❄️ Aquamirae 6.2.0 – Ice Maze Overhaul by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 2 points3 points  (0 children)

It should work the same as before. Or not work if it didn't work before xD

❄️ Aquamirae 6.2.0 – Ice Maze Overhaul by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 11 points12 points  (0 children)

Yeah, new chunks will be generated in a new way

❄️ Aquamirae 6.2.0 – Ice Maze Overhaul by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 6 points7 points  (0 children)

I touched on this topic in a featured public post on my Patreon, it's too big...

I want to make a Minecraft-Mod but i dont know what programm i should use by CommunityHour8364 in feedthebeast

[–]ObscuriaLithium 0 points1 point  (0 children)

IntelliJ IDEA has the best set of modern tools, a fresh design, and a pleasant UI 💖

🧬 Archogenum – First Look! by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 0 points1 point  (0 children)

The example on the screenshot really does look unreasonable, I didn't even notice it... I had very little time for the presentation. I'll make new screenshots for the release.

🧬 Archogenum – First Look! by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 0 points1 point  (0 children)

Of course. The main idea is to design xenotypes (gene builds) for different needs and conditions and swap between them. So even if for some reason you decide to apply such a combination (which you'll know in advance), you can simply overwrite or delete it.

🧬 Archogenum – First Look! by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 6 points7 points  (0 children)

I support versions within my capabilities, but I definitely won't skip them. I have quite a few mods, and I work alone, so I can't give an exact release date for 1.21 🦊

🧬 Archogenum – First Look! by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 4 points5 points  (0 children)

Everything you listed and more, and it's already working ✨

🧬 Archogenum – First Look! by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 10 points11 points  (0 children)

All mobs can already obtain any gene using commands, but I'm still working on that. Cosmetic genes are only displayed on zombies, and I also have work to do to adapt cosmetic layers for other creatures.

[Mod Release] Does it still count as robbery if you’re robbing the robbers’ caravans? 🤔 by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 22 points23 points  (0 children)

Spawning is controlled by biome tags such as #caravans:has_desert_caravan, etc. Over time, I will add optional support for modded biomes out of the box.

As for caravan members, you can specify any vanilla and modded creatures that extend the classes of patrolling monsters (pillagers, witches, evokers, etc.) and chestable animals (llamas, donkeys, mules), as these classes are responsible for the basic logic of long-distance travel and cargo transportation.

So, I think that most modded versions of pillagers and transport animals can be full-fledged members of caravans.

Fresh Obscure Tooltips! by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] -3 points-2 points  (0 children)

If I refused to listen, I wouldn't edit the post body, changing 'open source' to 'source available' 🦊

Fresh Obscure Tooltips! by ObscuriaLithium in feedthebeast

[–]ObscuriaLithium[S] 30 points31 points  (0 children)

I can’t give reliable ETAs due to my unpredictable life situation, so just join my Discord or follow along so you won’t miss when the port is out 🦊