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Mist Seas

The oceans are gone — bottomless seas of toxic mist took their place. Mine strange ores from the blind depths, farm crystal corals in acid, tame ghost narwhals, glide the caustic skies… and mind what hunts you in the fog.
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mistseas-0.6.5.jar

File namemistseas-0.6.5.jar
Uploader
aquasentinelaquasentinel
Uploaded
Jul 5, 2026
Downloads
57
Size
6.5 MB
Mod Loaders
NeoForge
File ID
8376593
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:mist-seas-1587174:8376593"

Learn more about Curse Maven

What's new

Mist Seas 0.6.5

Changes since 0.6.1

New

  • Corrupted Stone-Coral — a chorus-plant analogue growing on the basin floors in place of the old dead corals. Its tips carry Corrupted Ore-Buds: harvest them with any pickaxe and throw them into acid to dissolve out random raw ore drops — which ore and how much follows real worldgen rarity, modded ores included. The coral can't be replanted and never spreads, but standing stems very slowly sprout new buds — only inside the mist. Fully mistloggable, and contraption-proof: Create and Aeronautics machines can't move it (bedrock-style), so no airship strip-mining of wild colonies.
  • Coral color flow — every colony is painted by a smooth noise field over its world position: organic patches drift through a four-color palette unique to each sea (gloom: purple→blue→green; mire: green→teal→yellow-green; deep sea: ember→rust→gold; mist sea: bone-mauve→grey-blue→dusty rose), the gradient flowing within each block and seamlessly across them.
  • Acid rain — it now rains over the mist seas, and the rain burns: exposed creatures take dissolution damage (the mist itself is shelter; acid immunities and the diving set apply). Fat acid droplets also fall around players and pop on impact — each hit has a 15% chance to outright dissolve a plank-tier block. Droplets fizzle inside the mist, so only what pokes above it suffers: bridges and airships over the sea demand acid-proof materials or constant repair.
  • Mist Glider — an Air-Nomad-style glider staff of niobium, phantom membrane and sticks. Right-click in the air to snap the great fans open and glide with elytra physics from either hand; right-click again to fold them and drop (landing or water closes them too). No durability, no enchantments, and no firework boosting. Dyeable like leather armor — the fans take the color folded and in flight. Closed, it's a full-length 3D staff; open, it renders on your back while the staff leaves your hands (but stays in your hotbar).
  • Weightless Sac — a buoyant organ occasionally dropped by Fungal Pursuers.
  • Updraft Bundle — four sacs bound with string. Burst it while standing on ground or immersed in liquid (never mid-air — it needs something to push against) to rocket upward at ~40 blocks a second, topping out around 60 blocks. The trip down is your problem: pair it with the glider.
  • Geodes hold the mist — amethyst geodes and mist-crystal geodes now fill with dense mist instead of air, their cracks sealed so the mist body flows unbroken from the sea into the crystal hollow. Amethyst clusters and buds generate mistlogged (and are mistloggable when placed by hand). Buried geodes on land slowly leak mist from their cracks — a tell that you've hit one.

Changes

  • Basin ore veins cut hard now the stone-coral is the basins' primary ore source (3 small veins per chunk, down from 8; vein size reduced). Coral acid-drop rates are untouched.
  • Mire & Gloom flora shading — the fungal seas' nylium, stems, wart blocks, fungi, vines, roots and sprouts drift through subtle brightness shades over ~50-block patches: invisible up close, a faint living ripple across a whole biome.
  • Advancements (Fruit of the Stone, Caustic Skies), FTB Quests entries and JEI info pages added for the stone-coral, the acid rain, the glider and the updraft items.
  • Chunk generation optimized — the mod's biggest worldgen cost (a noise evaluation per aquifer query) is now cached per column, plus cheaper mist-band post-processing, geode healing and flora tinting. First-generation stutter should be noticeably lighter.

Fixes

  • Ember Vermin and Vermin Scavengers now actually spawn naturally — they use a dedicated basin-floor spawner; the vanilla spawn lists could essentially never place a mob on the single seabed layer they require, so both were near-impossible to find in the wild.
  • Fixed an air gap the geode crack carved through the calcite shell between the interior and exterior mist.

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