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Accursed Sands

Experimental
The world had been devastated by desertification, and what communities remain have been besieged and oppressed by the perpetrators of the amethyst trade. What will you do in this hellscape of a world?

File Details

accursed_sands-1.7.0-forge-1.20.1.jar

  • R
  • Oct 20, 2024
  • 1.76 MB
  • 21
  • 1.20.1
  • Forge

File Name

accursed_sands-1.7.0-forge-1.20.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:accursed-sands-1012594:5828055")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

1.7.0 - The Lore and Landscape Update:

Major Changes:

- Added river and river delta biomes.

- Added biome variations on opposite sides of the rivers.

- Added Scout, Citizen, Refugee, and Revolutionary NPCs.

- Added various biome features such as hoodoos.

- Added Revolutionary and Trader controlled villages and cities, as well as some other new structures.

- You can now make an army of Revolutionaries.

- Added /team_id command for avoiding friendly damage from energy cannons.

 

Full Changelog:

a.1:

- Removed Ruffian NPC.

- Fixed the blocky-biome glitch once and for all, and added river and delta biomes:

     + Sandy river

     + Swampy river

     + Stony river

     + Icy river

     + Jungle delta

     + Mangrove delta

- Added "weird" versions of biomes that do not spawn trader faction structures.

- Added new features that spawn primarily in the "weird" biomes:

     + Small and large hoodoos

     + Snow drifts

     + Sand dunes

     + Craters

- Removed villages and outposts.

- Hostile vanilla mobs now spawn only in the "weird" biomes and "oasis" biomes.

- Altered some structures.

- Added 2 ship structures: 1 for the trader faction and 1 for the revolutionary faction.

a.2:

- Added 3 new village types to the "weird" biomes:

     + A underground village hidden in a hoodoo in warm deserts and dry-moderate deserts.

     + A raised platform nordic/wooden-pier style villages in cold deserts and humid-moderate deserts.

     + A small tent-based village in coastal biomes and moderate deserts.

- Fixed the AI for the "scout" NPCs.

- Fixed the temperature of new "weird" biomes.

a.3:

- Added new trader-controlled cities:

     + A heavily covered sandstone city in hot deserts and the red desert.

     + A Greek-esk type city in the rocky expanse and dead forest biomes.

     + A compact slate and spruce city in the cold deserts.

- Altered spawn rates of mobs in biomes and made the scout mob be able to spawn in certain biomes

- Altered generation of certain features.

b.4:

- Revolutionaries can now be tamed (r-click).

- Citizens can now be freed (r-click).

- Freed citizens will stop following you if there is a revolutionary nearby.

- Altered Structures to be better and not break.

- Altered some advancements.

- Small hoodoos now follow noise map.

- Slightly altered mob textures.

- Added "manned" wagon structures.

b.5:

- Slightly altered biomes and fixed biome-related bugs.

- Added nametag crafting recipe.

- Slightly altered ships.

- Temple guard is now blind, having a lower follow range but can detect through walls.

- Low level traders target revolutionaries over players.

- Revolutionaries now have randomly generated names based in the fictional language of this world.

- Added /team_id command:

     + Base field cannons do not affect players on the same team or revolutionaries tamed by players on the same team.

rc.6:

- Fixed mobs using spire field cannon.

- Fixed cannons not working.

- Team mechanic functions properly now.

- Altered attack and follow patterns and conditions for revolutionaries.

- Right clicking your tamed revolutionaries displays their health.

 

Full Release Changes:

- Removed unnecessary files, textures, and code.

- Fixed small typos and slightly altered some numbers.

- Updated the front page.