnants now have their own yes/no sounds when trading
A random chant will now play when performing a ritual
Remnant priests will randomly chant
Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)
The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords
Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)
You should no longer hear random Ghast sounds around Anti-Bats
Added hooks for registering armor textures for Ghoul armor rendering
If any Ghoul entity holds an item, it now renders in it's hand
Omothol Ghouls now have a chance to pick up items
Armor and held items should now render on Abyssal Anti-Zombies
Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)
Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar
Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)
The Depths Ghoul heads are now back in the decorative block tab
The spawn weight for Demon Animals in the Nether is now configurable
Fixed crashes related to being teleported to the Dark Realm
Fixed a mathematical mishap in the Coralium Gem Cluster recipes
Added initial Capability support
You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh
Removed the Biome ID configuration category (hasn't been used since moving past 1.9)
Corrected a few cases where TileEntity NBT data wouldn't sync properly
Removed duplicate diamond entry in the Dreadlands Mineshaft loot table
Fixes crashes regarding Ethaxium Pillars
Statues should now transfer PE to nearby players again
Asorah's GUI health bar will now decrement when his health decreases
Fixed a couple of achievement icons looking weird
If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence
Adjusted the colors of the Abyssalnite and Dreadium crystals
Fixed custom particle color
Added Spanish translation (thanks Moichrocks)
Tweaked the FOV modification for the Coralium Longbow (should fix a crash with Blood Magic)
Added decorative versions of the statues (they're just blocks, no disruptions or anything)
The message that should appear in chat when the "Ritual of reversed time" is performed will now display
The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)
Boss messages shouldn't display twice while in multiplayer
The Staff of The Gatekeeper, Dreadium Katana and Cudgel have their 3D models back!
Added Crystal Clusters (storage blocks for Crystals)
Things added to the crystal list are now properly regarded as crystals
Slightly re-balanced fuel values for Crystal-based fuels
Added a event that fires before Disruptions are triggered (can be cancelled)
Added a event that fires before a Lesser Shoggoth places down a Ooze block (allowing you to replace the Ooze block, or cancel the event)
Reduced the follow range on a couple of mobs
Ethaxium/Dark Ethaxium Pillars can now be rotated when placed (like Quartz Pillars)
Failing to complete a ritual now triggers a Disruption
It should be impossible to enchant the Dreadium Katana, Cudgel and Sacthoth's Soul Reaper Blade now (not even possible by anvil now)
Added Enchantment Rituals (allows you to enchant an item through a ritual)
The leaves on AbyssalCraft trees should now decay when there isn't any nearby log
The Altar of Cha'garoth is now created through rituals (instead of crafting)
The Coralium and Dread enchantments are now applied through rituals
Improved the custom explosion code a bit
You can now brew AbyssalCraft potions again
All things regarding Shoggoth food has now been moved over to EntityUtil
Implemented the sacrifice mechanic for rituals (some rituals will require you to present a living entity as an additional offering)
AbyssalCraft loot has been added to the vanilla loot tables
The spawn weight of End Abyssal Zombies is now configurable (replaces the previous config option to stop them from spawning)
Renamed the config option "Evil Animal spawn rate" to "Evil Animal spawn weight"
The fire rain disruption has been reduced to 8 fireballs (previously 20)
Some rituals now require a sacrifice (and the statue rituals can be performed anywhere)
Portal teleportation in survival mode should work normally again
You can now configure the portal cooldown (time it takes before you can use a portal again)
Now runs on Forge 12.16.1.1938
Actually fix the client-side crashes exposed in the previous versions
Now runs on Forge 12.16.1.1887
Recipe categories in the JEI integration now shows what's used for what recipe (like how the Furnace is shown for smelting)
Altar/Pedestal interaction now sync between players again
There is no longer a limit on how many rituals can be displayed per section
You can now add infinite pages to a Necronomicon Category
The Darklands Oak and Dreadlands Tree now have a new design
Darklands Grass can now sustain Flowers, Tall Grass and Mushrooms again
Rebranded all API packages (now named "AbyssalCraftAPI" instead of "AbyssalCraftAPI|Core" for instance)
Replaced the Necronomicon "missing texture" with one that has a more fitting color scheme
If the Necronomicon GUI is unable to load an image, it will substitute to it's own "missing texture" (instead of the vanilla one)
Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts
The "AbyssalCraft Items" Creative Tab now has a Necronomicon as tab icon
Implemented loot tables (Abyssal Strongholds and Dreadlands Mineshafts have their own loot)
The Antimatter Potion Effect should no longer continue to spawn Anti-Players while the death screen is displaying
The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)
Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire
Displacement disruptions now properly move players around (along with other entities)
Depths Ghouls now have their own hurt sound
Lesser Shoggoths now have their own living/hurt/death sounds
The ritual for respawning J'zahar will appear before the various Charms in the Omothol ritual section
Increased the PE requirement for a few rituals
Now runs on Forge 12.16.0.1851
Biome ID config options have been removed (as they are assigned automatically)
Nerfed the various tool materials a bit (reduced efficiency and durability)
A lot of API related things have been refactored
Right-clicking with a bucket should no longer crash the game
Inventory syncing for when the Staff of Rending gives you a essence/shadow gem should be a lot better now
Now runs on Forge 12.16.0.1811
InventoryTweaks integration is back (you can sort crystal bag content again)
The Dreadium Samurai armor now animates correctly again (but the swing animation still de-syncs a bit)
Oblivion Deathbombs and ODB Cores now animate like TNT when primed
The death animation time for J'zahar has been increased to 40 seconds (so you can keep up with his speech)
The dialogues shown upon Asorah's and Cha'garoth's deaths now display each sentence with a 3 second pause between them
Added information about Enchantments to the Misc Information section
Added a ritual that allows you to respawn J'zahar (can only be performed at his temple)
Fixed a lot of issues related to tracking entities within close proximity of a block
Demon Animals now have a 50% chance of not burning when spawning in the Nether
Added a mimic fire (exstinguishes after 6 seconds, can't be sustained by netherrack)
Integrations no longer need to be registered (added a plugin annotation that allows for 100% soft dependencies)
Fixed animations for the Dreadium Samurai Armor (arms should move correctly, and armor renders correctly on Armor Stands)
Improved the buttons in the Necronomicon GUI (they don't overlay anymore, and a transparent gradient displays on a button when hovered over)
Fixed potential crashes related to CraftingStacks where the recipe uses the OreDictionary
Automatically fetched crafting recipes will now also fetch the output quantity from the recipe
Sacthoth no longer spawns in the Dark Realm
Added a Misc Information section to the Necronomicon (displays things not mentioned anywhere else, among them crafting recipes)
The range from J'zahar in which you need to be in order for him to drop his essence has been increased to 32 blocks (previously 10)
Ported to Minecraft 1.9 (there may be bugs left from the port)
All boss health bars now uses the new system (and they also change color depending on how much health the boss has)
Demon Animals now starts spreading fire if they get in contact with any source of fire
Something happens if you use Shears on Evil Animals
Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)
A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)
Applying the Coralium and Dread enchantments through rituals works now
Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands
Caves and ravines now generate in the Dark Realm
Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm
Shadow mobs (and Lesser Shadow Shoggoths) are all translucent
When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent
Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld
Added Crystal Fragments (even smaller pieces of Crystallized Elements)
Set proper map colors for the various blocks
Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)
Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent
Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread
Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)
Made the color of the various Darkstone blocks a shade bluer
The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand
Removed the random blindness from the Darklands biomes
Lowered the height at which Items placed on Altars/Pedestals are rendered
Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)
Added an API hook to enable Gateway Keys to function in any dimension registered there
The Darklands Oak and Dreadlands Tree are less randomized, and taller in general
Increased the amount of Darklands Oaks that generate in Darklands Forests
Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures
The Ritual of Fertility now also targets Rabbits
Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths
The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates
Reduced the damage of the Dreadium Katana by 5
Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500
Sacrificial Altars no longer target Shadow mobs
Added more Darklands structures
Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)
The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)
Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)
Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)
Removed all instances of Refined Coralium from the Vanilla Loot Tables
The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)
It now rains in Darklands Plains and Darklands Mountains
Added Coralium Infested Squid
Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water
The various dimensional essences now have new textures (which resemble their dimension slightly)
The Iron Wall Enchantment now works
Added a configurable blacklist for the Interdimensional Cage
Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone
Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13
Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire
Spectral Dragons now apply Coralium Plague instead of dealing physical damage
Updated a whole bunch of pictures in the Necronomicon
Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether
Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore
Rituals required to progress through the dimensions now appear first on their individual ritual section
The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)
Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode
The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled
The spawner blocks now properly initialize the entities they spawn before spawning them
Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)
All of the Ritual Altars/Pedestals now drop the correct block
Expanded the amount of different types of objects you can input as offerings in a Ritual
Asorah and Spectral Dragons are now immune to fire
Reduced the amount of smoke particles during a ritual
Ritual Altar creation now has more visual effects
Loading stages are no longer logged
A few Item textures have been updated
Patron Necronomicon info is now fetched from a remote file (has a local version if something goes wrong)
A Necronomicon Page object can now specify a URL that points to an image, which will then be displayed (if the image can be located)
Any JSON file added to the "abyssalcraft" folder in the config directory that's properly formatted will be injected into the "Other Information" section of the Necronomicon
The "AbyssalCraft Tools" Creative Tab now has a Interdimensional Cage filled with PE alongside the normal empty one
Fixed the Item name colors on the Gateway Keys
Replaced half of the Darklands structures
Added API hooks for generating Darklands structures
Added config option to force the dimension biomes to reset the mob spawning lists in order to stop mobs from other mods from populating the lists
Made the teal tint on the Depths Helmet overlay A LOT more transparent
Added Abyssal Sand
Added Fused Abyssal Sand
Added Abyssal Sand Glass
The terrain in the Abyssal Wasteland now has a top layer of Fused Abyssal Sand, with patches of Abyssal Stone
Added Dreadlands Dirt
Updated the textures on Dreadstone, Abyssalnite Stone and their brick counterparts
Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone
Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone Stairs, Slabs and Walls
Changed the ritual formation blocks to use the Cobblestone blocks instead of Bricks where applicable
Updated the information about statues to mention them needing an open sky to operate
Fixed the bug where the random blindness from Darklands biomes would stay when it's reached 0
Replaced the Darkstone Cobblestone in Abyssal Strongholds with Abyssal Cobblestone
Rituals can now be NBT sensitive (pedestal offerings must have identical NBT tags to the ones in the ritual recipe)
You can no longer process Liquid Antimatter or Liquid Coralium Buckets in Furnaces, Transmutators or Crystallizers
Removed the crafting recipe for a Liquid Antimatter Bucket
Changed some of the Potion Effects added by the various armor sets
Now runs on Java 8
The Abyssal Stone Bricks in the Abyssal Stronghold now occasionally generate as their cracked version
Updated the pictures in the Potential Energy section (took new ones on regular Grass, instead of Darklands Grass)
Fixed crashes (or just log errors) from Disruptions being triggered after failing to complete a ritual
Replaced the smoke from various PE blocks with a particle meant to represent PE
You can now configure the chance of a Shoggoth Lair generating in the Overworld
The Fire Rain Disruption will now fire a random amount of fireballs (so possibly not 8 at once)
Sacthoth now turns day into night when he spawns through a ODB explosion
Added Energy Collector
Added Energy Relay
Energy Pedestals no longer passively generate PE
Disruptions triggered from Ritual Altars now only fire server-side (apparently forgot to make that adjustement there)
Collected PE now persist when you break a block that can hold it, and the tooltip displays how much is contained
You can now have NBT tags persist through Infusion Rituals
Gateway Keys will now display a line of text in their tooltip when you can't use them
The Dreaded Abyssalnite Chestplate and Plated Coralium Chestplate's aura is now replaced with the effect being applied to attackers on hit
Added Energy Container
The Ethaxium Boots now applies a Speed boost like the other boots
The upgraded Gateway Keys can now place the previous key's portal in it's dimension
Added Interdimensional Cage (item that can capture entities)
Updated the information in the Ritual Information section
Fixed a performance hit caused by viewing pages that had pictures on them (in specifc cases)
Fixed the derp where the "next turn-up" button disappeared in the Machines section
Added a config option to make Shoggoth Ooze turn into dirt after being exposed to light for a random period of time
Added Tiered Energy Collectors
Added Tiered Energy Relays
Added Tiered Energy Containers
Changed the defaults to lower numbers for a couple of config options (biome spawn weights, entity spawn weights)
Min and max and default values for numerical config options are now provided in the comments (in favor of those not using the config GUI)
The Demon Sheep's name is now localized
Updated nearly all of the pictures in the Necronomicon
The Abyssalnite Golem and Dreaded Abyssalnite Golem have new skins
Spiced up Hardcore Mode a bit
Depths Ghouls no longer spread the Dread Plague (that's apparently been a thing since 1.9.2)
Anti-Ghouls now swing their arms when attacking
The Ritual of Fertility no longer has a chance of spawning Lesser Shoggoths
Remove the "Shoggoth infestation" Achievement, since that event no longer triggers
The Transmutation Gem now consumes durability when used for crafting, instead of being consumed directly
The "AbyssalCraft Items" Creative Tab now has each Necronomicon filled with PE alongside the normal empty one
The Staff of Rending and Staff of The Gatekeeper now raytrace properly
The Staff of Rending can now be upgraded to increase the amount of energy collected
A lot of items now have new textures (courtesy of Tiktalik)
The JEI integration now displays information regarding things created with the Staff of Rending
Darkened the sky color in the Abyssal Wasteland
Statues refuse to transport any PE if they're not under a clear sky
Statues now have a tolerance value, which increases the more you harvest PE from them, which eventually triggers a Disruption
Players no longer emit smoke inside the Dark Realm, only other entities
Removed the hurt sounds for the Pete Depths Ghoul variant
The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular
Added Evil Sheep
Added Demon Sheep
Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds
Villages no longer generate in Darklands Highland and Mountain biomes
The large Obsidian pillars now generate in the Abyssal Wasteland again
Added Enchantment descriptions (can be seen using WAWLA, among others)
Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen
Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)
Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)
Added a Disruption that has a chance to completely drain nearby PE Collectors
Disruptions are now properly synced between client and server
Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation
The alternate Depths Ghoul variants no longer have different stats
The chance of a Depths Ghoul spawning as one of the variants is now 20%
Added chiseled variants to the Brick types that didn't previously have one
Made more crafting recipes depend on the Ore Dictionary
Added a cracked variant to all the Brick types
Added configurable Item Blacklists for Entities that can pick up item
Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)
Remnants now have their own yes/no sounds when trading
A random chant will now play when performing a ritual
Remnant priests will randomly chant
Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)
Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)
Added hooks for registering armor textures for Ghoul armor rendering
If any Ghoul entity holds an item, it now renders in it's hand
Omothol Ghouls now have a chance to pick up items
Armor and held items should now render on Abyssal Anti-Zombies
Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)
Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar
Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)
The Depths Ghoul heads are now back in the decorative block tab
The spawn weight for Demon Animals in the Nether is now configurable
Fixed crashes related to being teleported to the Dark Realm
Fixed a mathematical mishap in the Coralium Gem Cluster recipes
Added initial Capability support
You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh
Fixed bug where the Coralium Longbow would turn into a missing texture block when pulling
The Staff of Rending should now sync better when reaching the max energy values
If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence
Adjusted the colors of the Abyssalnite and Dreadium crystals
Fixed custom particle color
Tweaked the FOV modification for the Coralium Longbow (should fix a crash with Blood Magic)
Added Spanish translation (thanks Moichrocks)
Added decorative versions of the statues (they're just blocks, no disruptions or anything)
The message that should appear in chat when the "Ritual of reversed time" is performed will now display
The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)
Boss messages shouldn't display twice while in multiplayer
The Staff of The Gatekeeper, Dreadium Katana and Cudgel have their 3D models back!
Added Crystal Clusters (storage blocks for Crystals)
Things added to the crystal list are now properly regarded as crystals
Slightly re-balanced fuel values for Crystal-based fuels
Added a event that fires before Disruptions are triggered (can be cancelled)
Added a event that fires before a Lesser Shoggoth places down a Ooze block (allowing you to replace the Ooze block, or cancel the event)
Reduced the follow range on a couple of mobs
Ethaxium/Dark Ethaxium Pillars can now be rotated when placed (like Quartz Pillars)
Failing to complete a ritual now triggers a Disruption
It should be impossible to enchant the Dreadium Katana, Cudgel and Sacthoth's Soul Reaper Blade now (not even possible by anvil now)
Added Enchantment Rituals (allows you to enchant an item through a ritual)
The leaves on AbyssalCraft trees should now decay when there isn't any nearby log
The Altar of Cha'garoth is now created through rituals (instead of crafting)
The Coralium and Dread enchantments are now applied through rituals
Improved the custom explosion code a bit
You can no longer brew any AbyssalCraft potions
All things regarding Shoggoth food has now been moved over to EntityUtil
Implemented the sacrifice mechanic for rituals (some rituals will require you to present a living entity as an additional offering)
The spawn weight of End Abyssal Zombies is now configurable (replaces the previous config option to stop them from spawning)
Renamed the config option "Evil Animal spawn rate" to "Evil Animal spawn weight"
The fire rain disruption has been reduced to 8 fireballs (previously 20)
Some rituals now require a sacrifice (and the statue rituals can be performed anywhere)
You can now configure the portal cooldown (time it takes before you can use a portal again)
Actually fix the client-side crashes exposed in the previous versions
Now runs on Forge 11.15.1.1875
There is no longer a limit on how many rituals can be displayed per section
You can now add infinite pages to a Necronomicon Category
The Darklands Oak and Dreadlands Tree now have a new design
Darklands Grass can now sustain Flowers, Tall Grass and Mushrooms again
Rebranded all API packages (now named "AbyssalCraftAPI" instead of "AbyssalCraftAPI|Core" for instance)
Replaced the Necronomicon "missing texture" with one that has a more fitting color scheme
If the Necronomicon GUI is unable to load an image, it will substitute to it's own "missing texture" (instead of the vanilla one)
Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts
The "AbyssalCraft Items" Creative Tab now has a Necronomicon as tab icon
The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)
Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire
Displacement disruptions now properly move players around (along with other entities)
Demon Animals now have a 50% chance of not burning when spawning in the Nether
Added a mimic fire (exstinguishes after 6 seconds, can't be sustained by netherrack)
Integrations no longer need to be registered (added a plugin annotation that allows for 100% soft dependencies)
Fixed animations for the Dreadium Samurai Armor (arms should move correctly, and armor renders correctly on Armor Stands)
Improved the buttons in the Necronomicon GUI (they don't overlay anymore, and a transparent gradient displays on a button when hovered over)
Fixed potential crashes related to CraftingStacks where the recipe uses the OreDictionary
Automatically fetched crafting recipes will now also fetch the output quantity from the recipe
Sacthoth no longer spawns in the Dark Realm
Added a Misc Information section to the Necronomicon (displays things not mentioned anywhere else, among them crafting recipes)
The range from J'zahar in which you need to be in order for him to drop his essence has been increased to 32 blocks (previously 10)
Oblivion Deathbombs and ODB Cores now animate like TNT when primed
The death animation time for J'zahar has been increased to 40 seconds (so you can keep up with his speech)
The dialogues shown upon Asorah's and Cha'garoth's deaths now display each sentence with a 3 second pause between them
Added a ritual that allows you to respawn J'zahar (can only be performed at his temple)
Depths Ghouls now have their own hurt sound
Lesser Shoggoths now have their own living/hurt/death sounds
Increased the PE requirement for a few rituals
Nerfed the various tool materials a bit (reduced efficiency and durability)
A lot of API related things have been refactored
Inventory syncing for when the Staff of Rending gives you a essence/shadow gem should be a lot better now
Now runs on Forge 11.15.1.1847
Fixed any remaining issues related to tracking entities within close proximity of a block
Added missing page to the Potential Energy section of Ritual Information (mentions how monoliths are created)
Darklands Villages should now have Darklands Oak Pressure Plates and Darkstone Double slabs (instead of the vanilla equivalents)
Anti-Spiders are now hostile during night again
Fixed the third person rendering of some blocks (large upside-down models when held in third person)
The Dreadlands Infused Powerstone now has a model (semi-temp if I can get the OBj one to work, otherwise permanent)
Fixed the Abyssal Stone Slab and Darklands Oak Slab not rendering correctly when placed
Depths Ghouls, Abyssal Zombies and Lesser Shoggoths should no longer spawn at Mushroom Island Shores
It's possible to enter Cha'garoth's lair again (minor derp in the code)
Fixed some Necronomicon Pages with the wrong text
Added a config option that allows you to change how Evil Animals spawn
Disabled any test code in the Materializer that could trigger a crash (since it's incomplete)
Fixed bug related to crafting recipes involving upgrading Necronomicons/Crystal Bags and using Upgrade Kits
Lesser Shoggoths outside of the Overworld should drop the correct item when killed now (applying metadata to the dropped item)
Spectral Dragons should now be easier to hit without getting hit from them
Spectral Dragon spawn rate has been reduced to the lowest possible (encountering one now should be very rare, unless another mod tweaks the spawn rate)
Darklands Oak Slabs are no longer treated as stone
Added a config option allowing you to toggle whether or not Liquid Antimatter should disintegrate any item dropped into it
Crystallizer and Transmutator automation works correctly again (output slot is depleted from the bottom)
Leaves, Saplings and Logs should be treated as such by other mods now
Liquid Coralium shouldn't spread into ocean biomes when told not to
Remnants should now stop attacking whatever angered them when the anger timer runs out (and they don't slow the game down while they're angry)
The Crate now renders when placed
Replaced the Fist of Cha'garoth spawner block with a J'zahar spawner block
J'zahar has increased in size
If a Spectral Dragon dies while Asorah is draining it, Asorah won't take explosion damage
Any item placed on a Ritual/Sacrificial Altar or Ritual/Energy Pedestal will also render for other players
The smoke projected when a ritual is performed also renders for other players
Shoggoth Lairs should now longer spawn in biomes registered to the BiomeDictionary as the "WATER" type
The Staff of Rending will now continue to drain energy when the right mouse button is pressed
Shadow Fragments/Shards/Gems now spawn in dungeon/mineshaft/pyramid/stronghold chests
The Shard of Oblivion now requires 4 Shadow Gems (previously 8)
Remnants can now open doors
Added the Temple of J'zahar (generates in Omothol)
Added the City of Omothol
Updated the Omothol Progression section of the Necronomicon
Added Essence of The Gatekeeper (replacement for the Oblivion Catalyst in the Abyssalnomicon recipe, dropped by J'zahar)
Staff of The Gatekeeper is now created through a ritual (instead of dropped by J'zahar)
Added a Minion of The Gatekeeper spawner block
Potion of Annihilation and Potion of Dread Plague can now be brewed again
Remnants and Minions of The Gatekeeper no longer despawn
Spawn rate of Remnants and Minions of The Gatekeeper has been heavily reduced (quite rare now)
Minions of The Gatekeeper now has a 10% chance of dropping Ethaxium Ingots (while Eldritch Scales are the regular drop)
Now runs on Forge 11.15.1.1764
Adjusted a few things in the JEI integration (fuel categories, method for fetching fuels)
The bounding box on Depths Ghoul/Anti-Ghoul/Omothol Ghoul has been reduced (the width was far off)
Lesser Shoggoths should now be possible to hit without them landing a couple of hits on you
Baby versions of all AbyssalCraft mobs (that has a baby version) now has a bounding box half the size of the adult one
Crafting recipes displayed in the Necronomicon are now automatically fetched (eg. a MineTweaked recipe will display)
Added a new config category: Worldgen
Nearly all structure generation and all ore generation can now be disabled in the config
You can now add/edit/remove pages in the Necronomicon (MineTweaker support in next ACI release)
The second Yog-Sothoth page now displays the correct text (eg. not the same as the first one)
Fixed the Ethaxium Hoe texture (file name derp)
Fixed the Plated Coralium Armor piece names being way off
Fixed Plate Coralium and Dreadium Samurai Armor textures missing
Fixed crashes when trying to equip Plated Coralium and Dreaded Abyssalnite Chestplates
Now runs on Forge 11.15.1.1741
Removed all Transmutator/Crystallizer recipes involving Water of Lava (in block forms)
Fixed bug where some text in the Necronomicon didn't display
All explosives explode again
Fixed the third person rendering on all tools and weapons (swords are held by the hilt etc)
Fixed crashes related to missing classes (file paths to come Thaumcraft interfaces have changed, and I was checking for the old path)
The Depths Helmet overlay is displaying again
Fixed a glitch where walking into blocks that aren't full cubes would cause entities to suffocate
Monolith Disruptions shouldn't crash the game (and they work a bit better now)
All custom block and item models are now used (but the Staff of The Gatekeeper, the Cudgel and the Dreadlands Infused Powerstone currently has no models)
Added a JEI (Just Enough Items) integration (does exactly everything the NEI integration did)
Trees now grow in the Darklands biomes (where applicable), and saplings can be grown into trees
Shoggoth Pits now generate in Swamp biomes again
Darklands structures now generate in Darklands biomes again
Fixed blockstates for blocks with metadata (Ethaxium/Dark Ethaxium bricks, Ritual Altar/Pedestal, Tiered Sacrificial Altar/Energy Pedestal)
All armor sets now render correctly when worn (instead of NPEs being spammed in the log due to stuff)
Entities are back in the mod
The Potion Effects now function correctly
The Liquids now render correctly (and the liquid logic is back)
Now runs on Forge 11.15.1.1722
The Coralium Longbow fires it's Coralium Plague-tipped arrows, and animates
The dimensions can now be reached again
Updated localization strings on the other .lang files
The dimensions are currently not updated, thus can't be reached
Structures haven't been updated either, resulting in them not generating
The Overworld biomes are generating, but Darklands Oaks won't generate
Entity models haven't been updated to the new format, so no entities currently exists
Most blocks and items should function normally (with a possible lack of custom models)
Most metadata blocks will likely not function normally
Rituals and most PE related things should work normally (with the exception that entity-related rituals and disruptions are disabled)
The built in update checker provided by Forge hasn't been configured yet (and won't be until we're out of alpha/beta)
The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates
Reduced the damage of the Dreadium Katana by 5
Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500
Sacrificial Altars no longer target Shadow mobs
Fixed incorrect corner stair rotation
Added more Darklands structures
Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)
The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)
Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)
Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)
Removed all instances of Refined Coralium from the Vanilla Loot Tables
The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)
It now rains in Darklands Plains and Darklands Mountains
Added Coralium Infested Squid
Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water
The various dimensional essences now have new textures (which resemble their dimension slightly)
The Iron Wall Enchantment now works
Added a configurable blacklist for the Interdimensional Cage
Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone
Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13
Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire
Spectral Dragons now apply Coralium Plague instead of dealing physical damage
Updated a whole bunch of pictures in the Necronomicon
Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether
Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore
Rituals required to progress through the dimensions now appear first on their individual ritual section
The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)
Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode
The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled
Set a more proper attack damage to the various axes
The spawner blocks now properly initialize the entities they spawn before spawning them
Now runs on Forge 13.19.1.2188
The Achievements and Rituals with Water Bottles should display Water Bottles, and nothing else
Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)
The Forge Universal Bucket is actually registered for the fluids, instead of it not being that
Set the correct textures for the Ritual Altars/Pedestals that didn't have the correct texture
All of the Ritual Altars/Pedestals now drop the correct block
Pressing U while hovering over something used in a ritual will now display the ritual in the list of recipes where it's used in the JEI plugin
Expanded the amount of different types of objects you can input as offerings in a Ritual
Made the bounding boxes for Shoggoth Ooze, Shoggoth Biomass and Solid Lava the size of a full block
Fixed the placement of Torches and Buttons in Abyssal Strongholds
Fixed the placement of Torches in Dreadlands Mineshafts
The Dread Spawn now plays it's sounds (instead of the Zombie ones)
Ported to 1.11
- If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence
- Fixed random crashes occurring when hitting entities from certain angles
- There is no longer a limit on how many rituals can be displayed per section
- You can now add infinite pages to a Necronomicon Category
- Added information regarding Shoggoth infestations to the Potential Energy section of Ritual Information
- Removed the Update Checker (this is the last ever 1.7.10 release, so no need for that)
- The message that should appear in chat when the "Ritual of reversed time" is performed will now display
- Boss messages shouldn't display twice while in multiplayer
- The fire rain disruption has been reduced to 8 fireballs (previously 20)
- You can no longer brew any AbyssalCraft potions
- The Staff of rending should now sync better when reaching the max energy values
- The achievement for reaching Omothol is now given when entering Omothol
- Failing to complete a ritual now triggers a Disruption
- Things added to the crystal list are now properly regarded as crystals
- The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)
- Fixed crashes related to being teleported to the Dark Realm
- Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts
- The "AbyssalCraft Items" Creative Tab now has a Necronomicon as tab icon
- The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)
- Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire
- Displacement disruptions now properly move players around (along with other entities)
- Demon Animals now have a 50% chance of not burning when spawning in the Nether
- Added a mimic fire (exstinguishes after 6 seconds, can't be sustained by netherrack)
- Integrations no longer need to be registered (added a plugin annotation that allows for 100% soft dependencies)
- Fixed animations for the Dreadium Samurai Armor (arms should move correctly)
- Improved the buttons in the Necronomicon GUI (they don't overlay anymore, and a transparent gradient displays on a button when hovered over)
- Fixed potential crashes related to CraftingStacks where the recipe uses the OreDictionary
- Automatically fetched crafting recipes will now also fetch the output quantity from the recipe
- Sacthoth no longer spawns in the Dark Realm
- Added a Misc Information section to the Necronomicon (displays things not mentioned anywhere else, among them crafting recipes)
- The range from J'zahar in which you need to be in order for him to drop his essence has been increased to 32 blocks (previously 10)
- The Engraver can be used again now (apparently broke in 1.9.0a)
- Oblivion Deathbombs and ODB Cores now animate like TNT when primed
- The death animation time for J'zahar has been increased to 40 seconds (so you can keep up with his speech)
- The dialogues shown upon Asorah's and Cha'garoth's deaths now display each sentence with a 3 second pause between them
- Added a ritual that allows you to respawn J'zahar (can only be performed at his temple)
- Depths Ghouls now have their own hurt sound
- Lesser Shoggoths now have their own living/hurt/death sounds
- Increased the PE requirement for a few rituals
- Nerfed the various tool materials a bit (reduced efficiency and durability)
- A lot of API related things have been refactored
- Inventory syncing for when the Staff of Rending gives you a essence/shadow gem should be a lot better now
- Fixed any remaining issues related to tracking entities within close proximity of a block
- Added missing page to the Potential Energy section of Ritual Information (mentions how monoliths are created)
- Darklands Villages should now have Darklands Oak Pressure Plates and Darkstone Double slabs (instead of the vanilla equivalents)
- Depths Ghouls, Abyssal Zombies and Lesser Shoggoths should no longer spawn at Mushroom Island Shores
- Fixed some Necronomicon Pages with the wrong text
- Added a config option that allows you to change how Evil Animals spawn
- Disabled any test code in the Materializer that could trigger a crash (since it's incomplete)
- Lesser Shoggoths outside of the Overworld should drop the correct item when killed now (applying metadata to the dropped item)
- Spectral Dragons should now be easier to hit without getting hit from them
- Spectral Dragon spawn rate has been reduced to the lowest possible (encountering one now should be very rare, unless another mod tweaks the spawn rate)
- Darklands Oak Slabs are no longer treated as stone
- Added a config option allowing you to toggle whether or not Liquid Antimatter should disintegrate any item dropped into it
- Replaced the Fist of Cha'garoth spawner block with a J'zahar spawner block
- J'zahar has increased in size
- If a Spectral Dragon dies while Asorah is draining it, Asorah won't take explosion damage
- Any item placed on a Ritual/Sacrificial Altar or Ritual/Energy Pedestal will also render for other players
- The smoke projected when a ritual is performed also renders for other players
- Shoggoth Lairs should now longer spawn in biomes registered to the BiomeDictionary as the "WATER" type
- The Staff of Rending will now continue to drain energy when the right mouse button is pressed
- Shadow Fragments/Shards/Gems now spawn in dungeon/mineshaft/pyramid/stronghold chests
- The Shard of Oblivion now requires 4 Shadow Gems (previously 8)
- Remnants can now open doors
- Added the Temple of J'zahar (generates in Omothol)
- Added the City of Omothol
- Updated the Omothol Progression section of the Necronomicon
- Added Essence of The Gatekeeper (replacement for the Oblivion Catalyst in the Abyssalnomicon recipe, dropped by J'zahar)
- Staff of The Gatekeeper is now created through a ritual (instead of dropped by J'zahar)
- Added a Minion of The Gatekeeper spawner block
- Remnants and Minions of The Gatekeeper no longer despawn
- Spawn rate of Remnants and Minions of The Gatekeeper has been heavily reduced (quite rare now)
- Minions of The Gatekeeper now has a 10% chance of dropping Ethaxium Ingots (while Eldritch Scales are the regular drop)
- The bounding box on Depths Ghoul/Anti-Ghoul/Omothol Ghoul has been reduced (the width was far off)
- Lesser Shoggoths should now be possible to hit without them landing a couple of hits on you
- Baby versions of all AbyssalCraft mobs (that has a baby version) now has a bounding box half the size of the adult one
- Crafting recipes displayed in the Necronomicon are now automatically fetched (eg. a MineTweaked recipe will display)
- Added a new config category: Worldgen
- Nearly all structure generation and all ore generation can now be disabled in the config
- Monolith Disruptions are a bit more accurate now (Monoliths will always generate within a maximum radius of 96 blocks from the manipulator)
- You can now add/edit/remove pages in the Necronomicon (MineTweaker support in next ACI release)
- The second Yog-Sothoth page now displays the correct text (eg. not the same as the first one)
- No errors mentioning ReputationProps should be printed in the log when a player joins a sever
- Now runs on Forge 10.13.4.1614
- Rituals can now be performed even if there isn't enough PE (in which case the ritual will fail to complete)
- Fixed server crashes related to Fireball rain Disruptions (had code that only ran client-side)
- Somewhat fixed the hitbox issues with Lesser Shoggoths and Cha'garoth (reduced the bounding box width to 2 on both of them, makes it possible to land a hit)
- Now runs on Forge 10.13.4.1558
- Removed the achievement for mining Darkstone (the first achievement is now crafting a Necronomicon)
- Setting "Evil Animal spawn rate" to 0 will actually disable them from spawning (instead of crashing the game when attempting to spawn one of them) - Items displayed in the Necronomicon now displays tooltips when hovered over
- The smoke fired from statues when channeling PE to players is a bit more accurate now
- Statues can now transfer PE to pedestals that are on a lower y-axis (up to 2 blocks lower down)
- Stacked Statues won't transfer PE to anything (but can still trigger Disruptions)
- Added a reputation system (ties your actions to worshipping a single Great Old One)
- Rewrote the information part of the ritual section
- Rewrote the majority of code realted to PageDatas (and removed the PageType enum)
- A single turn-up can now display items/pictures/crafting recipes on both pages
- Added Sacrificial Altars (allows you to draw PE from dying mobs)
- Added tiered Energy Pedestals (Overworld, Abyssal Wasteland, Dreadlands, Omothol)
- Added tiered Sacrificial Altars (Overworld, Abyssal Wasteland, Dreadlands, Omothol)
- The Ritual section can now display up to 100 rituals per Necronomicon type (previously 20)
- The page indicator in the Necronomicon has been replaced by a turn-up indicator (since it's not displaying pages, but full turn-ups)
- Increased the amount of turn-ups per PageData to 20 (previously 10)
- When a Monolith is constructed, the same sound as when you remove an item from the Anvil output slot will play
- J'zahar has a new model
- The biome ID checker won't crash if the overridden/occupied biome ID is disabled
- Shoggoth biomass doesn't spawn anything on peaceful
- The spawner blocks in Cha'garoth's lair won't spawn anything if the closest player is in creative mode
- The Dreadlands Infused Powerstone no longer infects the Dread Plague on touch
- The mob spawner in Abyssal Strongholds no longer spawn Dread Spawns
- Depths Ghouls no longer morph into Dreadguards when killed by the Dread Plague
- When a Anti-Ghoul dies from the Dread Plague, a Dread Spawn won't spawn
- J'zahar now has a death animation
- All bosses now drops their special item after the death animation has finished (10 seconds post-mortem)
- Asorah now drops a smaller amount of exp on death (same amount that the other bosses drop)
- Engravers now rotate when placed (instead of always facing the same direction)
- Added Evil Cow
- Added Evil Chicken
- Added Demon Cow
- Added Demon Chicken
- Added animations to the Shadow Beast (legs flail a bit when moving, arms swing when attacking)
- Dread Spawns can now climb walls, and receives no fall damage
- Added config options regarding Shoggoth Ooze (can blacklist certain materials or disable it altogether)
- Fixed a few bugs related to Infusion Rituals and improved some sections of the Ritual API code
- Statues now produce smaller amounts of Potential Energy, but can be amplified by Charms (Range, Power, Duration)
- Added Monolith Stone Pillar
- Removed old Crystals entirely
- Added Ritual Charms (allows you to temporarily boost statues)
- Added Cthulhu Charms
- Added Hastur Charms
- Added J'zahar Charms
- Added Azathoth Charms
- Added Nyarlathotep Charms
- Added Yog-Sothoth Charms
- Added Shub-Niggurath Charms
- Added Hastur Coins
- Added Azathoth Coins
- Added Nyarlathotep Coins
- Added Yog-Sothoth Coins
- Added Shub-Niggurath Coins
- Added Hastur Coin Engravings
- Added Azathoth Coin Engravings
- Added Nyarlathotep Coin Engravings
- Added Yog-Sothoth Coin Engravings
- Added Shub-Niggurath Coin Engravings
- Rituals won't complete if the required Potential Energy quanta isn't supplied
- Added a lot more Rituals (related to charms)
- Added Disruptions (bad things that can happen around Statues and other things capable of manipulating Potential Energy)
- Greatly improved Remnant trades
- Remnants will now alert a Player if they already busy with a customer (for real this time)
- Changed the recipe for Coin Engravings (Elder is now Blank + Ethaxium Ingot, while the others are Elder + 5 Shoggoth Flesh of the same type, and J'zahar is Elder + 5 Eldritch Scales)
- The Azathoth, Nyarlathotep and Yog-Sothoth Statues now have models
- AbyssalCraft will now crash if a biome ID is already occupied
- If dynamic Potion IDs is disabled, the Potion array extension will run
- A "pop" sounds is now played when a Item is placed/removed from a Ritual Altar/Pedestal or Energy Pedestal
- AbyssalCraft pressure plates can now be placed on AbyssalCraft fences
- Added a entry about Dreadium in the Special Materials section in the Dreadlands section
- Morph integration is now part of AbyssalCraft again (easier to maintain model and entity changes)
- Possibly fixed random crashes related to statues (no idea how they're triggered)
- The terrain of the Dreadlands has been improved
- Wearing any AbyssalCraft helmet actually repels blindness in Darklands biomes
- All ores in the Abyssal Wasteland now generate higher up
- Added J'zahar Statue
- Added Azathoth Statue
- Added Nyarlathotep Statue
- Added Yog-Sothoth Statue
- Added Shub-Niggurath Statue
- Altered the particle effects when performing rituals
- When a Creation Ritual (or any child ritual of it) is completed, a bolt of lightning will hit the altar
- Added Monolith Stone (replaced Omothol Stone as material for Shoggoth Monoliths)
- Added Shoggoth Biomass (spawns Lesser Shoggoths)
- Added Shoggoth Pits (generates randomly throughout the Overworld and all AbyssalCraft dimensions)
- Shoggoth Monoliths can now spawn 5 Lesser Shoggoths each
- The Lesser Shoggoth is now displayed on all entity pages in the Necronomicon
- Replaced all entity pictures in the Necronomicon with new ones
- Entering the Dark Realm shouldn't result in suffocating inside a block anymore
- Items placed on Ritual Altars and Ritual Pedestals will drop when broken
- Statues will drop their block directly when mined
- NEI integration now shows both outputs in Crystallizer recipes
- Replaced old potion ingredients
- Any dimension where you can perform rituals will display on ritual pages, but as DIM if a name hasn't been mapped
- NecronomiconRitual instances now uses an array of Objects instead of ItemStacks (introduces OreDictionary support)
- The Dread Spawn Ritual should work now (accidentally ran all the spawning code client-side)
- A lot of new rituals have been added
- Rituals now have NEI support (pressing R while hovering an item/block made from a ritual shows the "recipe" for said ritual)
- Implemented Potential Energy (new WIP energy type)
- Added Energy Pedestals (temporary solution for gathering Potential Energy, apart from standing within 16 blocks of a statue)
- Rewrote the Ritual section of the Necronomicon (and added pictures)
- Rewrote the AbyssalCraft section of the Necronomicon (and added pictures)
- Now runs on Forge 10.13.4.1448
- Removed the Coralium Infused Abyssalnite set (armor and tools)
- Added Ritual used to multiply Dread Spawns
- Added Aoe Potion Rituals for all AbyssalCraft Potion effects
- Reimplemented Potion IDs (only use this if the Dynamic Potion ID fails, which most likely is caused by another mod hardcoding it's Potion IDs)
- IntegrationHandler now does a final scan in post-init for integrations (in case any integrations came through IMC)
- Added Cthulhu Statue
- Added Hastur Statue
- Adult Lesser Shoggoths spread their ooze over a larger area
- If enough Lesser Shoggoths are in one area, one of them might try to construct a monolith
- Crystals have turned into a single item (all old crystals have been replaced with the deprecation item)
- Added Crystal Shards (Crystal Equivalent to Nuggets)
- Added Staff of Rending (used to obtain Essences, and Shadow Gems)
- Added Dimensional Essences (Abyssal Wasteland, Dreadlands and Omothol, obtained through the Staff of Rending)
- Added Skin of the Abyssal Wasteland/Dreadlands/Omothol
- Added config option for Abyssal Zombies spawning in The End
- The progression sections of the Necronomicon has been rewritten
- Added more Crystallization and Transmutation options (with the addition of crystal shards)
- Crates with solid blocks on top of them can now be opened
- Added Patron section to the Necronomicon
- Added Special Armor and Tools section to the Necronomicon
- Added more crafting recipes to the Special Materials sections of the Necronomicon
- Added a Machine section to the Necronomicon (which contains information about all machines)
- Boss messages will now display for all players in the same dimension as the one who triggered the message
- Fixed a minor bug with potion effects given from the Ethaxium armor sticking around after the duration has run out
- Removed the Coralium Infested Ocean biome (hasn't generated in a long time)
- Potion and Enchantment IDs are now auto-assigned
- Rituals can only be performed if you own the Necronomicon (same with setting up the altar)
- Added Lesser Shoggoth
- Added Shoggoth Flesh (dropped by lesser shoggoths)
- Any Sulfur registered in the OreDictionary can now be crystallized
- Added Hardcore Mode config option (if set to true, all mobs become tougher)
- Necronomicon GUI makeover (improved the layout, among things)
- A NecroData instance can now carry up to 7 PageData instances
- Integrations has been moved over to a separate mod (called AbyssalCraft Integrations)
- Added Abyssalnite/Refined Coralium/Dreadium/Ethaxium Nuggets (previously part of the Thaumcraft integration)
- Added Shoggoth Ooze (appears on the ground where Lesser Shoggoths have walked)
- Fixed a slight derp in the Ritual Altar and Ritual Pedestal code (now drops the correct block when broken)
- Improved the smoke rendering on the Altar
- Changed max/min values for some configuration items
- Ownership is automatically transfered to the new Necronomicon when upgrading (prevents anyone from stealing your Necronomicon)
- Fixed a bug where you couldn't craft several higher tier Upgrade Kits at the same time
- The Coralium Longbow can now be crafted using a Bow that has taken durability damage
- Added EE3 integration, EMC values has been mapped to AbyssalCraft items/blocks
- Remnants only trade with Players who carry a Necronomicon, otherwise they say things in Aklo (which is hard to understand unless you can translate it)
- Remnants will now alert a Player if they already busy with a customer
- The Dreadguard entry in the Necronomicon now mentions that they drop Dreaded Shards of Abyssalnite
- Dreadguards now spawn more frequently (a slight buff in the spawn rate)
- Abyssalnite/Dreaded Abyssalnite Golems only drops Chunks/Dreaded Chunks of Abyssalnite when killed by a Player
- Teleportation with Ender Pearls (or similar conditions) no longer works inside Omothol
- Villages can now generate in all Darklands biome types (and Strongholds can generate in Darklands Mountain biomes)
- Villages generating in Darklands biomes use Darklands blocks for the buildings, instead of vanilla blocks
- Crystal Bags can now be used (previously unable to move any item while inside the GUI)
- You can't deal more than 50 damage per hit to any AbyssalCraft boss
- Achievement overhaul (lots of new achievements, some old ones have been removed)
- Spectral Dragons should be easier to hit now (bounding box improvements)
- Rituals have been implemented (check the Ritual section in the Necronomicon for more info)
- Added Ritual section to the Necronomicon
- The Oblivion Catalyst can no longer be crafted with a Nether Star, and is now created through a ritual (with the same components)
- Anti-food can now be transmuted into cooked versions of it's regular counterparts
- Added events that fire when the specific AbyssalCraft machine processes something
- Added events that fire when a ritual is about to be performed and when it's about to complete (both can be cancelled)
- Removed RitualAltar from the API (had only internal use, so wasn't useful for the API)
- Smelting a piece of armor now only returns 1 material (prevents exploit related to smelting armor pieces)
- Asorah is now summoned using a Summoning Ritual instead of the previously used Altar.
- Sacthoth can now be summoned through a Summoning Ritual. The previous ways of summoning him still works.
- Demon Pigs will now spread regular fire (the Dreaded Fire brought the Dread Plague outside the Dreadlands, which is a big no-no)
- Cha'garoth, Asorah and J'zahar will no longer de-spawn
- Removed the Coralium Infused Abyssalnite set (armor and tools), temporary replaced by a deprecation token that when right-clicked gives the crafting components
- The health of Spectral Dragons has been reduced to 30
- Switched license, AbyssalCraft is now licensed under the GNU Lesser Public License v3
- Altered the Potion reflection (only extends the array to 128, and skips if it's already extended)
- Added a new PageType, CRAFTING
- Added the ability to add Necronomicon pages with crafting recipes
- You can now register your own Necronomicon pages
- Added a special section for pages made by other mods (only shows when a mod that has added pages is loaded)
- The random blindness effect inside the Darklands can now be repelled by any AbyssalCraft helmet
- Added Crafting pages for all things used in progression on each dimension page
- Undid the previous mappings, fixes incompatibilities with other mob spawning mods
- Added Greater Dread Spawn
- Added Lesser Dreadbeast
- Coins and Engraving recipes can now be registered (and they will work)
- The NEI integration now shows more clearly which engraving templates gives what coin
- Partial implementation of Ritual Altars (Very W.I.P)
- Added Ritual Altar
- Added Ritual Pedestal
- Added entity mappings for all entities (they can now be spawned through mob spawners, any existing entity will despawn when a world is loaded with this version)
- Replaced the Zombie spawner in the Abyssal Stronghold with a Dread Spawn Spawner -Fixed a minor bug in the slab blocks
- Fixed a minor glitch in the Gateway Keys
- Improved the anger system for Remnants (whatever attacks one of them becomes the target for all of them, and a Minion of The Gatekeeper can tell them what to attack)
- Nerfed the ChestGenHook treasure (Dreadium Ingot no longer appear, and Refined Coralium and Abyssalnite Ingots have both been reduced the amount that can appear)
- Fixed a couple of food-related bugs
- Renamed the block id for Dark Ethaxium Brick Fence ("darkethaxiumbrickfence", previously "darkethaxiumfence")
- Added Minion of The Gatekeeper
- Remnants now turn completely hostile when attacked, but goes back to normal after 120 seconds of non-violence
- Changed the OreDictionary name for the Block of Refined Coralium from "blockCoralium" to "blockLiquifiedCoralium" (now the name matches the ore and ingot)
- Added Infusion Enchantment Recipes for all enchantment (Thaumcraft integration only, check Necronomicon for more info)
- Added Abyssalnite, Refined Coralium, Dreadium and Ethaxium Nuggets (Thaumcraft integration only)
- Added Abyssalnite, Refined Coralium, Dreadium and Ethaxium Wand Caps (Thaumcraft integration only)
- Added Darklands Oak, Coralium Stone, Dreadlands Wood and Omothol Stone Wand Cores (Thaumcraft integration only)
- Changed the OreDictionary names for Nitre and Sulfur (previously "materialSaltpeter" and "materialSulfur", now "dustSaltpeter" and "dustSulfur")
- Added 2 new Aspects: Coralos (Coralium) and Dreadia (Dread) (Thaumcraft integration only)
- Added a configuration option regarding the addition of items through the Thaumcraft integration (only has any effect when Thaumcraft is loaded)
- Added more blocks to the BuildCraft facades blacklist
- Added more pictures to the entity section of the Necronomicon
- Added a "missing" texture to display on pages where a picture is absent
- Added more information to the "The Great Old Ones" section
- Removed scattered feature generator from The Abyssal Wasteland and The Dreadlands
- Sacthoth no longer has a chance of spawning in Omothol
- Improved the Gateway Keys (now prints error messages when they're supposed to)
- All tools should now be treated as their respective tool types (this ensures higher compatibility with anything tool-related)
- Removed the mob spawning section of the API
- Added API version tags to classes and methods in the API (mainly to show in which version they were implemented)
- Added configuration options to toggle particle rendering for blocks and entities
- Sacthoth turns the time to night in the world where he is spawned (forgotten feature)
- Improved the trees (bonemeal doesn't grow a sapling instantly, extra log block doesn't replace the dirt underneath the tree when grown)
- Reduced the pitch on the trading sounds made by the Remnant (will replace the villager sounds entirely)
- The Crate now has 36 slots (instead of 27)
- Added Crystal Bags (small, medium, large, huge)
- Added Materializer (turns crystals into materials) (WIP)
- Omothol Ghoul Flesh can now be eaten
- Plate food (and MREs) can now stack up to 4
- Picking up Cha'garoth's R'lyehian Gateway Key now unlocks an achievement
- Added Inventory Tweaks integration (you can sort the Crystal Bags)
- OreDictionary Transmutation will now return the correct metadata on the output (where quantity and metadata isn't specified)
- Added IMC message handling for adding Crystallizer, Transmutator and Materializer recipes
- Added a new Item interface for Crystals (so other mods can add their own crystallized elements) and a API method that does the same.
- Added Dark Ethaxium (a stronger, darker version of Ethaxium, exists as bricks, pillar, stairs, slabs and fence)
- Liquified Coralium Ore now generates in clusters with up to 4 blocks (and generates more commonly)
- Abyssalnite Ore now generates in clusters with up to 4 blocks (in Darklands biomes)
- Increased the amount of Abyssalnite that generates within Purified Dreadlands biomes (this will not increase the load time when entering the Dreadlands for the first time)
- Doubled the chance of Coralium Ore generating in the Overworld (and it now has a chance of generating in regular swamps)
- Reduced the rate of Abyssalnite Stone generating within Purified Dreadlands biomes (which should reduce the load time by a bit when entering the Dreadlands for the first time)
- Abyssalnite Stone now has a small chance of generating in all Dreadlands biomes
- Made J'zahar a bit more "social" towards other bosses and nearby players in Creative mode
- Updated NEI integration (now runs on NEI 1.0.4.95)
- Updated Thaumcraft integration (now runs on Thaumcraft 4.2.3.5)
- Fixed the block orientation in Abyssal Strongholds (buttons and stairs)
- Tweaked Asorah and the Spectral Dragon (actually changed the sizes, and reduced damage reduction on the Spectral Dragon)
- Liquified Coralium Ore now generates in small amounts around pools of Liquid Coralium underground in the Abyssal Wasteland
- Now runs on forge 10.13.3.1370 (works with 10.13.3.1355 and above)
- Improved Fluid registration
- The base upgrade kit can now be crafted using any type of wood
- Integrations can now be registered directly to AbyssalCraft from other mods
Cha'garoth now spawns mobs during the battle again
The random blindness effect in the Darklands should not glitch out and remain on the player now
Fixed a few derps in the information section of the Necronomicon
The special armor sets can now be crafted with damaged armor parts (helmet, chestplate, leggings, boots)
Added Omothol Ghoul
Added Omothol Ghoul Flesh (dropped by Omothol Ghouls)
Fixed the missing texture on the Eldritch Scale
Fixed a derp in Asorah's Dreaded Gateway Key making it lose durability when used
Sacthoth can despawn if spawned in Omothol
Added Anti-plagued Flesh (dropped by Abyssal Anti-zombies)
Added Anti-plagued Flesh on A Bone (dropped by Anti-ghouls)
The Coralium Longbow now shoots arrows that inflict Coralium Plague on hit (and base damage has been reduced by half, was too OP)
Added dungeon hooks (some AbyssalCraft mobs can now spawn in dungeons)
Added ruins to The Abyssal Wasteland (generates randomly, with loot inside)
Tweaked the Liquid Coralium to once again deal damage when inside
Removed the "Render" section in the config (and added permanent compatibility)
Improved the Coralium Longbow visually (FoV, 3rd person rendering)
Sacthoth's blindness effect doesn't affect players while in Creative mode
Prevent Ars Magica 2 mobs from spawning within the dimensions
Registered all dimension biomes to the BiomeDictionary (mainly to prevent mobs from other mods to spawn within them)
Abyssal Zombies and Depths Ghouls can now spawn in any form of Ocean, Swamp, River and Beach biome
The Coralium Plague can now turn the Player into a Abyssal Zombie on death
The Dread Plague can now turn certain entities into Dread Entities
Added API registry methods through the use of IMC (check IMCHelper for arguments)
Fixed a glitch with the Darklands blindness staying after the effect should've worn out
Sacthoth now has the blaze hurt sound again (reflects good on the supposed armor he's wearing)
Made the mobs spawned after Sacthoth's death spawn at different times, instead of all at once
You can now toggle if you want a dimension to unload (when no players are inside) or stay loaded at all times
Altered the skins on the Remnant Master Blacksmith (made the J'zahar sigil appear more "embroided" into the apron) and Remnant
Priest (add the J'zahar sigil to the back of the robes)
Corrected a typo in Sacthoth's name (Harbinger, not Harbringer)
Fixed Upgrade Kits not working on damaged tools/armors
Tweaked the textures for the Ethaxium Brick and Ethaxium
Blacklisted morphing into Asorah or the Spectral Dragon (glitchy models)
Made the Block of Abyssalnite texture more purple
Made the Abyssalnite Golem, Abyssalnite Stone and Abyssalnite Stone Brick textures less painful to stare at
Made it possible to repair all tools and armors with their respective materials
The Dreadium Katana, Coralium Longbow and Cudgel can also be repaired now
Tall grass, flowers and mushrooms can now grow naturally on Darklands Grass
Fixed the Crystallizer for the last time
Added Necronomicon (information book with other stuff included)
Added Abyssal Wasteland Necronomicon (upgrade with 1st dimesion info)
Added Dreadlands Necronomicon (upgrade with 2nd dimension info)
Added Omothol Necronomicon (upgrade with 3rd dimension info)
Added Abyssalnomicon (final upgrade of the Necronomicon, which will have some special information)
Slightly re-colored the Abyssal Zombie (made the skin a bit ligher, and a tiny bit more green)
Lowered the follow range on the Abyssal Zombie
Made new GUI textures for the Crystallizer and Transmutator (the NEI recipe GUI still shows the old ones)
Added Remnant
Added Eldritch Scales (dropped by Remnants)
Killing a Villager with Liquid Antimatter will spawn a Remnant
Changed the OreDictionary name of the Refined Coralium Ingot
Fixed a derp with the weapon enchantments (the potion effect ones)
Tweaked the fire blocks a bit more
Added config options to disable the UpdateChecker
Improved the recipe for crafting the Sacthoth spawn egg (simply placing a ODB in the crafting grid) so that it doesn't replace Sacthoth with a different mob
Made the Abyssalnite Stone texture even less magenta (now it actually looks purple)
Retextured the Abyssalnite Golem and Dreaded Abyssalnite Golem
Recolored the Chunk of Abyssalnite
Retextured the Abyssal Zombie slightly
Added Morph integration (morphs from AbyssalCraft now have traits/abilities, and you can see the entities hand in 1st person)
Changed the sounds in the Anti-Ghoul to the normal Depths Ghoul sounds (instead of the zombie sounds)
Added swing animations to most mob models
Slowed down the damage dealt by the Coralium Plague and Dread Plague (Coralium now damages at the speed of Wither, and Dread at the speed of Poison)
Removed Tin, Copper, Gold, Abyssalnite, Coralium and Dreadium Coins (and renamed the Iron Coin "Coin")
Coins can now only be crafted with Iron, Tin and Copper, and will look like the Iron Coin (smelting will return 4 Iron Ingots)
Added Elder Engraving Template
Added J'zahar Engraving Template
Removed the on-state Engraver
The Engraver can now Engrave coins with Cthulhu Engravings, Elder Engravings and J'zahar Engravings
Added sounds to the Shadow mobs (hurt sound and death sound)
Fixed a derp in the Cha'garoth model
You can randomly get blindness inside a Darklands biome without wearing a Abyssalnite Helmet (added a config option for this)
Fixed crystallizer recipes for crystallized methane and lapis lazuli blocks
Evil Pigs now have a lower spawn rate
Demon Pigs have a 33% chance of burning when they spawn in the overworld
Added configuration options regarding Demon Pigs burning in the overworld
Added configuration options regarding the spawn rate of Evil Pigs
Improved the Asorah Altar (can now be used in any gamemode, actually shows messages where it should do so)
Improvied the various fire blocks added in AbyssalCraft
Added configuration options regarding potion IDs
The Demon Pig now has a trail for Dreaded Fire behind it, instead of normal fire
Improved Potion related stuff
Improved the Altar of Cha'garoth (mainly fixed the messages, in case they didn't display at some point)
Added a death animation for Cha'garoth
Almost all messages can now be altered in the .lang files
NEI integration updated to NEI version 1.0.4.80
Thaumcraft integration updated to Thaumcraft version 4.2.2.1
Added Omothol (3rd dimension)
Added more achievements
Added Omothol Stone
Multiplied the amount of Abyssalnite needed for Coralium Infused Abyssalnite tools/armor by 9 (previous tools/armor not included)
Hopefully fixed the crystallizer bug permanently
Added configuration options regarding biome weights
Retextured the Transmutation Gem
Altered the Ore Generation code in several Overworld biomes, should add compatibility with Underground Biomes Constructs
Added configuration options for Enchantment IDs
Added Iron Wall enchantment (prevents mobs from pushing you when they hit you)
Made the Ethaxium Brick texture more "spooky"
Removed Core (all API related code has been moved over to AbyssalCraft)
Improved mobspawning in all dimensions (Spectral Dragons are now very rare, Dreadguards have a low chance of spawning in any Dreadlands biome)
Vanilla mobs/animals can now spawn in any of the Darklands biomes
Anti-mobs now has a low chance of spawning in the Coralium Infested Swamp
The terrain in the Dreadlands has been revamped (grass in the forests, more Abyssalnite/Dreaded Abyssalnite ores in all biomes, heavily reduced loading time)
Fixed drops for Depths Ghouls and Abyssal Zombie
The Spectral Dragon is now transparent, using the old texture without all the holes again
Added sounds for the Depths Ghoul
Made the texture on the Darkstone Slabs less colorful
Made the coin crafting recipes less generic (added flint as a component in the middle)
Made the Obsidian pillars spawn more often in The Abyssal Wasteland
Added Thaumcraft integration
Fixed the helmet overlay for the Depths Helmet
Added new coin types (Cthulhu engraved, will add at least 2 more)
Added Coin Engravings
Added Coin Engraver (used to engrave coins)
Retextured all of the base material armors (Abyssalnite, Refined Coralium and Dreadium)
Added more configuration options regarding biomes
Fixed the Soul Harvesting function of Sacthoth's Soul Reaper Blade
More API improvements for Core
The Darklands Mountain is now made out of only Darkstone
Made some ChestGenHooks items less common
Improved the mob spawning logic in Cha'garoth
Tweaked the death ticks on Sacthoth
Increased damage reduction on J'zahar, Cha'garoth and Sacthoth
Added Ethaxium
Added Ethaxium Brick (Block)
Added Chiseled Ethaxium Brick
Added Ethaxium Pillar
Added Ethaxium Brick (Item)
Added Ethaxium Ingot
Added Life Crystal
Added Ethaxium Pickaxe, Axe, Shovel, Sword and Hoe
Added Ethaxium Helmet, Chestplate, Leggings, Boots
Fixed OreDictionary transmutation for Aluminum ingots (did a derp in the past fix)
Fixed the icon switch on the leaf blocks (fixes a crash caused by a unknown source)
Tweaked the damage modifiers to the various Depths Ghoul forms
Did a major cleanup in the Crate code
Added configuration options regarding the Liquid Coralium logic
Altered the behaviour of the Liquid Coralium, it can't spread across ocean biomes.
Added configuration options allowing the Coralium Plague to spread in other dimensions (where Abyssal Zombies and Depths Ghouls can spawn)
Fixed Dreadium Pickaxe crafting recipe
Fixed a small bug causing a ghost entity to be created when a zombie died from the Coralium Plague potion effect
Reduced the amount of Antimatter pools in the Coralium Infested Swamp
Tweaked the ODB (bigger explosion compared to 1.7.6, less resource intense)
Fixed one of Cha'garoth's eyes (it was misplaced by 1 pixel)
Improved a whole bunch of textures (including tools, ingots, portals and abyssalnite-related blocks/items)
More crystals can be used in brewing (hydrogen for instant damage, nitrogen for slowness, sulfur for poison and oxygen for water breathing)
The Gateway Key can't be used in The Nether or The End
Fixed configuration GUI sync issue for core
Fixed a bug in the crystallizer code that was causing crashes
Added Coins (Copper, Iron, Gold, Tin, Abyssalnite, Coralium, Dreadium)
Added Ethaxium Brick Stairs
Added Ethaxium Brick Slab
Added Ethaxium Brick Fence
Added localization options for configuration categories (button text and tooltip)
Tweaked the Abyssal Zombie
Depths Ghoul now has a child version
Depths Ghouls and Abyssal Zombies has a higher chance of dropping rare loot
Added new enchantments (Coralium/Dread, gives potion effects on hit, Light Pierce, deals more damage to Shadow mobs)
Fixed derp making the Dreadium Katana unbreakable
Removed regeneration from the normal armor sets
Increased the spawn rate of Evil Pigs and Demon Pigs (they pretty much stopped spawning)
Now runs on forge version 10.13.2.1232
Retextured the Darklands Grass, Darklands Oak Leaves, Dreadlands Grass and Dreadlands Wood Leaves
Changed the foilage color in the Darklands biomes and Dreadlands biomes
You can now plant AbyssalCraft saplings on the Darklands Grass and Dreadlands Grass
Fixed crystallization for Aluminum (had a typo in the OreDictionary registry)
Added a list of entity names in Core (for spawning my entities in your biome)
Fixed the portal placement logic in the Gateway Keys
Did a few API tweaks in Core
Added Abyssal Iron Ore
Added Abyssal Gold Ore
Added Abyssal Diamond Ore
Added Abyssal Nitre Ore
Added Abyssal Tin Ore
Added Abyssal Copper Ore
Added Copper Ingot
Added Tin Ingot
Added Crystallized Tin, Copper, Aluminium, Magnesium, Silicon, Silica, Alumina, Magnesia, Zinc
Crystallizer can extract both outputs
Tweaked NEI integration for Crystallizer and Transmutator
Crystallizer has support for materials from other mods (ingots, ores, ore dusts etc)
More materials can be crystallized now
Added Antimatter potion effect
All AbyssalCraft potions can now be brewed (Coralium/Dread Plague uses the corresponding crystals, Antimatter uses liquid antimatter bucket)
Fixed the OreDictionary name for Nitre (materialSaltpeter, was spelled materialSalpeter earlier)
Fixed the crafting recipe for the bottom part of The Altar of Cha'garoth
Texture improvements for Darkstone Bricks, Abyssal Stone Bricks, Abyssalnite Stone Bricks and Dreadstone Bricks
Added details to the Dr. Orange Depths Ghoul texture
Added Solid lava (same height as soul sand, lits you on fire)
Implemented Configuration GUI for both AbyssalCraft and Core
Added Abyssal Anti-Zombie
Added Anti-Bat
Added Anti-Chicken
Added Anti-Cow
Added Anti-Creeper
Added Anti-Ghoul
Added Anti-Pig
Added Anti-Player
Added Anti-Skeleton
Added Anti-Spider
Added Anti-Zombie
Added Anti-Beef
Added Anti-Pork
Added Anti-Chicken (food)
Added Rotten Anti-flesh
Added Anti-Bone
Added Anti-Spider Eye
Made all the mobs execute their AI code in a better order (was previously pretty much random)
Depths Ghouls, Abyssal Zombies, Skeleton Goliaths and Shadow Creatures/Monsters will attack players normally again
Anti-mobs explodes on contact with their normal counterpart (except the anti-player)
The amount of Liquid Antimatter that generates in Coralium Infested Swamps has been reduced by a lot
Fixed the behavior on the Liquid Coralium Bucket and Liquid Antimatter Bucket (and improved the names)
Portal blocks will turn to air when the blocks in the portal frame are broken (instead of remaining)
Added ChestGenHooks for some items (they can be randomly generated in dungeon chests, bonus chests etc)
Methane can now be used as fuel for the furnace, crystallizer and transmutator
Liquid Antimatter and Liquid Coralium will display in tanks (such as the one in buildcraft)
Asorah, Sacthoth, Cha'garoth and J'zahar will drop items and xp on death (however, J'zahar is still in-dev, and Asorah already drops xp)
Added Sacthoth's Soul Reaper Blade (dropped by Sacthoth)
Sacthoth has been improved (imunity to fire, drowning, projectiles, explosions and falling, can teleport)
Removed the Dev Blade
Added Pearlescent Coralium Ore
Added Liquified Coralium Ore
Now runs on forge 10.13.1.1216
Added Cha'garoth (Dreadlands boss)
Added Fist of Cha'garoth (semi-elite mob)
Added Spawn of Cha'garoth
Added Dread-Plagued Gateway Key
Added Cha'garoth altar (2 blocks)
Added The Lair of Cha'garoth (structure generated through the Cha'garoth altar)
Added Crystallizer (new machine)
Added Transmutator (new machine)
Added Dreadium ingot
Added Dreadium armor (helmet, chestplate, legs, boots)
Added Dread fragment
Added Cudgel
Added shadow beast (new elite mob, spawns in the darklands mountains)
Added Sacthoth, Harbringer of Doom (boss, spawns after the explosion of a ODB)
Halfed the durability and lowered damage and harvest level by 1 on Refined Coralium tools
Added Dreadium tools (harvest level 6, 3000 durability, 15 efficiency, 6 damage and 15 enchantability)
Added skeleton goliath (wields the cudgel, and drops it)
The dread plague and coralium plague potion effects now have their own icons and death messages, also made a few modifications to the effects (mostly the dread plague)
Added Dreadium Upgrade Kit
Added crystals (iron, gold, sulphur, carbon, oxygen, hydrogen, nitrogen, phosphorus, potassium, nitrate, methane, redstone, abyssalnite, coralium, dreadium, blaze)
Added mob sounds for Dreadguard, abyssalnite and dreaded abyssalnite golem
Added Dreadium Samurai Armor (custom model)
Added Dreadium Katana (custom model as well)
Added Dreadium Katana Hilt
Added Dreadium Katana Blade
Added Dreadium Plate
Added Dread Cloth
Added Cha'garoth's R'lyehian Gateway Key (doesn't function yet)
Created a new explosion algorithm for the ODB and ODB Core (stronger, uses less resources)
Made Asorah larger
Shrunk the Spectral Dragon a bit more, and altered the texture
Added integration with NEI (Not Enough Items) for the Crystallizer and Transmutator recipes
Added configuration options to Core (for compatibility with other mods that alters the player model)
Improved the Dreadlands Mineshaft (should reduce the loading time when entering the Dreadlands by a lot)
Added Traditional Chinese translation (thanks Lovin000)
Added some more API features to Core (might have a complete API for addons in the next version)
Changed the harvest level on the Abyssal Coralium Ore (lowered by one)
Added lots of blocks and items to the Ore Dictionary
Removed the capes (to comply with the EULA)
Core is now a coremod
Now runs on minecraft forge 10.13.0.1205
Cha'garoth now spawns mobs during the battle again
The random blindness effect in the Darklands should not glitch out and remain on the player now
Fixed a few derps in the information section of the Necronomicon
The special armor sets can now be crafted with damaged armor parts (helmet, chestplate, leggings, boots)
Added Omothol Ghoul
Added Omothol Ghoul Flesh (dropped by Omothol Ghouls)
Fixed the missing texture on the Eldritch Scale
Fixed a derp in Asorah's Dreaded Gateway Key making it lose durability when used
Sacthoth can despawn if spawned in Omothol
Added Anti-plagued Flesh (dropped by Abyssal Anti-zombies)
Added Anti-plagued Flesh on A Bone (dropped by Anti-ghouls)
The Coralium Longbow now shoots arrows that inflict Coralium Plague on hit (and base damage has been reduced by half, was too OP)
Added dungeon hooks (some AbyssalCraft mobs can now spawn in dungeons)
Added ruins to The Abyssal Wasteland (generates randomly, with loot inside)
Tweaked the Liquid Coralium to once again deal damage when inside
Removed the "Render" section in the config (and added permanent compatibility)
Improved the Coralium Longbow visually (FoV, 3rd person rendering)
Sacthoth's blindness effect doesn't affect players while in Creative mode
Prevent Ars Magica 2 mobs from spawning within the dimensions
Registered all dimension biomes to the BiomeDictionary (mainly to prevent mobs from other mods to spawn within them)
Abyssal Zombies and Depths Ghouls can now spawn in any form of Ocean, Swamp, River and Beach biome
The Coralium Plague can now turn the Player into a Abyssal Zombie on death
The Dread Plague can now turn certain entities into Dread Entities
Added API registry methods through the use of IMC (check IMCHelper for arguments)
Fixed a glitch with the Darklands blindness staying after the effect should've worn out
Sacthoth now has the blaze hurt sound again (reflects good on the supposed armor he's wearing)
Made the mobs spawned after Sacthoth's death spawn at different times, instead of all at once
You can now toggle if you want a dimension to unload (when no players are inside) or stay loaded at all times
Altered the skins on the Remnant Master Blacksmith (made the J'zahar sigil appear more "embroided" into the apron) and Remnant
Priest (add the J'zahar sigil to the back of the robes)
Corrected a typo in Sacthoth's name (Harbinger, not Harbringer)
Fixed Upgrade Kits not working on damaged tools/armors
Tweaked the textures for the Ethaxium Brick and Ethaxium
Blacklisted morphing into Asorah or the Spectral Dragon (glitchy models)
Made the Block of Abyssalnite texture more purple
Made the Abyssalnite Golem, Abyssalnite Stone and Abyssalnite Stone Brick textures less painful to stare at
Made it possible to repair all tools and armors with their respective materials
The Dreadium Katana, Coralium Longbow and Cudgel can also be repaired now
Tall grass, flowers and mushrooms can now grow naturally on Darklands Grass
Fixed the Crystallizer for the last time
Added Necronomicon (information book with other stuff included)
Added Abyssal Wasteland Necronomicon (upgrade with 1st dimesion info)
Added Dreadlands Necronomicon (upgrade with 2nd dimension info)
Added Omothol Necronomicon (upgrade with 3rd dimension info)
Added Abyssalnomicon (final upgrade of the Necronomicon, which will have some special information)
Slightly re-colored the Abyssal Zombie (made the skin a bit ligher, and a tiny bit more green)
Lowered the follow range on the Abyssal Zombie
Made new GUI textures for the Crystallizer and Transmutator (the NEI recipe GUI still shows the old ones)
Added Remnant
Added Eldritch Scales (dropped by Remnants)
Killing a Villager with Liquid Antimatter will spawn a Remnant
Changed the OreDictionary name of the Refined Coralium Ingot
Fixed a derp with the weapon enchantments (the potion effect ones)
Tweaked the fire blocks a bit more
Added config options to disable the UpdateChecker
Improved the recipe for crafting the Sacthoth spawn egg (simply placing a ODB in the crafting grid) so that it doesn't replace Sacthoth with a different mob
Made the Abyssalnite Stone texture even less magenta (now it actually looks purple)
Retextured the Abyssalnite Golem and Dreaded Abyssalnite Golem
Recolored the Chunk of Abyssalnite
Retextured the Abyssal Zombie slightly
Added Morph integration (morphs from AbyssalCraft now have traits/abilities, and you can see the entities hand in 1st person)
Changed the sounds in the Anti-Ghoul to the normal Depths Ghoul sounds (instead of the zombie sounds)
Added swing animations to most mob models
Slowed down the damage dealt by the Coralium Plague and Dread Plague (Coralium now damages at the speed of Wither, and Dread at the speed of Poison)
Removed Tin, Copper, Gold, Abyssalnite, Coralium and Dreadium Coins (and renamed the Iron Coin "Coin")
Coins can now only be crafted with Iron, Tin and Copper, and will look like the Iron Coin (smelting will return 4 Iron Ingots)
Added Elder Engraving Template
Added J'zahar Engraving Template
Removed the on-state Engraver
The Engraver can now Engrave coins with Cthulhu Engravings, Elder Engravings and J'zahar Engravings
Added sounds to the Shadow mobs (hurt sound and death sound)
Fixed a derp in the Cha'garoth model
You can randomly get blindness inside a Darklands biome without wearing a Abyssalnite Helmet (added a config option for this)
Fixed crystallizer recipes for crystallized methane and lapis lazuli blocks
Evil Pigs now have a lower spawn rate
Demon Pigs have a 33% chance of burning when they spawn in the overworld
Added configuration options regarding Demon Pigs burning in the overworld
Added configuration options regarding the spawn rate of Evil Pigs
Improved the Asorah Altar (can now be used in any gamemode, actually shows messages where it should do so)
Improvied the various fire blocks added in AbyssalCraft
Added configuration options regarding potion IDs
The Demon Pig now has a trail for Dreaded Fire behind it, instead of normal fire
Improved Potion related stuff
Improved the Altar of Cha'garoth (mainly fixed the messages, in case they didn't display at some point)
Added a death animation for Cha'garoth
Almost all messages can now be altered in the .lang files
Added Omothol (3rd dimension)
Added more achievements
Added Omothol Stone
Multiplied the amount of Abyssalnite needed for Coralium Infused Abyssalnite tools/armor by 9 (previous tools/armor not included)
Hopefully fixed the crystallizer bug permanently
Added configuration options regarding biome weights
Retextured the Transmutation Gem
Altered the Ore Generation code in several Overworld biomes, should add compatibility with Underground Biomes Constructs
Added configuration options for Enchantment IDs
Added Iron Wall enchantment (prevents mobs from pushing you when they hit you)
Made the Ethaxium Brick texture more "spooky"
Removed Core (all API related code has been moved over to AbyssalCraft)
Improved mobspawning in all dimensions (Spectral Dragons are now very rare, Dreadguards have a low chance of spawning in any Dreadlands biome)
Vanilla mobs/animals can now spawn in any of the Darklands biomes
Anti-mobs now has a low chance of spawning in the Coralium Infested Swamp
The terrain in the Dreadlands has been revamped (grass in the forests, more Abyssalnite/Dreaded Abyssalnite ores in all biomes, heavily reduced loading time)
Fixed drops for Depths Ghouls and Abyssal Zombie
The Spectral Dragon is now transparent, using the old texture without all the holes again
Added sounds for the Depths Ghoul
Made the texture on the Darkstone Slabs less colorful
Made the coin crafting recipes less generic (added flint as a component in the middle)
Made the Obsidian pillars spawn more often in The Abyssal Wasteland
Added Thaumcraft integration
Fixed the helmet overlay for the Depths Helmet
Added new coin types (Cthulhu engraved, will add at least 2 more)
Added Coin Engravings
Added Coin Engraver (used to engrave coins)
Retextured all of the base material armors (Abyssalnite, Refined Coralium and Dreadium)
Added more configuration options regarding biomes
Fixed the Soul Harvesting function of Sacthoth's Soul Reaper Blade
More API improvements for Core
The Darklands Mountain is now made out of only Darkstone
Made some ChestGenHooks items less common
Improved the mob spawning logic in Cha'garoth
Tweaked the death ticks on Sacthoth
Increased damage reduction on J'zahar, Cha'garoth and Sacthoth
Added Ethaxium
Added Ethaxium Brick (Block)
Added Chiseled Ethaxium Brick
Added Ethaxium Pillar
Added Ethaxium Brick (Item)
Added Ethaxium Ingot
Added Life Crystal
Added Ethaxium Pickaxe, Axe, Shovel, Sword and Hoe
Added Ethaxium Helmet, Chestplate, Leggings, Boots
Fixed OreDictionary transmutation for Aluminum ingots (did a derp in the past fix)
Fixed the icon switch on the leaf blocks (fixes a crash caused by a unknown source)
Tweaked the damage modifiers to the various Depths Ghoul forms
Did a major cleanup in the Crate code
Added configuration options regarding the Liquid Coralium logic
Altered the behaviour of the Liquid Coralium, it can't spread across ocean biomes.
Added configuration options allowing the Coralium Plague to spread in other dimensions (where Abyssal Zombies and Depths Ghouls can spawn)
Fixed Dreadium Pickaxe crafting recipe
Fixed a small bug causing a ghost entity to be created when a zombie died from the Coralium Plague potion effect
Reduced the amount of Antimatter pools in the Coralium Infested Swamp
Tweaked the ODB (bigger explosion compared to 1.7.6, less resource intense)
Fixed one of Cha'garoth's eyes (it was misplaced by 1 pixel)
Improved a whole bunch of textures (including tools, ingots, portals and abyssalnite-related blocks/items)
More crystals can be used in brewing (hydrogen for instant damage, nitrogen for slowness, sulfur for poison and oxygen for water breathing)
The Gateway Key can't be used in The Nether or The End
Fixed configuration GUI sync issue for core
Fixed a bug in the crystallizer code that was causing crashes
Added Coins (Copper, Iron, Gold, Tin, Abyssalnite, Coralium, Dreadium)
Added Ethaxium Brick Stairs
Added Ethaxium Brick Slab
Added Ethaxium Brick Fence
Added localization options for configuration categories (button text and tooltip)
Tweaked the Abyssal Zombie
Depths Ghoul now has a child version
Depths Ghouls and Abyssal Zombies has a higher chance of dropping rare loot
Added new enchantments (Coralium/Dread, gives potion effects on hit, Light Pierce, deals more damage to Shadow mobs)
Fixed derp making the Dreadium Katana unbreakable
Removed regeneration from the normal armor sets
Increased the spawn rate of Evil Pigs and Demon Pigs (they pretty much stopped spawning)
Retextured the Darklands Grass, Darklands Oak Leaves, Dreadlands Grass and Dreadlands Wood Leaves
Changed the foilage color in the Darklands biomes and Dreadlands biomes
You can now plant AbyssalCraft saplings on the Darklands Grass and Dreadlands Grass
Fixed crystallization for Aluminum (had a typo in the OreDictionary registry)
Added a list of entity names in Core (for spawning my entities in your biome)
Fixed the portal placement logic in the Gateway Keys
Did a few API tweaks in Core
Added Abyssal Iron Ore
Added Abyssal Gold Ore
Added Abyssal Diamond Ore
Added Abyssal Nitre Ore
Added Abyssal Tin Ore
Added Abyssal Copper Ore
Added Copper Ingot
Added Tin Ingot
Added Crystallized Tin, Copper, Aluminium, Magnesium, Silicon, Silica, Alumina, Magnesia, Zinc
Crystallizer can extract both outputs
Tweaked NEI integration for Crystallizer and Transmutator
Crystallizer has support for materials from other mods (ingots, ores, ore dusts etc)
More materials can be crystallized now
Added Antimatter potion effect
All AbyssalCraft potions can now be brewed (Coralium/Dread Plague uses the corresponding crystals, Antimatter uses liquid antimatter bucket)
Fixed the OreDictionary name for Nitre (materialSaltpeter, was spelled materialSalpeter earlier)
Fixed the crafting recipe for the bottom part of The Altar of Cha'garoth
Texture improvements for Darkstone Bricks, Abyssal Stone Bricks, Abyssalnite Stone Bricks and Dreadstone Bricks
Added details to the Dr. Orange Depths Ghoul texture
Added Solid lava (same height as soul sand, lits you on fire)
Implemented Configuration GUI for both AbyssalCraft and Core
Added Abyssal Anti-Zombie
Added Anti-Bat
Added Anti-Chicken
Added Anti-Cow
Added Anti-Creeper
Added Anti-Ghoul
Added Anti-Pig
Added Anti-Player
Added Anti-Skeleton
Added Anti-Spider
Added Anti-Zombie
Added Anti-Beef
Added Anti-Pork
Added Anti-Chicken (food)
Added Rotten Anti-flesh
Added Anti-Bone
Added Anti-Spider Eye
Made all the mobs execute their AI code in a better order (was previously pretty much random)
Depths Ghouls, Abyssal Zombies, Skeleton Goliaths and Shadow Creatures/Monsters will attack players normally again
Anti-mobs explodes on contact with their normal counterpart (except the anti-player)
The amount of Liquid Antimatter that generates in Coralium Infested Swamps has been reduced by a lot
Fixed the behavior on the Liquid Coralium Bucket and Liquid Antimatter Bucket (and improved the names)
Portal blocks will turn to air when the blocks in the portal frame are broken (instead of remaining)
Added ChestGenHooks for some items (they can be randomly generated in dungeon chests, bonus chests etc)
Methane can now be used as fuel for the furnace, crystallizer and transmutator
Liquid Antimatter and Liquid Coralium will display in tanks (such as the one in buildcraft)
Asorah, Sacthoth, Cha'garoth and J'zahar will drop items and xp on death (however, J'zahar is still in-dev, and Asorah already drops xp)
Added Sacthoth's Soul Reaper Blade (dropped by Sacthoth)
Sacthoth has been improved (imunity to fire, drowning, projectiles, explosions and falling, can teleport)
Removed the Dev Blade
Added Pearlescent Coralium Ore
Added Liquified Coralium Ore
Added Cha'garoth (Dreadlands boss)
Added Fist of Cha'garoth (semi-elite mob)
Added Spawn of Cha'garoth
Added Dread-Plagued Gateway Key
Added Cha'garoth altar (2 blocks)
Added The Lair of Cha'garoth (structure generated through the Cha'garoth altar)
Added Crystallizer (new machine)
Added Transmutator (new machine)
Added Dreadium ingot
Added Dreadium armor (helmet, chestplate, legs, boots)
Added Dread fragment
Added Cudgel
Added shadow beast (new elite mob, spawns in the darklands mountains)
Added Sacthoth, Harbringer of Doom (boss, spawns after the explosion of a ODB)
Halfed the durability and lowered damage and harvest level by 1 on Refined Coralium tools
Added Dreadium tools (harvest level 6, 3000 durability, 15 efficiency, 6 damage and 15 enchantability)
Added skeleton goliath (wields the cudgel, and drops it)
The dread plague and coralium plague potion effects now have their own icons and death messages, also made a few modifications to the effects (mostly the dread plague)
Added Dreadium Upgrade Kit
Added crystals (iron, gold, sulphur, carbon, oxygen, hydrogen, nitrogen, phosphorus, potassium, nitrate, methane, redstone, abyssalnite, coralium, dreadium, blaze)
Added mob sounds for Dreadguard, abyssalnite and dreaded abyssalnite golem
Added Dreadium Samurai Armor (custom model)
Added Dreadium Katana (custom model as well)
Added Dreadium Katana Hilt
Added Dreadium Katana Blade
Added Dreadium Plate
Added Dread Cloth
Added Cha'garoth's R'lyehian Gateway Key (doesn't function yet)
Created a new explosion algorithm for the ODB and ODB Core (stronger, uses less resources)
Made Asorah larger
Shrunk the Spectral Dragon a bit more, and altered the texture
Added integration with NEI (Not Enough Items) for the Crystallizer and Transmutator recipes
Added configuration options to Core (for compatibility with other mods that alters the player model)
Improved the Dreadlands Mineshaft (should reduce the loading time when entering the Dreadlands by a lot)
Added Traditional Chinese translation (thanks Lovin000)
Added some more API features to Core (might have a complete API for addons in the next version)
Changed the harvest level on the Abyssal Coralium Ore (lowered by one)
Added lots of blocks and items to the Ore Dictionary
Removed the capes (to comply with the EULA)
Core is now a coremod
Now runs on minecraft forge 10.12.2.1147
French language support (thanks to Vayper)
Added Dreadlands Mineshaft
Treasure chests in Abyssal Strongholds doesn't use the normal stronghold loot anymore
Re-implemented the config file, you can now change biome/dimension ids
Did some changes to the Plated Coralium Armor texture
Added new model to the Dread Spawns (will have 3 different models to randomly cycle through when they spawn)
The altar used to summon Asorah can only be used within the Abyssal Wasteland
Did some more major API implementations
Update checker has been rewritten, and heavily improved
Changed the boundary boxes on some mobs to fit with their sizes
Preparing to unleash Cha'garoth
Updated to forge version 10.12.1.1112
That should be it... might've forgotten something again...
Texture fix for the Darkstone blocks
The Abyssal Wasteland now had terrain
The Dreadlands can be entered without crashing, and it has terrain again
The new overworld biomes (Darklands plains/forest/highlands/mountains and Coralium infested swamp/ocean) now generate
The 'Pete' Depths Ghoul from has it's own sounds
Dreadguards now have a new death sound (more to come)
Added new Dreadlands mobs (Dreadling, Dread spawn)
Modid changed, all previous versions won't work with this one
Added Liquid Antimatter (used to neutralize Liquid Coralium, very deadly to collide with)
Did loads of changes to the Liquid Coralium (gives you coralium plague on collide, can turn any liquid into itself, turns stone types into abyssal stone)
Added new Darklands mobs (Shadow Creature, Shadow Monster). Both of them spawn in the Darklands Mountains
Added Capes (dev cape, donator capes)
Fixed the armors so that they don't render you immortal
Added Coralium Stone (created when Liquid Antimatter collides with Liquid Coralium)
Added Coralium Stone Bricks (and stairs, fence, slabs)
Added Coralium Stone Button and Pressure Plate
Added Coralium Longbow (does more damage than a normal bow)
All weapons (swords, bows) can now be enchanted
The various Abyssalnite Ores now drops ore blocks instead of chunks
Updatechecker works again (will drown your chatbox when a new update has been released)
Achievements work again
Added Coralium Brick (made from smelting Coralium Stone, used to craft Coralum Stone Bricks)
Added Shadow fragment/shard/gem (used to craft Shards of Oblivion)
Added Shard of Oblivion (use 4 of them with some more components to craft Oblivion Catalysts)
The ODB has been buffed, now destroys approx 9 chunks with 40 explosions
Dying from Coralium Plague can now cause an Abyssal Zombie to spawn (regardless of what mob/animal/player died)
Coralium ore now generates in the Ocean, the Deep Ocean and the Coralium Infested ocean biomes
Added Antimatter lakes, generates in Coralium Infested Swamps
Added tooltips to multiple items, for information on how to use them, or what to use them for
Depths Ghoul heads can now rotate when placed
The Altar now renders with it's block model in the inventory
The Dreadlands Infused Powerstone now has a new model, and inflicts Dread Plague to whoever gets to close to it
Added a new Creative Tab (AbyssalCraft Decoration Blocks)
Fixed some names in the lang file
The Darklands generated structures generate in all Darkland types
Mob drops have been fixed
Block drops have been fixed (some blocks could cause crashes when broken)
Slightly nerfed potion effects on some of the armor sets
Washcloth works again
Added Demon pigs (spawns when the hostile pig dies)
The Altar works correctly now when activated
The hostile pigs are no longer burning
The Abyssal Wasteland portal will be made out of abyssal stone with a new portal block texture in the next version
Might be more, I did a TON of stuff...
Caveats
Depths helmet overlay not working, otherwise everything should function.
Fixed bug with leaves dropping leaf blocks instead of occasional saplings
Coralium ores now drop 1-4 Coralium gems
Enchantments persist when using a upgrade kit
Changed the sounds on the demon pig (lower pitch, sounds more demonic)
Partial API implementation (won't affect anything in-game)
Saplings can now be planted on all grass types (vanilla and AC)
The Abyssal Gateway has a new texture, along with the portal frame being made out of Abyssal stone
Coralium mobs (Abyssal Zombies, Depths Ghouls, Spectral Dragons) drops a bit more exp now
Dread mobs (Dreadguards, Dreaded Abyssalnite Golems, Dreadlings, Dread Spawns) drops a bit more exp now
Scrapped a whole bunch of useless code, load time might be reduced a bit...
Mod sourcecode is now licensed, along with the github repo
Updated to forge version 10.12.1.1078
Mod ported to 1.7.2
Wooden Crates can now have items placed in them without the items being removed afterwards.
Made the darkstone/abyssal stone textures brighter
Depths Ghouls and Abyssal Zombies only give you the Coralium Plague when inside the Abyssal Wastelands (which happen to be 99% air atm)
6 New overworld biomes will be added in the next few updates.
Caveats
None of the biomes will generate as of now, and both dimensions are blank (and the dreadlands will crash your game if you try to enter it). The washcloth can only be used one time now (BUG).
Fixed ID error on the Dreaded Chunk of Abyssalnite
Did a rewrite on tree generation in the Darklands and Dreadlands Forest
Darkstone chunks now generate in caves inside the Darklands, with a small chance of Abyssalnite Stone appearing
The "Purified Darklands" biome now has a much larger amount of Abyssalnite Stone
Leaves now have more transparent textures
Fixed the color on the Dreadlands wood log/leaves/planks blocks
Fixed critical bug causing multiplayer to crash
Caveats
This is a beta, some features are not entirely implemented. The Dreadlands is not entirely completed, expect it to look a lot different in 1.5.0.
Added Dreadlands (2nd dimension)
Added Dreadstone
Added Abyssalnite Stone
Added Dreadlands Abyssalnite Ore
Added Dreaded Abyssalnite Ore
Added Abyssalnite Stone Bricks
Added Dreadstone Bricks
Added Dreadlands Grass
Added Dreadlands Wood log
Added Dreadlands Wood Leaves
Added Dreadlands Sapling
Added Dreadlands Wood planks
Added 4 new biomes: Dreadlands, Purified Dreadlands, Dreadlands Forest and Dreadlands Lake
Added Depths Ghoul head block
Added Pete's head block
Added Mr. Wilson's head block
Added Dr. Orange's head block
FIxed bug with bone meal
Darkstone tools patched
All tools can now be enchanted
Added Asorah's Dreaded Gateway Key
Added special spawns for Depths Ghouls (Pete, Mr wilson, Dr. Orange)
Added coremod functionality
Caveats
This is a beta, some features are not entirely implemented. The Dreadlands is not entirely completed, expect it to look a lot different in 1.5.0.
•Added Asorah, The Fallen (first dimension boss)
•Added a new model for the Depths Ghouls
•Added block of coralium
•Added coralium armor
•Added coralium tools
•Added plated coralium armor (very strong)
•Block metadata working on generated structures in the overworld again
•Added version checker (will start to work in 1.5, as it was released in this version)
•Made some adjustments to J'zahar's alpha model
•Added new textures to some blocks
•Added depths armor (scary looking, ish)
•Added altar (used for summoning the boss)
•Added abyssal stone button
•Added abyssal stone pressure plate
•Added darkstone brick fence
•Added darklands oak wood fence
Caveats
The Liquid coralium still isn't doing it's thing.
•Armor textures for all armor renders now
•Dephs Ghouls and Abyssal Zombies has been given small changes in AI
•Endermen no longer spawns in the Abyssal Wastelands
•Fixed bug rendering Darkstone Pressureplates useless
•When eating plate food, you receive a dirty plate
•Added washcloth (used to clean dirty plates, has 20 uses)
•Added Dreadlands Infused Powerstone (one component needed to upgrade the gateway key)
•Added Liquid Coralium (new liquid, currently lacking some physics)
•Added Bucket of Liquid Coralium
•Added fried egg and fried egg on a plate (heals 2.5 food points in it's regular state, double on a plate)
•Added Powerstone Tracker (used to locate Abyssal strongholds and powerstones)
•Added new mob: Undead Dragonling (elite mob, haven't had time to finish the texture yet, also WIP)
•Fixed bug causing tools to have infinite durability
•Added 2 achievements (currently WIP)
•Halfslabs can be stacked again (but the block names ends with ".name" now for some reason)
Caveats
The Liquid Coralium kills mobs, but not the player, the undead dragonling flies a bit wierd and is considered a boss by the game (will be changed in the next release)
•Updated to 1.6.2
•All mobs can spawn in SMP now!
•All tools can be repaired with anvils now
•Added Darkstone slab, pressure plate, button
•Added Darklands Oak Wood Planks
•Renamed "Darklands Oak Log" to "Darklands Oak Wood"
•Added Darklands Oak Wood slab, stairs, button, pressure plate
•Fixed texture error with food items
•Added foodstuffs creative tab
•Fixed textures rendering error on some of the blocks
•Portals should be working perfectly now
•Gateway Key can create working portals now
•The Abyss is a bit brighter now than before
•The sky in The Abyss has a more green color now
Caveats
There shouldn't be any bugs at all in this update. However, if you do find any, please report them to me.
•Spike wall block removed
•Crate block added (currently not 100% funcional)
•Fixed error with block names overriding to multiple blocks
•Added plate item
•Added 5 new types of food
•A few item textures might be not showing (unknown reason)
•Upgrade kits added
•Ability to smelt down armor to retrieve materials added
•J'zahar's AI has been changed a bit, he now shoots wither skulls when attacking
•Dreadguard has been improved, armor showing
•Dreaded Abyssalnite Golems are hostile to both players and abyssalnite golems
Caveats
Any item stored in the crate WILL dissapear.
•Updated to 1.5.2
•Fixed alot of tiny bugs
•Portal placer and portals overall is not working right now
•Portal block has an animation (temporary, will change it)
•Armor now gives potion effects!
•New "Spike Wall" block added, must be spawned in right now
•The texture may appear wierd on some blocks that has multiple textures
•The darklands grass works like regular grass now
•Small name change to the coralium clusters, they now have a letter behind the name (conflicts with the config)
•Items added to the config, better compability
Caveats
A suggestion is that you change the block id for darklands grass, abyssal stone and possibly darkstone in the config before you start a new world, they tend to glich with the ID's being above 4000
•Added Abyssal strongholds (generates within the dimension)
•Added Abyssalnite Golem (WIP mob)
•Added Dreaded Abyssalnite Golem (WIP mob)
•Added Dreadguard (WIP mob, has 150 hp)
•Added J'zahar, The Gatekeeper (boss mob, currently WIP aswell)
•Added Abyssal Stone Bricks
•Added Abyssal Stone Bricks Slab
•Added Abyssal Stone Bricks Stairs
•Added Abyssal Stone Bricks Fence
•Added Darkstone Cobblestone Wall
•Added Transmutation gem (it has some instructions on what to do with it)
•Added Coralium infused Abyssalnite gear (tools/armor, armor is currently normal)
•Added Dreaded Abyssalnite armor (what the dreadguard is suposed to wear)
•Added Dreaded Shard of Abyssalnite (dropped by dreadguards)
•Added Coralium gem clusters (will proove very useful later)
•Added Refined Coralum Ingot
•Added Coralium chunk (smelt for 2 Refined Coralium Ingots)
•Added Coralium plate (perhaps future armor component? )
•Small changes to The Abyss, only undead mobs spawn in there now (exception: endermen)
•Added Staff of The Gatekeeper (should have no powers right now, been testing some things on it)
•Changed alot of textures on the items, mostly small changes
•Added config file! (You can now change the block ID's! Will probably add more to it)
•Some changes to the behaviour of the mobs, they stare at you occasionally, and Abyssal Zombies looks different when in the end
Caveats
The new mobs aren't fully functional yet, but they can spawn, and they'll get their own sounds (all the mobs, except the pig) within the next 4 patches
•The dimension works now (yay)
•Abyssal Zombies can now infect regular zombies and convert them into Abyssal Zombies
•Added "Gateway key", a item that can place down portals (can be used 2 times)
•Changed where coralium ores generate (switched to being only the ocean)
•Added Abyssal Stone, a new type of stone that generated within the abyss
•Abyssal Zombies no longer have a small chance of dropping a nether star, changed to coralium pearl
•Both Dephs Ghouls and Abyssal Zombies have a increased chance of being able to equip armor
•Added smelting for the coralium infused stone
•Tree generation is broken and still not fixed (the error came in 1.1.4)
•Added a new structure (100 blocks tall obsidian pillars within the Abyss)
•New biome, abyssal wastelands (core biome for the abyss)