- Added Random Pottery Sherd and Random Armor Trim items to replace the bloated sand loot tables for obtaining pottery sherds and armor trims.
- Added compatibility with Biomes O' Plenty (sieves, barrels, crucibles, saplings obtainable from sifting moss like other saplings)
- Added compatibility with Extreme Reactors
- Added WIP compatibility with Applied Energistics 2
- Added compatibility with KubeJS for Crucibles, with methods called `exdeorum.setCrucibleHeatValue(BlockState, int)` and `exdeorum.setCrucibleHeatValueForBlock(Block, int)`
- Fixed an incorrect error message saying "Unable to grant player the Void World advancement" when the player already has it
- Fixed a bug with the crucible filling up too quickly.
- Added a config option to change which configured_feature to use when generating the spawn island
- Added a config option to use a different spawn tree based on the biome the player spawns in
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }