verox_rpg_runestones-1.21.1-0.0.2.jar
Curse Maven Snippet
What's new
Verox' RPG Runestones - Changelog
Ancient Runestones
New: Runestones in the World
- Ancient Runestone Pavilions now generate in the Overworld - an open stone pavilion with a copper roof, amethyst and a runestone in its center.
- They are rare and only appear on dry land: plains, forests, taiga, jungles, savannas, deserts, badlands, hills, meadows and cherry groves, plus modded biomes using the common biome tags. Never on oceans, rivers, lakes or in swamps.
- Every village has exactly one pavilion. Works with all five vanilla village types and village mods that use the vanilla house pools.
- Ancient runestones get a random fantasy name the first time someone touches them and belong to nobody - every player can awaken and use them.
- Ancient runestones are protected: only operators and creative players can break or rename them, so villages can't be stripped of their runestones.
Fixes
- Dormant runestones no longer show see-through gaps where the glowing crystal sits once awakened - while asleep, those spots are now filled with stone.
- Water and lava can no longer flow into a runestone and wash it away.
Technical
- Locate the pavilion with
/locate structure verox_rpg_runestones:ancient_runestone. - Datapacks can change where pavilions spawn through the biome tag
verox_rpg_runestones:has_structure/ancient_runestone. - Pavilions only generate in newly explored chunks.
This mod has no additional files

