Even Better Archeology

Even Better Archeology

Mod

A fork of Better Archeology with compatibility for more mods

Client and server AdventureEquipmentGame MechanicsWorld Generation

34.8k downloads
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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-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

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 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

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 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-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 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-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 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-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 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.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 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.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
  • rename form BetterArcheology to EvenBetterArcheology

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

Project members

noah1510

Owner

Details

Licensed MIT
Published a year ago
Updated a year ago