File Details
Sharkberry Survival-v1.6.zip
- R
- Mar 27, 2024
- 782.26 KB
- 25
- 1.20.1
- Forge
File Name
Sharkberry Survival-v1.6.zip
Supported Versions
- 1.20.1
Mods added
- Forge Config Screens. To make configuration much easier.
- Advanced Chimneys. For more immersive details in your builds.
- Splash Water. This mod makes it so splash water bottles can extinguish fires, including on yourself.
- Variants and Ventures. This mods adds two new zombie variants in cold and jungle areas each with unique attacks different from standard zombie attacks. There's also a new jungle skeleton variant.
- Easy Hammers. To make mining faster but still balanced.
- Chisels and Bits. Make your own custom decorations.
Mods removed
- Infernal Mobs removed. After more thorough testing I decided it didn't fit the theme I wanted for the pack.
- Mob Variants removed in favor of Quark's because I really didn't like the zombie textures.
Hotfixes made
- Piglins and Zombified Piglins should no longer have a chance to spawn as hostile.
- Biomes O' Plenty planks should be able to make chests again, however chest variants added by Quark are no longer available to be crafted. They should still be present in the world if already made though, so nothing should be lost.
- Thin Air's height before choking starts has been raised to Y-level 160 to try and avoid villagers dying at high altitudes due to the world generation changes.
- Treechop's scaling has been increased by 250%, specifically this will make large trees require more chops. This will not effect smaller trees, and trees will never require more chops than logs present.
Known issues still present
- Travelling merchants (and maybe other traders?) have air listed as trade options, however obviously you get nothing and the trade can't go through. I'm thinking this may be a conflict between Dynamic Villager Trades and the new trades added by Supplementaries. Will be looking into this more, for now trades will just be a little buggy.
- Structures that were meant to be removed are unfortunately still present (castles, wizard/enchanting towers, other fantasy elements). This will be getting changed.
- Default datapacks may not be loading correctly and that may be why certain structures are still generating from one of the mods. Will be looking into this further to see if it's the issue and if an alternative for default resource and data packs needs to be found.
- Lush Desert and Sandstone Valleys seem to have very extreme terrain generation, and possibly other desert related biomes too. Will be looking into possibly replacing these with other biomes.
- YUNG's Better Desert Pyramids are spawning incredibly high up with bad terrain generation. If changing the above biomes doesn't help then I'll probably try changing the biomes it spawns in.
Planned additions or changes besides fixing the above issues
- Burning Furnace mod.
- A mod that allows me to force default settings for server-side/per-save settings.
- Possibly adding CraftTweaker and changing certain recipes.
- Might remove Guard Villagers. Sometimes way too many will be spawned for a village.
- Once everything is working properly, might add quests as well to better introduce players to mechanics of the modpack.
- At some I hope to make a serverpack.
Thank you to everyone who plays my modpack. Updates will be a little slower as I've been massively distracted by a new game with a certain dragon recently and this is just a solo passion project that I've been enjoying playing with my partner and friends.