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Tidal Terror

Explore a vast, deep coral reef with towering coral, animated marine creatures, and new seafood.
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Tidal Terror 0.0.2 - Forge 1.20.1

File nametidalterror-0.0.2.jar
Uploader
NsTutNsTut
Uploaded
Oct 6, 2026
Downloads
27
Size
738.0 KB
Mod Loaders
Forge
File ID
9076379
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:tidal-terror-1726637:9076379")

Learn more about Curse Maven

What's new

Reef equipment and crafting rewards

  • Added a Crusher-tooth Reef Spear with a porous coral shaft, sandy hide bindings, a native 3D held model, and a matching inventory icon.

  • The spear has 6 attack damage, 1.1 attack speed, 250 durability and one additional block of main-hand entity reach. Fully charged hits with both fighters in water apply two bleeding damage over four seconds; repeated hits refresh without stacking.

  • Added four pieces of Shardback Reef Armor with native stepped violet shell models, cobalt coral growths, ivory supports and slate joints.

  • Reef Armor provides 15 total armor, zero toughness, iron-equivalent durability, and 5% less knockback per worn piece while grounded underwater (20% for a full set).

  • Coral Crushers and Shardbacks now drop 1-2 teeth or plates in addition to their existing seafood, with Looting support. Materials remain materials when the mob dies burning.

  • Shardbacks also shed one plate during safe seabed foraging after 5-6 minutes of loaded underwater time. Molting cooldowns persist across saves and respect doMobLoot.

  • Added iron-and-dead-coral crafting recipes, recipe-book unlocks, repair materials, tooltips and creative-tab entries. Gear occupies an iron-to-diamond specialist branch rather than replacing diamond protection.

  • Added vanilla-shaped armor sprites and mob-matched tooth/plate sprites generated from native-game references.

  • Bleeding uses custom blood droplets that disperse underwater, with no vanilla potion swirls.

  • Serration I-III increases damage every two seconds; Hemorrhage I-II extends duration. Both spear-only enchantments support enchanting tables and books/anvils.

  • JEI is available in the development client without becoming a required release dependency.

  • Added fifteen native equipment regression tests, a native equipment model/UV audit, reproducible ImageGen sprite/material workflows and isolated client framebuffer verification.

  • Coral Crusher bites cause base bleeding; spear holds point forward in both hands.

  • All five Serration/Hemorrhage book levels appear beside the spear with level-specific bonus tooltips.

  • Added Fang Arrows: base bleeding on land/water, native bow/crossbow ammunition, four crafted from a Crusher Tooth, stick and feather.

  • Armor recipes now consume matching iron armor, three plates and dead coral; gear tooltips explain mechanics and material repairs.

  • Bleeding books show general bonuses without a spear-only line; ranged gear cannot receive bleeding enchantments.

  • Repeated bleeding hits refresh duration without resetting the independent two-second pulse cooldown; pulse timing survives saves and resets for a new effect after curing.

  • Full Reef Armor grants 25% less bleeding damage on land and in water; partial sets do not. Protection stacks normally, and equipping/removing pieces updates the bonus immediately.

  • Armor upgrades preserve input enchantments, name, wear, repair cost, trims and other serialized item data; dedicated shaped recipes synchronize normally.

  • Bleeding preserves attacker UUID through victim saves and attributes lethal magic damage for native Looting/XP rewards; weaker applications cannot steal a stronger bleed.

  • Corrected public equipment documentation and added save/cure damage-source diagnostics.

  • Iron-stage balance: armor matches iron protection (15 total) with 20% full-set seabed grip; bleeding enchantments conflict with Sharpness/Smite/Bane, and the spear excludes Fire Aspect.

  • Tooltips state bleeding damage every two seconds and enchanted duration; Hemorrhage books show only added duration. Fang Arrow remains a non-stacking two-damage bonus.

  • Crab navigation checks full underwater body clearance and supported waypoints; reachable shelter routes are no longer abandoned at the replanning deadline.

  • Native regressions run in verified fresh flat worlds, preventing random terrain and natural spawning from contaminating equipment and creature fixtures.

This mod has no additional files