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Changelog
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
Dependencies
Details
Licensed MIT
Published a year ago
Updated a year ago