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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.
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Aetherhaven-2.5.0.jar

File nameAetherhaven-2.5.0.jar
Uploader
HexvaneHexvane
Uploaded
Jul 23, 2026
Downloads
480
Size
26.9 MB
File ID
8490868
Type
R
Release
Supported game versions
  • 0.5

What's new

[2.5.0] - 7/22/2026

Added

  • Path designer width and style menus — While placing, moving, or rotating a path, E opens a width slider with a sample of how your current style will look across the path. R opens a list to pick a saved style instead of cycling blindly.
  • Tourist portal visitor list — On the tourist portal town records shelf, the Plot tab lists who is visiting town right now, with a short note for day visitors, invited guests, or people who already live there. Send visitors home clears out day visitors for your town only, the same idea as the tourist purge command. Invited guests, housed residents, and guards are left alone.
  • Visitor portal network — Stepping onto a visitor portal opens a list of every active portal in your world. Each entry shows the town name, who owns it, and whether visitors are welcome. Travel to another town in one click, or turn off Allow visitors to teleport here on the portal shelf or in the travel window so strangers cannot jump into your town. Each town can pick a portal color from preset swatches (tints the travel icon in the list and on the map border for other towns).
  • Loot chest plot blueprints — World chest bonus rolls can add a random plot blueprint page (same unlock item as quests). Default chance is 30% per eligible chest (LootChest.PlotBlueprint.Chance). Bonuses also run the first time you open a chest if chunk-load injection missed it.
  • Serah's draught questRoads Under The Dead now finishes when you report back to the priestess at the Gaia altar after your hunt, before you receive Gaia's Draught and the crafting recipe.
  • Heartberry — A rare find in world loot chests. Use one on a villager you can befriend to grow closer by a full heart. They react with floating hearts like a gift they love. Does not count toward normal gift limits.
  • Mining bomb — Grubble sells it at the bomb shop. At 50 friendship he teaches the recipe for the town planning desk. Throw it to blast rock and ore safely; blocks drop as if you mined them.
  • Battle horn — Lyra teaches the recipe at 50 friendship for the town planning desk. Hold right click to blow the horn and call loaded town guards. They follow you until dismissed and still fight hostiles.
  • Bard song: Fishing Daze — Elias can play Fishing Daze by Dreadful Ditties.
  • Intelligent race townsfolk — Eleven new pool characters: Kweebecs Briar Mosscap and Tumble Reedwhistle, Klops Pippin Geargrin and Nell Clinkjar, Slothians Momo Canopy and Haku Mistclaw, Ferans Zephyr Sandtail and Saffra Dunear, Outlander Vask Hollowmark, skeleton Rattle Morrow, and Trork Grunk Stonebelly. Each has a distinct look and race themed greetings.
  • Tourist move in gifts — Portal visitors ask for specific items before they agree to a house quest. Each townsfolk wants something different. Bring what they asked for in dialogue, then build their home as before. Gifts are food, ingredients, and similar useful goods, not ancient dungeon furniture.
  • Crossmod townsfolk — Townsfolk definitions can require an optional plugin (requiresOptionalPlugin) so characters from partner mods only enter the tourist and guard pool when that mod is loaded.

Changed

  • Townsfolk character pool — Each town keeps its own pool slots for hand designed townsfolk (tourists, guild hall adventurers, guards, and the like). The same catalog character can show up in more than one town, but only once per town.
  • Plot placement preview — While placing a building with the plot placement tool, the full building preview is drawn on your client instead of spawning thousands of temporary blocks in the world. Moving and nudging the plot should feel much smoother on large buildings.
  • Plot assembly sections — Large buildings split into assembly sections automatically from prefab size (about 15 blocks per section on each axis by default). Tune with AssemblySectionChunkSizeBlocks in server config. Per-building section counts in plot JSON and the plot creator are removed.
  • Floating gift boxes — Balloon rewards use special gift boxes that disappear after you take everything out and close them. If you break one open, only the loot inside drops, not the box itself.
  • Loot chest jewelry by adventure zone — Randomized gem jewelry injected into world chests respects procedural zone tier: zone 1 only common and uncommon; zones 2–3 through epic (mythic); zone 4 has no common rolls and slightly higher rare, epic, and legendary weight. Glow rings (fixed mythic/legendary artifacts) are unchanged and can appear in any zone.
  • Path designer on-screen help — While you hold the path designer shovel, mode tabs at the top show Place, Move, Rotate, Remove, Replace filter, and Style designer. Q cycles modes in that same order.
  • Path designer remove preview — In Remove mode, saved paths show as orange waypoint markers and connecting lines (not a solid block outline), so you can see routes more clearly.
  • Path width up to nine blocks — Path width can now go up to nine blocks wide, matching the style designer chest grid.
  • Patrol wand on screen help — While you hold the patrol wand, the panel now matches the path designer shovel: Build and Assign tabs at the top, a short summary of what each mode does, and a clear list of which keys do what (add points, save a route, pick a guard, switch modes, and so on).
  • Town charter look — The town charter uses a dedicated tall sign model and texture (about four blocks high on a 1×1 footprint) with a custom collision shape and inventory icon, instead of the old village tombstone.
  • Plot crafting building details — Variant entries show a Counts as for construction line with the display names of the canonical buildings they satisfy (not raw construction ids).
  • Gaia's Draught — Each flask keeps its own charges and upgrades, so you can store or trade them without losing progress. She can refill your flask or apply shard and catalyst upgrades to the one in your inventory. Remaining uses show on the usual durability bar.

Fixed

  • Path styles on wide paths — Left and right edges of a placed path now use your outer blocks from the style designer; the middle uses your center column, with inner columns filling in from the sides. The width preview matches what gets placed.
  • Path replace filter — Opening the replace-filter chest for the first time shows the usual grass and soil blocks already in the grid, including sunny and full grass variants.
  • Path designer visuals — Selected control points are gold, hovered ones blue, and unselected ones gray-white. White route lines in edit modes line up with the node markers; orange remove-mode lines line up with waypoint cubes. Width sample rows are centered in the width window.
  • Paths through grass and bushes — Placing a path clears tall grass and bushes above each replaced ground block before paving, so patches with plants on top should no longer be skipped at random. Bushes above the path are broken normally (drops included) and restore when you remove the path.
  • Guards on patrol routes — Guards assigned to a patrol route now fight hostile creatures they notice, the same as unassigned guards. They drop the patrol to deal with the threat, then resume walking the route when the fight is over. If an enemy pulls them too far from the route (about twenty blocks), they stop chasing and head back to their patrol.
  • Shop spot HUD — The “no worker assigned” closed state now resolves its translation instead of showing a raw language key.
  • Multi-role workplace assignment — Variant plots that count as more than one building type (for example a community stall that counts as both merchant shop and flower shop) now list the correct villagers when you assign each role, instead of reusing the first role’s list.
  • Roads Under The Dead HUD — The pinned quest tracker now updates your undead kill count as you fight, and shows when it is time to return to Serah.
  • Tourist move in items — Accepting a visitor house quest now requires the requested items in your inventory, takes them when you agree, and no longer skips the gift step just because your town already has a house plot.
  • Crossmod townsfolk plugin gate — Townsfolk that require an optional partner mod match plugin ids case insensitively, so ids like hexvane:Machinaria work when the JSON used a different letter case.
  • Dialogue item requirements — Choices that need items show large item icons on the right (tourist move in gifts, quest board fetch turn ins, and any choice with itemRequirements in dialogue JSON). Rows with icons grow taller; other choices stay compact.

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