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Even Better Archeology

Even Better Archeology

by noah1510 • Downloads: 0 • Followers: 0
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Even Better Archeology

This mod is still in alpha stage, expect frequent updates and potential problems If you notice something wrong just open a github issue and make sure you have the latest version.

The Archeology features introduced in 1.20 are a bit lacking. This adds a lot more features that the regular Archeology in minecraft. The following things are added:

  • More ruins
  • lost enchantments
  • better brushes
  • fossils of prehistoric mobs

This is a fork https://github.com/Pandarix/BetterArcheology updated with better integration in other mods and some QOL updates.

FAQ

Q: Is this a drop in replacement for BetterArcheology

A: No! You will have to get the stuff again. This is done on purpose to allow deeper changes and updates in the future. If possible I want to create an updater for the final release but it does not exist atm.

Q: What are the advantages of using this over BetterArcheology

A: The following things differ from BetterArcheology atm:

  • allow changing the configs at runtime using modmenu
  • compatibility with the trinkets API (needed to use the soaring winds enchantment in an elytra slot)
  • compatibility with numismatic overhaul
  • compatibility with artifacts
  • more (balanced) villager trades
  • generating structures in mod biomes

Q: Will this mod get a forge port?

A: No! I don't have time for that and am not interested in learning another API. In addition to that the dependencies I rely on don't have a forge version either. Adding forge compatibility would need a whole new rewrite of the code.

Q: Can I use this in my modpack?

A: Do whatever you want with the mod. Its license allows basically anything as long as you don't remove the License notice.

How to Install Even Better Archeology (Mod)

Even Better Archeology by noah1510 is verified for Fabric across Minecraft versions 1.20, 1.20.1, 1.20.1-rc1, 1.20.2, 1.20.2-pre1, 1.20.2-pre2, 1.20.2-pre3, 1.20.2-pre4 (latest release: 2.0.0-beta.6, file size: 678 KB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.20, 1.20.1, 1.20.1-rc1, 1.20.2, 1.20.2-pre1, 1.20.2-pre2, 1.20.2-pre3, 1.20.2-pre4) and platform (Fabric).
  2. Make sure you have the compatible loader or environment installed for Fabric.
  3. Move the downloaded Even Better Archeology file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
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1.20.x
Fabric
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1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
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1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
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1.20.x
Fabric
last yr. 1
[2.0.0-beta.6] 2.0.0-beta.6 by noah1510 on Oct 12, 2023
Download
# Changelog

## 2.0.0-beta.6

  • update sakuralib to 1.5.3
  • Switch from Archeology book to the new sakuralib dynamic book
  • Using dynamic lang entries for the book
  • Moving away from deprecated APIs (now only some tick and updateNeighbor methods need to be replaced)
  • Rewritten networking and inventory code (Now the inventory content is always synced)
  • Some loot table fixes
  • Fixing nbt data of villagers spawned by archeology camps
  • Remove some entities from other structures (they spawn there anyway)

## 2.0.0-beta.5

  • update sakuralib to 1.4.0
  • Changing config options no longer requires a restart (however you need to call /reload to apply them if you were in game)
  • switch to maven modrinth for arrp
  • inject artifact shards into Dungeons and Taverns archeology table loot
  • Rework of penetrating strike
  • Now it reduces the armor of the target by (effectiveness) per level
  • Default max level is now 3
  • The effective armor reduction can be configured default is 1
  • Reworked implementation of Artifact Enchantments
  • All artifact enchantments now are added to a loot table (evenbetterarcheology:artifact_enchantments)
  • Moving the register code into the class
  • Moving Artifacts Compatibility into its own class
  • Use the new enchantment loot table in the archeology table loot
  • Add initial patchouli book
  • Generate Patchouli pages in datagen of BetterBrushItem
  • Rewoked chest loot tables
  • Now there are common loot tables to unify some of the outputs

## 2.0.0-beta.4

  • Update sakuralib to 1.2.2 (fixes a crash in singelplayer and removes several classes)

## 2.0.0-beta.3

  • Hotfix for the loot tables (I added the shards as extra pool not entry)

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

#
...
[2.0.0-beta.5] 2.0.0-beta.5 by noah1510 on Sep 29, 2023
Download
# Changelog

## 2.0.0-beta.5

  • update sakuralib to 1.4.0
  • Changing config options no longer requires a restart (however you need to call /reload to apply them if you were in game)
  • switch to maven modrinth for arrp
  • inject artifact shards into Dungeons and Taverns archeology table loot
  • Rework of penetrating strike
  • Now it reduces the armor of the target by (effectiveness) per level
  • Default max level is now 3
  • The effective armor reduction can be configured default is 1
  • Reworked implementation of Artifact Enchantments
  • All artifact enchantments now are added to a loot table (evenbetterarcheology:artifact_enchantments)
  • Moving the register code into the class
  • Moving Artifacts Compatibility into its own class
  • Use the new enchantment loot table in the archeology table loot
  • Add initial patchouli book
  • Generate Patchouli pages in datagen of BetterBrushItem
  • Rewoked chest loot tables
  • Now there are common loot tables to unify some of the outputs

## 2.0.0-beta.4

  • Update sakuralib to 1.2.2 (fixes a crash in singelplayer and removes several classes)

## 2.0.0-beta.3

  • Hotfix for the loot tables (I added the shards as extra pool not entry)

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Arch
...
[2.0.0-beta.4] 2.0.0-beta.4 by noah1510 on Sep 17, 2023
Download
# Changelog

## 2.0.0-beta.4

  • Update sakuralib to 1.2.2 (fixes a crash in singelplayer and removes several classes)

## 2.0.0-beta.3

  • Hotfix for the loot tables (I added the shards as extra pool not entry)

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processor
...
[2.0.0-beta.3] 2.0.0-beta.3 by noah1510 on Sep 16, 2023
Download
# Changelog

## 2.0.0-beta.3

  • Hotfix for the loot tables (I added the shards as extra pool not entry)

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of
...
[2.0.0-beta.2] 2.0.0-beta.2 by noah1510 on Sep 16, 2023
Download
# Changelog

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data
...
[2.0.0-beta.1] 2.0.0-beta.1 by noah1510 on Sep 14, 2023
Download
# Changelog

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken bu
...
# Changelog

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numi
...
# Changelog

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • ren
...
# Changelog

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
# Changelog

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu
## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders
## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes
## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
  • rename to even better archeology
  • support for trinkets and higher levels of soaring winds
  • use owo for configs
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