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Better Tools and Armor

Not just another overpowered tool-pack mod! Encourages exploration, Overhauls progression, and Emphasises player choice!

File Details

Version 10.3.1 - Forge/NeoForge 1.20.1

  • R
  • Feb 9, 2024
  • 29.11 MB
  • 1.3K
  • 1.20.1
  • Forge + 1

File Name

better_tools_and_armor_v10.3.1-forge_1.20.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:better-tools-and-armor-506294:5094199")

NeoForge

implementation fg.deobf("curse.maven:better-tools-and-armor-506294:5094199")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Better Tools and Armor v10.3.1 Patch Notes

IMPORTANT - Just Enough Items (JEI) is now required for the mod to load

Major changes in bold

·         Brewing recipes can now be viewed using JEI

·         1.20 only – Crystallite smithing recipes with no template can now be viewed using JEI

·         Set the map color of every block in the mod to be consistent with its texture.

·         All blocks now appear correctly on Xaero’s Minimap and World Map

·         Flint Blocks now generate uniformly between y=64 and y=256, instead of in a triangular distribution.

·         Slightly increased the size of Ruby Ore veins.

·         Topaz Ore now actually generates below y=75, as per the ore graphic, rather than y=70

·         Slightly increased rarity of Cherry Treehouse (1.20 only)

·         Overworld treehouses can now be located using /locate

·         Made Treehouse generation less glitchy – they will no longer spawn floating in mid-air

·         Updated loot in Nether treehouses – rare items are not quite as rare

·         The rarity of a crystallite cluster variant is now directly proportional to the amount of crystallite in it.

·         Crystallite clusters now spawn in about 1/490 chunks underground (more common than before). This means you can expect to find one in every 330-block square, on average. In oceans, the chances are halved since they cannot spawn above y=0 in any ocean biomes.

·         Crystallite clusters now generate in a less glitchy way. This is because they are no longer randomly rotated/mirrored, and they spawn at the correct height.

·         Sounds made by Crystallite blocks, including the sparkle sound effect for an undiscovered Crystallite cluster, now have subtitles.

·         Adjusted death messages for different damage sources in the mod

·         Made sure all damage sources in the mod make mobs take knockback and drop XP (gives kill credit to the player)

·         Fixed an issue where the Poison Charm had no effect, except when the Karma effect was active

·         Karma damage now makes the Thorns sound effect

·         Made the Warden Staff’s damaging hitbox more accurate to the particles shown.

·         Improved the aim of the Warden Staff when shooting through walls.

·         Fire, Ice and Lightning Staffs can now be used in Dispensers to shoot projectiles.

·         Lightning Staff projectiles now summon lightning when hitting a Lightning Rod.

·         All staff projectiles now have more particle effects and sound effects.

·         Fixed some inconsistencies with tags.

·         Fixed a bug affecting the advancements to do with Crystallite Charms.