Aetherhaven

Aetherhaven is a town-building add-on built around laying out plots, growing a settlement with named locals, and following quests that push your town forward.

File Details

Aetherhaven-2.2.0.jar

  • R
  • Jul 11, 2026
  • 22.67 MB
  • 154
  • 0.5

File Name

Aetherhaven-2.2.0.jar

Supported Versions

  • 0.5

[2.2.0] - 7/10/2026

Added

  • Community marketplace — Browse and download player-made plot buildings from the Community tab on the plot crafting bench. Share your own builds by enabling Submit to community when saving in the plot creator, or with /ah community submit. Approved buildings appear in-game for everyone; visit aetherhaven.net to browse the catalog, track your submissions, or remove a build you published.
  • Other mods with Aetherhaven - Compatible mods can add their own villagers, buildings, shops, quests, dialogue, and journal guide pages that work with your town when both mods are installed. The plot creator can make style variants of those buildings too, and gift likes from other mods can show up on villagers you already know.

Fixed

  • Plot creator staff text fields — Typing in identity/config panels no longer drops or resets characters. Live edits update the draft without re-pushing every field’s value on each keystroke.
  • Crystal Keeper's shop build materials — Construction now requires cyan (light blue) crystal shards instead of blue crystal shards.
  • Villagers using teleporters — Town NPCs (villagers, townsfolk, tourists) no longer warp when they walk across teleporter pads. Mod-authorized teleports (stuck recovery, rescue) still work. Blocking a pad touch no longer double-removes the Teleport component (which crashed the world thread).
  • Duplicate tourists when town chunks unload — Tourist leave and reconcile no longer drop save rows when NPCs are in unloaded chunks (common after long-range teleporter travel while still online). Spawn slots are only consumed after a successful spawn, duplicates are purged on spawn, and orphan shells are cleaned when town territory loads.
  • Duplicate elders after revival — Gaia and dawn revival block spawning a replacement when the saved villager uuid may still exist in an unloaded chunk. Extra loaded elder copies are removed on world load when the charter area is in memory.
  • Assembled plot chests and benches — Prefab assembly no longer places chests and workbenches via force setBlock on non-ticking chunks (which left container block entities unusable until break-and-replace). Interactive block entities are deferred during incremental assembly and placed once at build completion on ticking chunks with explicit entity attachment.
  • Prefab fluids on assembled buildings — Fluids from the prefab (e.g. Blacksmith Shop lava) are applied in the final construction pass instead of being skipped during incremental assembly.
  • Plot creator prefab fluids — Saving a custom building with the plot creator staff now keeps water/lava and other fluids in the exported prefab (vanilla BlockSelection.relativize was dropping them when the plot-sign anchor was not at the origin).
  • Passive assembly crash — Placing production-storage blocks during passive plot assembly no longer calls World.getBlockType() (which promoted chunks to ticking mid–entity-store tick and crashed with “Store is currently processing”).
  • Quest board missing block — The quest board hitbox now ships in the Quests subplugin pack with its block item, so the block registers reliably when other mod asset packs change load order.