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Mindthemood's Bits, Bobs, & Buildings (Amazing Archeology)

Relics, Gadgets, Golems, and quite a lot of other stuff besides!

File Details

BitsBobs(NEOFORGE)V11.0.jar

  • B
  • Dec 19, 2024
  • 62.08 MB
  • 1.6K
  • 1.21.1
  • NeoForge

File Name

BitsBobs(NEOFORGE)V11.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:amazing-archeology-mindthemoods-bits-bobs-653179:6003782"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

  • Entity spawning has been greatly reduced for the Mansion and Monument; instead, larger dungeons like these will inflict curse effects that gradually spawn reinforcement around the player until disabled. The mansion uses a more powerful version of the Grimstones found in towers, (capable of spawning acolytes and vindicators), while the monument’s four Heart of the Seas gradually spawn guardians.
  • Totems of Binding & Venom now grant their wielder immunity to slowness and poison respectively.
  • Fans now require a breeze rod instead of an iron ingot to craft.
  • Ominous bottles can now be found in tower and mansion loot chests.
  • Potions found in loot chests will now sometimes have extended duration or increased power.
  • Shulker boxes can now be sensed by an endorite detector. (Reflecting their recipe.)
  • ...However shulker boxes also no longer require endorite, as this (and all other unused End features) have been moved to a separate workspace.
  • Greatly improved the loot tables for trial spawners and vaults. (Because the vanilla ones are astonishingly bad.) Trial vaults can now grant much rarer items, including special items from the mod. Key rates remain unchanged; unique enchantments and loot items should now be more common.
  • Wind Burst and Swift Sneak can now be found in the woodland mansion’s upper level treasure chests. Also increased the frequency of diamonds in mansion treasure.
  • Vessel pieces can now also be renewably obtained from trial chambers and wandering traders- though in the first case they’re very rare, and in the second case they’re very rare and very expensive.
  • Added new disc fragments for Creator and the Music Box version of Creator. Four of each, combined with a diamond, yields the precipice disc.
  • Heavy core has been renamed to Heart of the Wind. Heart of the Sea and Heart of the Inferno have had their models changed to match it, and now have new animated textures.

~~~~~

  • Power Cores now have a more polished charge interface, indicating current charge progress, and current contents. Electrified power cores can now slightly overcharge items, and a tooltip has been added to indicate this. The power core texture has also been improved.
  • Attempted to decrease max. Height of towers, with moderate success; Pillager outposts will generally be shorter and should no longer exceed six stories tall. 
  • Fixed literally every flavor block. (The detailing generator blocks for the structures relied on an NBT system that was deprecated by Neoforge. Wound up fixing all of them manually. Do not recommend it.)
  • Flavor blocks now function properly when provided with an invalid transform block, vanishing if their data is faulty. (This should also do away with any leftover broken generators I wasn’t able to catch.) 
  • All copper and tuff backport blocks have been changed to their vanilla equivalents; existing legacy blocks should seamlessly convert to the new versions.
  • In addition to entity reduction, the monument and mansion are now partly jigsaw based, meaning they can be located as structures, and should have at least somewhat reduced lagspikes on initial generation.
  • Gauntlets no longer switch gestures and play sound effects when charge is depleted.
  • Modded Copper Brush no longer appears in the creative inventory. (To avoid confusion.) Brushes have been renamed. (Brush, Exposed Brush, Weathered Brush, and Oxidized Brush, respectively.)
  • Fixed stack overflow error with ice features, which occur when monuments generated in frozen oceans.
  • Wall mushrooms will now also grow out of the stalks of giant mushrooms on mushroom islands. (They can always use more mushrooms.)
  • Modded brushes now produce scutes when used on armadillos.
  • Updated conduit texture to match the heart of the sea’s pulsing texture.
  • Slightly weakened the maximum damage of lasers. (Given they now deal full damage regardless of range.)
  • Fan recipe has been changed to require a breeze rod instead of an iron ingot. The texture of the fan has been altered to reflect this change.
  • Fans and conveyor belts now have a visual rivet on their power bar to indicate they can be targeted by the wrench.
  • Smash stones now have two additional states, mechanical and sensing, which can be obtained using the wrench. Mechanical smashstones only trigger when activated by redstone, (indicated by a redstone dot), and sensing smashstones only trigger when an adjacent block updates, (indicated by a quartz dot), allowing them to trigger chain reactions.
  • Wrenches can now be used to toggle the arms of an armor stand. 
  • Bamboo blocks can now be turned using the wrench, in the same manner as other logs.
  • Warp Chips can no longer be crafted, (due to Endorite being moved to the new project), but can still be obtained using artifice. A recipe will eventually be reintroduced if/when I get around to updating the End.
  • Energy, Flame, and Frost Blasters still do piercing, but no longer deal knockback. (This previously made them a bit too overpowered given their firerate.) Bolt blasters have had their piercing slightly increased, and their knockback slightly decreased.
  • All blasters can now be charged to perform a more powerful shot, indicated by particles and some nifty new sound effects. Charging a blaster for more than a second, instead of firing immediately, causes the blast to deal about *2.5 damage, consuming double energy in the process. 
  • Mansions and Monuments, Temples, and Pyramids have all had their spreader genblocks greatly reduced in favor of a single spreader mechanism that triggers on initial generation. This can potentially cause a longer lagspike on initial generation, but is staggered in such a way to greatly reduce the intensity; without any optimization mods, FPS still shouldn’t fall below 12 when loading large structures. With Sodium installed, didn’t feel any lagspikes at all, so I’m calling it a success.
  • In addition to the curse system, Large structures now feature custom trial spawners in areas with valuable treasure, which should further reduce entity lag while still providing challenging encounters. These spawners have custom loot, making certain treasure from these structures technically renewable.
  • Normal oceans now use the stony ocean ruin variant; the sandy ocean ruin variant is now unique to lukewarm oceans.
  • The ‘Relic’ Music Disc now has its own disc fragment, obtained from ruin and common archeology. 
  • Prismarine Daggers and Shards now have a slowly undulating texture synced to the regular primarine palette. 
  • Lightning coils no longer charge power cores without redstone power.
  • Evokers no longer spawn specters when killed. (They’re annoying enough to fight as is, and ‘bigger slower’ vex isn’t exactly fun to fight.
  • Smash Stones now destroy items they land on, instead of occasionally getting stuck on them.
  • Fixed some issues with broken generator blocks in villages.
  • Nether structures will now generate again, as they haven't been overhauled yet.