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General Changes

-doubled average cheese cave size i think

-changed the trees in littoral hollow to be more unique

-changed the dimension crossing tp to be at y=300 instead of y=320

-added sinkhole ruins explorer map to villantis loot tables

-removed a very small amount of junk files

-some other changes that i forgot

-testing forceload stuff, tell me if it impacts the performance

finished glacial carve

-very icy cave ngl

-has alot of blue ice and some ancient debris

-there are small grassy areas where trees can grow

finished crystalline cavity

-underground version of crystallized peaks

-mixed of blackstone mushrooms and colorful "crystals"

  • fairly lit up

-fixed hero of the brine phase change functions not firing properly when there's no minions present (hopefully)

-fixed the animate husk enchantment

-other summoning magic fixes

-removed the unluck effect from evil disintegration wave

-changed the cold biome to look a lil better

-potentially fixed a bug with vindication... again

-very, very small optimizations

-fixed mysterious spell fragments deleting the entire stack

-may or may not have fixed some team issues (idk)

-made towers, babel, and sinkhole like almost 2x more common

-added some compatability with Void:Expansion

-changed some biomes to look a lil better

-potentially fixed a bug with vindication

-added a potential patch to lqhp events firing outside of the void

-the dimensional crossing teleport should be slightly less random

changed mob spawning for basically every biome:

-less spamming of pillagers literally everywhere

-climate based mobs spawn in their respective biomes (like husks in hot biomes, strays in cold biomes, etc.)

-there's some rare mobs that can spawn only in certain biomes (like blazes in bone canyon, and pillagers in the enchanted forest)

other changes:

-fixed a bug with the firesight enchantment where you could use it infinitley

-music should cut off when changing biomes less often

-villantis cartographer will offer 1 new explorer map per trade instead of all of them at once

...yup, that's it

added 1 new structure, soul enchantments for tools, some other magics, and more spooky events in the void

**new structure: Sinkhole ruins **

-are you getting tired of me saying that every update adds the biggest structure yet? because this is my biggest structure yet

-a new, rare multi-layered structure that generates in the moss basin. it is quite large, and can reach down to bedrock.

-it consists of 3... i suppose sub-sections would be the right word. they consists of the surface ruins, sunken city, and the undercity

-The Surface ruins are more of an archaeological site that's already been discovered by other factions. come with a brush...

-The Sunken City is, of course, a very large underground city, filled with large arches and towers. the towers, of course, have interiors with loot. it can be accessed below the central archaeology site.

-the undercity is a general area that can be accessed by climbing into the basements of the towers, and below the central area. the themes of these areas can vary between labratories, to mines, to a boss arena.

-use of trial spawners and vaults, along with decent loot

-a multi-phase boss battle with a cool drop

partial merger with lqhp:

-lqhp (low-quality horror project) is a different mod i created

-specifically, i merged some of the fuctions

-now when you go into the void, an occasional spooky event should happen

-(specifically only in the void. tell me if the spooky events happen elsewhere)

Minor magics:

-added soul enchantments for tools

-firesight: gives fire resist and gives nearby enemies glowing

-mining fever: gives saturation and a high level of haste

-quarry: breaks a large amount of nearby blocks

-new master spells vindication and santification: the boss drop from Sinkhole Ruins. each time you attack or get hit, you get a specific short buff, up to 14 times. once you attack/get hit 15 times, you get an extended large buff, and occasionally "slash" at nearby entities

other changes:

-nerfed alotta soul enchantments

-small changes to soul finishers

-villantis cartographers should now have explorer maps for sinkhole ruins

added 2 new structures, a cave biome (technically 3 but the other 2 are unfinished), soul enchantment for tridents, and some other minor magics

first structure: Prosperous Skeletown

-as the name points out, its a rich town filled with unfriendly residents

-generates in the boreal valley, it has a central 'keep' surrounded by towering townhouses

-most of the loot is in the attics

-some residents seem to have special abilities...

-the centeral keep seems to have some kind of fountain. getting too close breaks a seal...

-yup, it has a boss fight

-(bonus: there seems to be a way to make the residents not attack you... but how?)

Second Structure: Villantis

-villantis (villager atlants) is, of course, filled with villagers and iron golems

-the central bubble has 4 villagers, each with unique and decent trades

-trade in some loot you get from other structures for a new "favor tablet" currency

-added gambling

-villagers have considerably decent trades (or atleast for the first level)

-iron golems are enchanted with randomness

-(bonus: it seems the central cartographer has some useful maps for you if you trade with them first...)

soul enchantments for tridents

-as it says, trident soul enchantment. can be aquired by trading for it in Villantis. except for the finisher, which is adrop from Sloni boss vaults or Babel spawners

-first one buffs you and debuffs the enemies

-second one damages enemies nearby in a similar way to how a conduit does

-third one buffs you, debuffs enemies, and forces some of them to attack eachother

-the finisher condenses a portion of their life into an end crystal

new cave biome: littoral Hollow

-cave biome that's usually found near the surface or under oceans

-a bog and volcanic-themed cave biome

-you can find some volcanic pillars mixed with trees and mud+water on the ground

-also the floor and ceiling have a large amount of basalt

Minor magics

-summon skeleton/zombie: summons a lightly armored undead to fight for you. found as a 1st phase boss drop from skeletown

-enigmatic spells Wabbajack and Sheogorath: has a 50% chance to cause a completely random effect on the victim. can be benifical or damaging. is also the enchantment found on villantis golems. can be obtained as a jackpock from the standard villantis lottery

-suspicous spell fragment: is found as a 1st phase boss drop from skeletown or as a jackpot from Villantis. if from skeletown then it is enchanted with an enigmatic spell: evil disintigration wave. If from Villantis then it is enchanted with enigmatic spell: i hate you 3000

-evil disintigration wave is a 1-time spell that forces certain mobs to dissapear, functionally working as a one-shot. however, the mob effected doesnt drop loot or xp, and the user gets unluck and bad omen

-i hate you 3000 is a one time spell that summons a tnt, lightning, and end crystal on the victim on top of doing 100 raw damage. has a con that the user is usually caught in the crossfire

other changes: -soul enchantment gathering should be per-player based instead of everyone getting a soul -changed the salts of the structures -other bugfixes that i forgot about whilst making this -added the bare bones of the cave biome: glacial carve -added the bare bones of the cave biome: crystalline cavity

added a lotta magic-based enchantments

-soul-based enchantments: some encantments can give you a chance to gain a soul stack. you can use other enchantments to consume these stacks for special effects.

-spell-based enchantments: some special items and equipment can have a spell enchantment on it. these cause exponentially stronger special effects the more you hit your enemies

other changes:

-towers of sloni and babel coven hideout now actually match the poll's outcome, and now generate rarer -nerfed the general loot in both structures

-Towers of Sloni now has 1 gaurinteed mini-boss

-babel conven hideout's entrance now always generates at y=63

added yet another structure to Saturated (babel coven hideout [kinda buggy])

-inspired by the library of babel and a couple of other things

features in the Babel Coven Hideout:

-4 subsections: normal, small, mines, and pipelines -trial spawners ig

-lots of books

-some silly stuff

other changes:

-fixed an advancement bug for exiting Saturated

-fixed a bug where enemies in the tower of sloni just sometimes didn't generate

-buffed the enemies in the tower of sloni + gave them names

-made some of them persistant when they weren't

-added a large structure to Saturated (Tower of Sloni)

Dunno what to say. it's insired by the towers from twilight forest and WDA

features in the Tower of Sloni:

-a small variety of rooms

-lots of illagers!

-some silly stuff

-a couple of small mini-bosses

-loot for the statement above

-very unbalanced loot (no, seriously, if you have balance suggestions, please tell)

other changes

-changed pack.png

-fixed YET ANOTHER teleporting glitch

-replaced the end quoteswith some basic advancements for the void and saturated because i didn't like them that much

-removed the forceload when going into the void

-removed a scoreboard becuase it was unnessecary

-something in the oceans sometimes crashes the game. i suspect that it was the pickles so i removed them. please tell me if it still happens

-added a replacement for the issue above

-added a large structure to Saturated (Tower of Sloni) Dunno what to say. it's insired by the towers from twilight forest and WDA

features in the Tower of Sloni:

-a small variety of rooms

-lots of illagers!

-some silly stuff

-a couple of small mini-bosses

-loot for the statement above

-very unbalanced loot (no, seriously, if you have balance suggestions, please tell)

other changes

-changed pack.png

-fixed YET ANOTHER teleporting glitch

-replaced the end quoteswith some basic advancements for the void and saturated because i didn't like them that much

-removed the forceload when going into the void

-removed a scoreboard becuase it was unnessecary

-something in the oceans sometimes crashes the game. i suspect that it was the pickles so i removed them. please tell me if it still happens

-added a replacement for the issue above

External resources



Project members

Bro-Omg56977

Owner


Technical information

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