Oceanic Expanse

A 1.12.2 mod that backports many ocean features from 1.13+ and adds more new custom content!

File Details

OceanicExpanse-1.2.0.jar

  • R
  • Apr 3, 2025
  • 6.06 MB
  • 506
  • 1.12.2
  • Forge

File Name

OceanicExpanse-1.2.0.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:oceanic-expanse-840576:6380170")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

The MAGIC (and also Dolphins) Update!

+ Added new Entities
  + Dolphins
    + Follows players sprinting in water, granting Dolphin's Grace
    + Requires both Air and Water, and will abandon AI tasks to seek these out
    + Neutral, and calls for help of nearby Dolphins when hurt
    + Currently, can be bred using Cooked Lobster
    + Drops some Cod on death
    + 10% chance to spawn as a Baby
  + Drowned Shipmate
    + Summoned via Captain's Call
    + Will follow, attack with, and defend their Owner
    + Can be equipt with items in the Mainhand, Offhand, and Head slots
      + Headwear items, Skulls (+ Pickled Head), Pumpkins, and Glass (+ Stained Glass) are worn on the Head
      + Shield items, Arrows (+Tipped +Spectral), Conduit Charm, Conch, Nautilus Shells, and Magic Conchs are held Offhand
        + Conduit Charm is passively utilized
        + Conches and Magic Conches are utilized in combat
    + Has 4 unqiue skins, randomly chosen when spawned


+ Added new Blocks
 + Stagnant
  + Focuses a Laser on any mobs within range
   ~ This laser operates hte same as the Guardians: Visual charge for 2 seconds, requires line of sight
  + Requires Prismarine around it, range scales with quanity
  + >64 blocks makes it 'Elder', giving Mining Fatigue in a short range and increasing laser damage
 + Underwater TNT
  + A version of TNT that operates underwater
  + Block drop chance, and water removal chance are configurable


+ Added new Items
 + Magic Conch
   + Crafted via 1 Pearl and 1 Conch
   + When obtained, a random 'Resonance' is placed on the magic conch
   + Has 32 durability
   + When used, applies effects based on the attached 'Resonance'
     + Resonance is randomly set when obtained
   - Cannot have Unbreaking or Mending applied
  + Seeping Potions
    + A Potion, which applies Seeping, same as any other potion
    + Brewed using a Tropical Slime Block

+ Added new Effects
  + Dolphin's Grace
    + Increases Horizontal Swim Speed
  + Seeping
    + Spawns a Tropical Slime when the afflicted entity dies
      + This scales with the potion's amplifier
  ~ This is added as a counterpart to modern minecraft's Oozing effect


+ New Enchantment
 + Nor's Rebound
  + Exclusive to the Heavy Boots
  + Bounces the user upon landing
  + Bounce amount scales per level (2 bounces at level 2, ect)
  + If distance fallen is short, will bring you to around the height you fell from 
   + This curves harshly


+ Added Resonances
  + Special effects applied by Magic Conchs
   + Brine's Breath
     + Inflicts Slowness and Descent to nearby entities
     + Non-Players are given Slowness 2
   + Captain's Call
     + Summons a Drowned Shipmate, who is owned by their summoner
     + Uses 4 durability per use, giving it only 8 overall uses
       ~ Damage only occurs if the entity is properly summoned
     + Summoned Shipmate inherits the name of the Conch if it is custom
   + Sea's Serenade
     + Grants Regeneration and Dolphin's Grace to nearby entities
     + Undead entities are given Instant Health, which deals 6 damage to them
   + Wave Wail
     + Forces nearby entities away from the user


+ Made many adjustments to existing content:
  + All mobs that can breed will have their children inherit persistence from their primary parent
  + All Fish now face the direction they are swimming better
  + Clams
    + Clams now convert held items, mineralizing them into Pearls
      + Fully configurable
    + Moved Clam functionality to an AI task
    - Clams no longer close when a Player is near
      ~ The intention was to made harvesting difficult, but combined with them opening randomly and being underwater, it was just annoying
  + Drown Converting
    + Added the vanilla sound
  + Drowned
    + Have a slowed water drag when hurt (matching standard enitites)
      ~ This prevents them from getting flung away when hit
    + Can now (near)fully utilize Riptide
    + Improved Targeting AI
    + Uses a unique emissive texture between the normal and Captain
    + Lowered the config Captain spawn chance to `0.01` (was `5`)
      ~ This math scaled far differently than I initially thought
    + Captains now are given a Conch with a random Sound
    + Captains Conch usage moved to the Magic Conch AI task, so they utilize the same effects as Captain's Call
  + Dulse
    + Slowed growth speed by 75% (From 20% to 5% chance per random tick)
    + Growth speed further lowers by 1.25% per neighboring Dulse
      ~ This is to encourage distancing
    + Lowered drops to only 4 at full age
  + Palm Trees
    + Now only have a 75% chance to each Flowing Palm Leaves
  + Lobsters
    + Now literally equip their Saddle into the chest slot, and drop the exact Saddle on death
      ~ This means attached attributes are utilized by the Lobster, as it is worn
    + Molting now pulls from a Loot Table
      + Can be NBT defined in `MoltLootTable`, just like how the DeathLootTable works
        + This includes `MoltLootTableSeed`, self explaitory
  + Multiple fish (Cod, Salmon, and Tropical Fish) will now swim away from nearby players
  + Riptide
    + Added Player animations when in use (spinning w/ surrounding graphic)
    + Added a slighy jump if used on ground
      ~ This helps the player move when on the ground
  + Spawn Buckets
    + Added vanilla sounds for collecting and releasing entities
    + New `block` NBT can define the block placed by the bucket when used
  + Sea Oats
    + Are placed in their short state
  + Tropical Slimes
    + Fire Resistance now prevents evaportion from fire/the Nether
  + Turtle Eggs
    + Added all vanilla sound effects (Stomping, Breaking, cracking, Hatching)
    + Sneaking prevents breaking while standing atop
    + Spawns particles when placed atop sand


+ New Config options
  + Add a recipe for Packed Ice
    ~ Default disabled
  + Add XP drop on Turtle Egg smash, with configrable amount
  + Clams
    + Full conversion list of Input Item > Minutes to convert > Resulting item
  + Dolphins
    + Enabling
    + Enabling Dolphin's Grace granting
    + Enabling the requirement for Air
  + Magic Conch
    + Enabling
    + Setting durability
    + Add all Resonances to the Creative Tab
  + Seeping
    + Enabling
    + Enabling Potion Brewing
  + Stagnant
    + Enabling
    + Spawned Particles
    + Emitted light
    + Mobs to not target
  + Underwater TNT
    + Enabling
    + Chance to remove Water
    + Chance to drop destroyed blocks


+ Rewrote many parts of water dectection logic, should function far better
+ Adjusted recipe config logic to be a bit more reliable
+ All instances of Water Submerged checks replaced with `isInsideOfMaterial`
+ Reorganized many parts of the .lang file
- Removed unnecessery use of `setSeed` for most entities

+ Fixed Entity list configs not working with modded entities
+ Fixed Icebergs improperly generating in worlds with a non-default Sea Level
+ Fixed Turtles breaking their own eggs
+ Fixed issue #119, Liquids from other mods can be bucketed again
+ Fixed issue #123, generations works perfectly with modern Fluidlogged API
+ Fixed issue #128, Drown Conversions now work in Fluidlogged Blocks
+ Fixed issue #129, Coral Blocks now properly detect Fluidlogged Blocks