{ "homepage": "https://shinoow.github.io/AbyssalCraft/", "promos": { "1.12.2-latest": "2.0.0-ALPHA-5", "1.12.2-recommended": "1.10.5", "1.12-latest": "1.9.4-pre-4", "1.12-recommended": "1.9.4-pre-4", "1.11.2-latest": "1.9.4.11-FINAL", "1.11.2-recommended": "1.9.4.11-FINAL", "1.11-latest": "1.9.3.9", "1.11-recommended": "1.9.3.9", "1.10.2-latest": "1.9.4.11-FINAL", "1.10.2-recommended": "1.9.4.11-FINAL", "1.10-latest": "1.9.2.1", "1.10-recommended": "1.9.2.1", "1.9.4-latest": "1.9.3.10-FINAL", "1.9.4-recommended": "1.9.3.10-FINAL", "1.9-latest": "1.9.3.10-FINAL", "1.9-recommended": "1.9.3.10-FINAL", "1.8.9-latest": "1.9.3.10-FINAL", "1.8.9-recommended": "1.9.3.10-FINAL" }, "1.12.2": { "2.0.0-ALPHA-5": "- Added Japanese translation (courtesy of MajinThorin564)\n- Fixed a crash with displaying scrolls in JEI\n- Fixed a dupe bug with the Materializer\n- Corrected a spelling mistake in the Necronomicon\n- Removed the whole ownership mechanic for the Necronomicon\n- Corrected the handling of NBT on mobs\n- Ritual setup creation now fails if all blocks aren't in the same chunk (highlighting the blocks outside)\n- Fixed an infinite PE exploit involving Sacrifical Altars\n- Improved the movement of Spirit Items\n- Gateway Keys are now held like keys", "1.10.5": "- Added Japanese translation (courtesy of MajinThorin564)\n- Fixed a crash with displaying scrolls in JEI\n- Fixed a dupe bug with the Materializer\n- Corrected a spelling mistake in the Necronomicon\n- Removed the whole ownership mechanic for the Necronomicon\n- Corrected the handling of NBT on mobs\n- Ritual setup creation now fails if all blocks aren't in the same chunk (highlighting the blocks outside)\n- Fixed an infinite PE exploit involving Sacrifical Altars\n- Improved the movement of Spirit Items\n- Gateway Keys are now held like keys\n- Fixed a dupe bug with Washcloths", "2.0.0-ALPHA-4": "- Supporters list is now fetched on a separate thread\n- The explosion size config options now specify the bounds for the option\n- The Dark Realm now uses Darkstone Cobblestone for ritual setups, rather than Ethaxium", "1.10.4": "- Supporters list is now fetched on a separate thread\n- The explosion size config options now specify the bounds for the option\n- The Staff of Rending now drops the essence on the ground if your inventory's full when it creates it\n- Fixed a bug with the Materializer being unable to list all recipes when surpassing 110 registered recipes", "2.0.0-ALPHA-3": "- Flattened Crystal Clusters\n- Added Materialization recipes for various raw meats\n- Added Generic Meat\n- Added Cooked Generic Meat\n- More than doubled J'zahar's follow range\n- Re-balanced the health of (nearly) all non-boss mobs\n- Increased the follow range of a bunch of mobs\n- Added Shoggoths\n- Added Greater Shoggoths\n- Overhauled Shoggoths", "2.0.0-ALPHA-2": "- The temple structure in Omothol no longer drops 3 Cthulhu Statues when it generates\n- Antidotes now gives you a Potion Effect that negates the plague it cures\n-Flattened more Blocks\n-Fixed a startup crash on servers", "2.0.0-ALPHA-1": "- Removed Plate food\n- Removed MRE\n- Removed Fried Egg\n- Removed Iron Plates\n- Removed Washcloth\n- Removed Upgrade Kits\n- Removed the Coralium and Dread Enchantments\n- Portals are now entities instead of nether portal-shaped portals\n- Added Portal Anchors (logical blocks used for linking the new portals)\n- The Gateway Keys no longer create portals by right-clicking, it instead cycles between the available dimensions to use\n- Added a ritual that creates portals\n- Changed the dimension ID wildcard for rituals (so you can add Nether-specific rituals if you want to)\n- Try naming an Abyssal Zombie \"shinoow\"\n- Added the Silver Key (final upgrade to the Gateway Key)\n- Added the Book of Many Faces (item that displays a list of dead creatures that the Dark Resurrection ritual can respawn, along with crystal sizes)\n- Reduced the amount of mobs that spawn during the Cha'garoth fight\n- Removed the config options for disabling stair and slab blocks\n- Added a config option to specify which dimension the portal to the Abyssal Wasteland is created in\n- Added a crafting recipe for turning the secondary variant of Darklands Oak Logs into planks\n- Added some new config categories, and re-organized the options in the others\n- Corrected the translation string for the description of the Teleport Home spell\n- Dreadlands Grass no longer converts Grass and Dirt into itself\n- Added a config option that toggles whether or not non-shadow mobs emit smoke particles inside the Dark Realm\n- Added config options for setting the spawn limits of Dread Spawns and Greater Dread Spawns\n- Localized some texts that previously weren't localized\n- The Staff of Rending now drops the essence on the ground if your inventory's full when it creates it\n- Flattened a plethora of Block IDs (you might notice some missing items and/or blocks if you load up an older world)\n- Removed the old portal blocks along with their fire blocks (since portals are no longer made out of blocks)\n- Added glowing parts to the textures of a bunch of mobs (including Abyssal Zombies, Depths Ghouls and Coralium Infested Squids)\n- Changed the \"Portal cooldown\" config option default to 200 (should've done this after the default option survey)\n- Added the Sequential Brewing Stand, a Brewing Stand with some additional built-in automation\n- Fixed a bug with the Materializer being unable to list all recipes when surpassing 110 registered recipes", "1.10.3": "- Fixed a startup crash with Stackup\n- Fixed a world corrupting crash when a block without a proper capability implementation is \n- Added Korean translations (courtesy of hwantube)", "1.10.2": "- Corrected some NBT checking when using keybinds on the Staff of The Gatekeeper, Interdimensional Cage and Spirit Tablet\n- Added a config option that sets the minimum distance two Shoggoth Lairs can generate from each \n- The Chinese, French and Spanish translations have been updated (by Determancer, PrizmaTec and Tosa13)", "1.10.1": "- Fixed a server crash involving the Item Transportation System\n- The Potion Effects given from wearing various armor sets from the mod no longer display particles\n- Changed the sound of Shoggoth Ooze to slime", "1.10.0": "- The ritual of Corruption now convert logs into both variants of the Darklands Oak Log (not just the ordinary without animations)\n- The ritual of Purging is now available with the Dreadlands Necronomicon, instead of the Omothol one\n- Added a ritual to cure the Dreadlands (changing the Dreadlands biome into the nearest non-dreadlands biome)\n- Fixed an exploit involving the Materializer\n- Fixed the tooltip texts on the Rending Pedestal\n- Fixed a crash when Potion AoE rituals tries to apply the potion effect to a player\n- Added a new item transportation system (more info in the Necronomicon)\n- Added the Spirit Tablet (the tool used to configure the item transportation system)\n- Added Spirit Tablet Shards (used to make the Spirit Tablet)\n- Added a spell that displays nearby routes for the item transportation system\n- Added a spell that allows you to start/stop the item transportation of nearby blocks\n- Added a configurable blacklist for the Item transportation system\n- Remnant Blacksmiths and Master Blacksmiths sell Spirit Tablet Shards\n- Overhauled random structure generation inside Omothol (no more village around the temple, random structures on islands)\n- Added a plethora of new loot tables to accompany the new buildings in Omothol\n- Added a spell that allows you to walk on air (unlocked around Omothol)\n- Added a spell that teleports you to your spawn point\n- Fixed a bug where you couldn't deal melee damage to J'zahar if Tough As Nails was installed\n- Amplifiers on Statues now last forever, instead of a minute, when applied", "1.9.19.1": "- The Staff of Rending no longer stops producing items after filling up an energy type once", "1.9.19": "- Changed the default values for a couple of config options (check the description of GitHub commit 69817fc for more info)\n- Changed the internals of fuel handling for the Crystallizer and Transmutator (event runs before the defaults are applied, so you can override them)\n- Added some ambient void particle rendering in Omothol and the Dark Realm\n- Added a config option that toggles whether or not Evil Animals spawn Demon Animals on death\n- Added a config option that toggles whether or not Evil Animals only spawn at night during a new moon\n- Fixed the sky color in the Darklands biome\n- Omothol Ghouls are actually immune to fire now (apparently they weren't, despite the book claiming they were)\n- The PE Stream particle (the thing you see when PE is being transferred) now respects the particle settings (lower setting = fewer particles)\n- Changed a plethora of Crystallizer recipes (added ore doubling, among others) and Transmutator recipes (reverting crystals is cost inefficient) along with removing crystals as fuels\n- Added a config option (under modules) to revert back to the old recipes and behavior\n- Crystal Clusters are now in the Ore Dictionary (as \"crystalClusterX\", where X is the element)\n- Added Calcium, Beryllium and Beryl crystals to the Ore Dictionary\n- Reworked the PE transfer logic in the statues to increase performance\n- Added an upper limit to how many PE particles can spawn at a time (should boost performance for larger PE generation and/or transportation setups)\n- Optimized the worshiping AI for Lesser Shoggoths and Remnants slightly\n- Added a config option that toggles whether or not Lesser Shoggoth eyes will glow (will save you some performance if you drop FPS while looking at them)\n- Added API support for adding your own Rendings to the Staff of Rending (currently the Rending Pedestal doesn't support custom Rendings)", "1.9.18": "- Fixed a rendering-related crash with the various fire blocks added in the mod\n- If \"Ooze Expiration\" is enabled, Shoggoth Ooze blocks that aren't full will shrink in size until they perish\n- Tied some loose ends triggering log errors when some modules are disabled\n- Added a config option to toggle whether or not Anti-Players can pick up loot (you really should just blacklist them in the mob spawner/duplicator instead)\n- You can now open Necronomicons and Crystal Bags in the off hand\n- Energy draining (through rituals and spells) now both take the off hand slot into account", "1.9.17": "- Fixed a bug where the Materializer GUI would crash if more than 110 recipes were available\n- The Interdimensional Cage blacklist actually works now\n- The obsidian platform that generates when Sacthoth spawns doesn't replace blocks that the explosion couldn't destroy\n- Added a config option to toggle whether or not the Night Vision buff from the Plated Coralium Helmet should be applied in all dimensions\n- Reworked the internals of the Dark Resurrection ritual to properly support having multiple dead mobs with the same name\n- Improved the code that checks if a player has a Necronomcion when interacting with a Remnant\n- Engravings no longer stack if they have lost durability\n- All offensive spells now respect PVP settings and player teams\n- Engravings can no longer be repaired\n- Added a new config section for spells (so you can disable individual spells)", "1.9.16": "- The Altar of Cha'garoth now actually checks the height prior to generating the lair\n- Remnants should no longer potentially have trades where they don't sell anything\n- Made the bark of the Darklands Oak Wood texture brighter\n- Added a bunch of Materializer recipes (including stone and all parts of a tree)\n- The Materializer now uses the Ore Dictionary for finding blocks and items of the same type to materialize\n- Fixed a bug related to fetching available Materialization recipes\n- Fixed a crash that happened if you replaced a Ritual Altar with a non-Ritual Altar Tile Entity\n- You can no longer kill the bosses by having them fall out of the world (they'll just despawn)\n- Dreadlands Stalagmites no longer crash the game if they generate outside building height (only really noticeable with amplified terrain)\n- Fixed a bug where all scroll rituals always returned the Basic Scroll (might be similar instances with other rituals)\n- Lesser Shoggoth sounds and projectiles can now be customized with resource packs (courtesy of Mike-U5)\n- Statues no longer crash when generating Disruptions while affected by tick accelerators", "1.9.15": "- Anti-Players now despawn (under normal circumstances)\n- If a player dies to Antimatter, the Anti-Player that spawns will have the player's name\n- If an Anti-Player kills a player, there will actually be a chance of an Anti-Player spawning\n- Air pockets no longer generate beneath shoggoth lairs\n- Spectral Dragons, Asorah, Cha'garoth, J'zahar and Sacthoth can now be killed using /kill\n- Improved the scrolling inside the Materializer GUI (also fixes a bug related to scrolling)\n- Added some more Materialization recipes (Coal Block, Redstone Block, Diamond and Diamond Ore)", "1.9.14": "- Added a config option to disable the plague Enchantments\n- The Ritual Altar and Sacrificial Altar now adds the Glowing Potion Effect to its target (instead of making it emit smoke)\n- Place of Power previews now show a tooltip with the blocks used to build it when hovered over\n- All Shadow mobs now become completely invisible when it's dark enough (instead of barely visible). Bring torches with you to the Dark Realm!\n- You can no longer brew Potions of Annihilation (considering how powerful the Potion Effect is, being able to brew it was just broken OP)\n- Made the usability check in the crystal bag inventory more strict (fixes a dupe bug)\n- Added a ritual (named Mass Enchantment) that combines the Enchantments of 8 Enchanted Books, then applies them on whatever is on the altar\n- Added a config option to set the combined max level a single Enchantment can have in the Mass Enchantment ritual\n- Added a config option to toggle whether or not you can enchant books through the Mass Enchantment ritual\n- Added a Creative Tab for all registered spells\n- Fixed the rendering of the primed ODB (should've done this half a decade ago...), also changed the particle spawning\n- Also totally a 7 year anniversary update", "1.9.13.1": "- Fixed a crash when any boss dialog is sent to chat on servers", "1.9.13": "- Capabilities (like Embers heat) will now persist with Upgrade Kit upgrading\n- Improved the explosion code a fair bit\n- Large explosions no longer create particles (either the particles were oddly placed, or simply too many, might replace with something else in the future)\n- Added a config option for the size of an ODB explosion (also increased the default size)\n- Added a config option for the size of antimatter explosions (also increased the default size)\n- AbyssalCraft Explosions now deal more correct amounts of damage (the exposure property from the vanilla explosion damage code kinda nullified the damage)\n- The particle display from the Ritual Pedestals can now be customized for each individual ritual through a set of predefined sequences\n- Added a config option to toggle whether or not Upgrade Kits and the mechanic for them are added (courtesy of Mike-U5)\n- The ritual chant is now played on the server side instead of the client (so you'll always hear a chant when performing rituals while playing on a server)\n- Changed most of the ritual types to use the new particle displays\n- Sacthoth now wields his Soul Reaper Blade (and swings his arm)\n- Added two Enchantments for the Staff of Rending (Sapping and Multi-rend, Sapping increases the amount of energy drained by the staff, and Multi-rend drains energy from mobs near the target)\n- Moved the Potential Energy section out from the Ritual section in the Necronomicon\n- All Tile Entities with Capabilities properly indicate that they have them (so that pipes, for one, interacts with them)", "1.9.12": "- Added a config option to toggle whether or not food items are added (courtesy of Mike-U5)\n- Added a config option to toggle whether or not the dimension terrain will be affected by the Amplified world type\n- Improved the generation code for the random Abyssal Wasteland structures (they're no longer height dependent, so they're more likely to generate in an amplified world)\n- Attempting to use any bonemeal-esque items in a Purged biome won't consume the item if it's not stackable\n- Added a config option to toggle whether or not statues can generate inside Shoggoth Lairs\n- The \"Dark Resurrection\" Ritual can now resurrect any named mob that has died (and any player can resurrect any named dead mob)\n- Adjusted the rotation of Remnant leg tentacles when riding something\n- Added a JSON file with previously hardcoded colors (for resource packs to override) named \"clientvars.json\"\n- Dread Spawn, Greater Dread Spawn, Lesser Dreadbeast and Spawn of Cha'garoth now have their own textures (rather than using the Dreadguard texture)", "1.9.11": "- Improved the portal teleportation code (fixes the missing exp bug, hopefully also puts a more permanent end to portal looping)\n- The spawn weight for Dark Offsprings is now configurable\n- Added a config option to toggle whether or not ODBs can explode\n- The cooldown for the Lesser Shoggoth monolith building AI is now configurable\n- Added a configurable range for how many chunks the Ritual of Corruption can affect\n- Added a configurable range for how many chunks the Ritual of Cleansing can affect\n- Added a configurable range for how many chunks the Ritual of Purging can affect", "1.9.10": "- All bosses are now immune to Potion Effects\n- The Materializer no longer crashes when you put a Crystal Bag in the Crystal Bag slot\n- Prevented some tooltips in other mods from revealing the text of locked items\n- Removed Abyssalnite Armor from the Village Blacksmith loot table\n- Added a config option to toggle whether or not mod items should be added to vanilla loot tables\n- Dreadlands portals can no longer spread Dreadlands around themselves\n- Added a config option to toggle whether or not Depths Ghouls should use the Biome Dictionary for finding biomes to spawn in\n- Added a config option to toggle whether or not Abyssal Zombies should use the Biome Dictionary for finding biomes to spawn in", "1.9.9": "- Energy Container/Pedestal/Collector/Relay and Sacrificial Altars now behave as Items capable of holding PE in Item form (instead of only displaying the amount of energy contained)\n- However, they don't transfer/receive PE externally, so rituals won't drain from them, nor will statues charge them while in your hand or on the ground\n- The Dreadium Katana can now be enchanted properly on an enchanting table\n- Added Cha'rcoal (like Charcoal, except something's off about it...)\n- Added configurable plague immunities (you can make mobs from other mods immune and or carriers of the Coralium and Dread Plagues)\n- Added a secondary Darklands Oak Wood Block, which has the blinking spots\n- Re-added Inventory Tweaks support for Crystal Bags\n- Added a config option that toggles whether or not J'zahar can break the fourth wall\n- Added a config option that toggles whether or not Lesser Shoggoths are immune to projectile damage\n- The \"Liquid Coralium transmutation\" config option now also controls whether or not Liquid Coralium can transmute non-fluid blocks into their Abyssal Wasteland counterparts\n- Added a config option that toggles whether or not Disruptions can occur from statues or failing rituals\n- Added a config option to disable J'zahar's black hole attack\n- Reduced the amount of skins needed to upgrade the Necronomicon (3 now, previously 8)", "1.9.8": "- Decorative Statue crafting recipes now use the Ore Dictionary for the dyes\n- The Interdimensional Cage ritual now requires the Dreadlands Necronomicon (it's only required in the Dreadlands for progression, and was obtainable form the start)\n- If all registered dimensions are blacklisted, J'zahar's black holes will teleport you to the Dark Realm\n- The chest in Cha'garoth's Lair now generates with treasure inside again\n- The Dreadium Katana can now be enchanted\n- The various rituals for changing biomes now change a much larger area (32x32 chunks, previously 8x8)\n- The Ritual of Corruption now changes birch and roofed forests too (rather than only oak forests)\n- Started work on optimizing the explosion code for the ODB (and ODB Core by extension)\n- Deduplicated language keys used by other mods\n- Depths Ghoul heads now work as Thaumcraft infusion crafting stabilisers again (did I forget to...? Yes, yes I did)\n- The Depths armor set now provides a vis discount again\n- Lesser Shoggoths now only build monoliths on Shoggoth Ooze blocks, preventing them from building them in the lair walls (or any inaccessible space)", "1.9.7": "- Lesser Shoggoths now ignore Zombie Villagers\n- If any of the \"Shoggoth Lair Generation Chance\" options are set to 0, lairs won't generate in those areas, instead of causing a crash\n- The textures for the Dark Offspring have been tweaked to look a bit more spooky and goatish\n- Started preliminary work on optimizing worldgen features (trees, structures etc). Might not have a noticeable effect, but it's better than it was before\n- Swapped the texts on the pages for the Decorative Shub-Niggurath and Yog-Sothoth Statues\n- NecroData Chapter Page removal now reorders the remaining pages, instead of leaving blanks\n- Added a method to Chapters allowing you to insert Pages (which doesn't override existing Pages, as the method for adding Pages does)\n- Fuel registration for the Crystallizer and Transmutator are now handled through an event\n- Dark Offsprings now only spawn during night, and their spawning is dependant on the moon phase (more common during a new moon, very rare during a full moon)\n- Lowered the sound volume of the Dark Offspring\n- Added a much needed information section to spells explaining how to inscribe them, cast them, and other useful information (the amount of information is a bit limited right now)\n- Added some new Place of Power structures\n- The Great Old Ones Necronomicon section is now named \"The Great Old Ones\" again, instead of \"Pantheon\" (which is the name of the category it's part of)", "1.9.6": "- Demon Animals no longer ignite if they come into contact with fire while \"Demon Animal burning\" is disabled (unless Hardcore Mode is enabled)\n- Burning Demon Animals can be extinguished by coming into contact with water, stopping the fire spread\n- Split the Shoggoth Lair Generation Chance into two options, one for rivers and one for swamps\n- Crystallizing Container Items (like filled bottles and filled buckets) leaves the container\n- The Place of Power multiblock structure block now has hardness\n- Biome transformation handling has been streamlined for easier support in JEID (courtesy of sk2048)\n- Fixed a bug where shift-clicking the second output slot of the Crystallizer dupes the output\n- Fixed the crafting recipe for turning an ODB into a Sacthoth spawn egg\n- Fixed a bug where the Crystallizer and Transmutator wouldn't re-evaluate the output if the input changed during processing\n- Remnant librarians now sell Basic, Lesser and Moderate Scrolls, and Remnant priests can upgrade Greater Scrolls into the various unique scrolls\n- AbyssalCraft bosses drop Greater Scrolls on death\n- Moved all trades for different kinds of flesh from the Remnant librarian to the Remnant priest\n- Added rituals for creating Basic, Lesser and Moderate Scrolls\n- Added Shub-Niggurath's Dark Offspring (model and texture made by Cybercat5555)\n- Spiders and Cave Spiders are now considered Shoggoth food\n- Lesser Shoggoths now attack Skeletons and Zombies (except Zombie Villagers)\n- Only a single Spectral Dragon can spawn at any time when one spawns (instead of it rarely being several at once)", "1.9.5.4": "- Custom NBT added through a summoning ritual will now work for all properties that can be changed through NBT (instead of only mob-specific properties)\n- Fuzzy NBT checking is now handled properly (if Item Stack A has no NBT, but Item Stack B does, they will be equal as B \"contains\" A)", "1.9.5.3": "- The plague antidotes can now be used 10 times before they run out (and the texture indicates how many uses are left)\n- The plague enchantments no longer infect other players if you hit them while PVP is disabled\n- Rituals now drain energy every second, instead of every tick (fixes rounding errors for energy amounts below 100)\n- Knowledge syncing when changing dimensions now has a configurable delay (sending the data later should reduce initial lag when loading the dimension)\n- Revamped the Lair of Cha'garoth a bit (Dreadstone Cobblestone floor, 30% of the Dreadstone Bricks are cracked)\n- You can now automatically insert items into the Energy Depositioner\n- The rotation of a Energy Relay can be changed by right-clicking it (which cycles through the possible directions)\n- Powerstone Trackers now move towards the nearest unexplored stronghold (a stronghold is considered explored if the Dreadlands Infused Powerstone has been mined)\n- Removed Oblivion Catalysts from the village blacksmith chest loot table (not sure why I added it there in the first place, nor why I didn't remove it earlier)\n- Lowered the chance of finding a Transmutation Gem in the Abyssal Stronghold and Dreadlands Mineshaft loot tables (made more sense back when they were single-use items, they're also damaged when you find them)\n- Transmutation Gems no longer display their durability tooltip if advanced tooltips (F3 + H) are shown\n- Changed the \"The Great Old Ones\" Necronomicon section name to \"Pantheon\" (as opposed to having the former appear twice)\n- All crafting recipes (except the NBT-sensitive ones) are now JSON files\n- Heavily reduced the amount of crafting recipes for the Coralium Infused Stone and the various Coralium Gem Clusters (60 of those recipes were probably never used)\n- Added a hook that allows you do add custom NBT data to a mob summoned through a summoning ritual", "1.9.5.2": "- When \"Display Item Names\" is enabled, you actually see the Item names, instead of \"Lorem ipsum\"\n- The Purging ritual now ignores unbreakable blocks (so modded bedrock blocks won't get replaced)\n- Shoggoth Biomass no longer spawn anything if the doMobSpawning gamerule is set to false\n- Changed the default value for Portal Cooldown to 100 ticks (previously 10)", "1.9.5.1": "- The Necronomicon GUI will no longer try to divide by zero when drawing ItemStacks\n- Darklands Oak Doors now generate in Abyssal Strongholds, instead of vanilla oak ones\n- Darklands Oak and Dreadlands Doors are now randomly picked for the buildings in Omothol that have doors", "1.9.5": "- Darklands Oak Wood Slabs, Darklands Oak Wood Fence and Dreadlands Wood Fence are now registered in the Ore Dictionary\n- Added compatibility with Hardcore Darkness (if it's installed, all dimensions will be dark if the respective config options are enabled)\n- Added a configuration category for options related to mod compatiblity\n- Added configurable blacklists for Overworld structure and ore generation in other surface worlds\n- Darkstone, Abyssal Stone etc, Abyssal Sand and Abyssal Sand Glass can now be manipulated through Chisel & Bits\n- Textures for all Darkstone-based blocks, Darklands Oak Plank, Monolith Stone + Pillar, Shadow Fragment, Shadow Gem Shard and various Altar/Pedestal overlays have been revamped (courtesy of Cybercat5555)\n- Be sure to name your anti-animals, or any anti-mob for that matter!\n- Added a bunch of new spells (you can try them out by spawning in some scrolls)\n- The game should no longer crash if a tamed and named horse dies without it's owner present in the same dimension\n- Changed the damage cap on J'zahar to 20, and made it so that you can't bypass his invincibility frames\n- Added a config option to toggle whether or not portals require a player to be nearby in order to rarely spawn mobs\n- Portal blocks now have a spawn cap on how many of the rarely spawned mobs it can spawn (if enough are nearby the portal, no more spawn)\n- Dread Spawns can no longer merge into a Greater Dread Spawn if 10 of those area within 32 blocks of them\n- Greater Dread Spawns can no longer merge into a Lesser Dreadbeast of 4 of those are within 32 blocks of them, nor spawn Dread Spawns if 20 of those are within the same distance\n- Lesser Dreadbeasts can't spawn Greater Dread Spawns if 10 of those are within 32 blocks of it, nor Dread Spawns of 20 of those are within the same distance\n- The aforementioned spawn restrictions also applies for Cha'garoth when he spawns the same mobs during his fight\n- Shoggoth Biomass now checks for Lesser Shoggoths within 32 blocks of it (instead of 16) when determining if it should spawn one\n- Lesser Shoggoths can now be hurt through their main body again (instead of only their multiparts), so that blocks used to kill mobs in mob grinders hurt them again\n- Rending Pedestals can now also target multipart entities\n- Fixed a crash when a specific disruption was triggered by failing a ritual\n- Items and Blocks with subtypes that can be used in a ritual now cycles through them when shown in the Necronomicon\n- The Coralium and Dread enchantments can no longer be applied through an Anvil with an enchanted book\n- Increased the follow range of the Skeleton Goliath\n- Added doors for Darklands Oak and Dreadlands Wood (textures by Seth0067 and Cybercat5555)\n- Fixed the models for the various cobblestone walls (now every connected wall block doesn't have the wall post part)\n- Centered the MRE in its texture\n- Added a texture with a snow overlay for the Dreadlands Grass\n- Ritual Altars now check if the Necronomicon it's attempting to drain energy from during a ritual actually has energy stored before draining (in case someone has multiple books in their inventory)\n- Lesser Shoggoths no longer spawn naturally in the Overworld (only through lairs)\n- Added a configuration category for disabling things like Dreadlands spread (named \"Wet Noodle\")\n- Updated the Lesser Shoggoth picture in the Necronomicon\n- Added a config option to toggle whether or not boss dialogs display\n- Added some variations to the Shoggoth Lairs, and statues (both normal and decorative) have a chance of generating inside them\n- Changed the creature types of a few mobs (might add some more new ones to properly classify some mobs, or add some enchantments for extra damage against more stuff)\n- Evil animals now always spawn like mobs, instead of broad daylight, like normal animals\n- The disruptions that spawn random mobs from the current biome can no longer spawn Lesser Dreadbeasts\n- Added Places of Power (multiblocks capable of harvesting PE from statues without causing Disruptions)\n- Added a section with information about Places of Power in the Necronomicon (under Information in the Ritual section)\n- There is currently only one Place of Power structure, but more will be added in future updates", "1.9.4.15": "- Bounding boxes for tiered Energy Relays now continue to face the correct direction after a chunk reload\n- Revamped the mob spawn placement of Disruptions that spawn mobs\n- Statues now generate particles to indicate that a ritual charm is active on them again\n- Lesser Shoggoths have a new model (courtesy of Cybercat5555)\n- The unlock condition for the Cudgel now checks for the correct mob\n- Rituals can now be locked behind obtaining knowledge (currently unused)\n- The Staff of Rending can now target multipart entities\n- Lesser Shoggoths are now multipart entities", "1.9.4.14": "- Added a config option that toggles if item names should display regardless of them being locked or not\n- Cha'garoth now opens his mouth during his barf attack (courtesy of Enderman_Of_D00m)\n- Fixed the crystallizer recipes for processing Bronze\n- J'zahar has been buffed with new attacks (including shouts, earthquakes and conjuring black holes and gravity anomalies)\n- Added a dimension blacklist for the aforementioned black holes\n- I'm not gonna reveal the actual change, but it involves Creative Mode and a certain gatekeeper\n- The Dreadlands Portal now spawn Dreadlings instead of Dread Spawns\n- Energy Containers can now display values over 32767 in their GUIs\n- Doubled the time it takes for a Lesser Dreadbeast to spawn a Dread Spawn", "1.9.4.13": "- Added a keybind for capturing mobs with the Interdimensional Cage\n- Added some default items to the various item pickup blacklists\n- Increased the amount of energy collected and transferred by the tiered Energy Relays\n- Made the knowledge syncing slightly more efficient\n- Fixed a server crash caused by Liquid Coralium flowing\n- Removed a dot from the Russian translation in order to stop a crash with letters exceeding the maximum allowed in a Necronomicon page", "1.9.4.12": "- Dreadlands Grass can now convert Grass and Dirt into itself (no biome spread, only block transformation, can be disabled in the config)\n- The JEI plugin now loads properly again (tested with 4.11.0.206)\n- If Liquid Coralium flows into the ocean while \"Oceanic Coralium Pollution\" is disabled, infinite blocks of Cobblestone no longer drops in the water\n- Optimized the Transmutator and Crystallizer (probably barely noticable, but its processing is handled more efficiently internally)\n- Shift-clicking the first output slot of the Crystallizer no longer moves the ouput to the second output slot\n- Added Advancements (a few, more will come in the next update or so) based on the Achievements in previous MC versions\n- Configuration category comments are now properly applied again\n- Added a config category (and a plethora of options) for disabling blocks\n- Creation Ritual now does a proper ItemStack comparison check when replacing the possibly existing Item placed on the ritual altar with the product Item\n- Rituals are now handled server-side (with the exception of particles), and the client is updated on completion\n- Added a event that fires off when a Ritual is failed (allows you to change the Disruption triggered, or do stuff, cancelling defaults back to random Disruption)\n- Fixed numerous instances of sentences using the wrong indefinite article in the en_us lang file (courtesy of mcBegins2Snow)\n- Crafting recipes for Darklands Oak Fence and Dreadlands Fence are no longer overriden by vanilla (Darklands Oak Button and Pressure Plates are still, however)\n- Updated the tooltip for Transmutator and Crystallizer fuel recipes in JEI\n- Added Russian translation (courtesy of AlekseiVoronin)\n- Chinese translations have been updated (courtesy of mcBegins2Snow)\n- Now runs on Forge 14.23.4.2747", "1.9.4.11": "- The purging ritual now only converts biomes that are Dreadlands biomes\n- Added loot tables to all bosses (empty), Coralium Infested Squid and all Remnant types\n- Statues now have their Deity Type assigned to them again, instead of null\n- Lesser Shoggoths now have an AI for monolith construction, which makes the construction happen more frequently\n- The biome transformation of the Dread Plague only happens to those inflicted with Dread Plague II\n- If two mobs/players/whatevers close to each other both have Dread Plague I, they can infect each other with Dread Plague II\n- If the Hardcode Mode config option is enabled biome transformation will happen regardless of Dread Plague amplifier\n- The purging ritual now checks the surrounding area instead of the position of the altar for nearby Dreadlands biomes when checking if the ritual can be performed\n- The cleansing and corruptions rituals now both do the same thing as the purging when checking if the ritual can be performed\n- Reduced the luminosity of the foliage color in the Coralium Infested Swamp, making it blend better with adjacent biomes\n- Lesser Shoggoths now swim faster (and can move against flowing water)\n- Increased the range of the Corruption, Cleansing and Purging rituals to 8x8 chunks (previously 3x3)\n- Eyes (and other luminous bits) now glow on Lesser Shoggoths\n- The crafting recipe for the Transmutator now works with used Transmutation Gems again\n- Any NBT checks for crafting recipes and/or rituals are now a lot less strict (the placed item needs to contain the recipe item NBT tags)\n- Remapped the Tile Entities to use the proper prefix (stops log warnings on startup)\n- Now runs on Forge 14.23.4.2705\n- Bump to JEI 4.11.0.202", "1.9.4.10": "- A bunch of textures have been revamped (courtesy of Dylan4ever)\n- Lesser Shoggoths can no longer break Bedrock (or other unbreakable blocks) with their acid\n- Acid Projectiles no longer break blocks with Tile Entities when hitting Players or other mobs\n- Scaled down the model of the baby Lesser Shoggoth (to be more proportional with the hitbox, also made the eyes a bit bigger)\n- Slowed down the initial velocity of the Acid Projectile, increased the time between each projectile being fired, and made it so baby Lesser Shoggoths won't fire them\n- Added a config option for changing the frequency at which Lesser Shoggoths spit acid\n- J'zahar now respects the mobGriefing gamerule with his explosion\n- Fixed a dupe bug in the Materializer GUI\n- Mobs spawned through a summoning ritual now have their portal cooldown set to max\n- Increased the time it takes for a Greater Dread Spawn and Lesser Dreadbeast to spawn a regular Dread Spawn\n- Increased the time it takes for Cha'garoth to spawn the various things he spawns, and removed the direct physical damage dealt by his fireballs\n- Reduced the range of Cha'garoth's melee attacks\n- Fixed the pick block for Calcified Stone", "1.9.4.9": "- Removed the End Abyssal Zombie\n- Remnants now also worship statues at times\n- Added a config option that toggles if knowledge should be synced to the client every time a player opens their Necronomicon\n- The lightning bolt that strikes a statue when a Disruption triggers is now only the effect\n- Added a new Disruption that generates a random amount of Shoggoth Ooze around the source\n- Added a new Disruption that spawns random mobs that normally spawn in the current biome\n- Added a new Disruption that spawns a single random mob that normally spawn in the current biome\n- Added missing null check to the Purge Event Handler, fixing a Sponge-related crash\n- Capability data is no longer lost upon leaving the End\n- Lesser Shoggoths now respect the mobGriefing Game Rule when it comes to their acid-based attacks\n- Changed the minimum Block hardness for resisting acid to 2.1 (previously 3.0)", "1.9.4.8": "- Dreadguards are now regarded as undead\n- Changed the particles used in the Dreadguard/Cha'garoth barf attack (since they're not breathing fire)\n- The plagues no longer reinfect their host (effectively refreshing themselves)\n- Lesser Shoggoth acid projectiles can now be blocked with a shield (the player will still take half a heart of damage)\n- Added a config option to toggle whether or not shields can block acid projectiles\n- Statues don't trigger disruptions inside Omothol\n- If a Lesser Shoggoth has a target when it spawns an offspring, it has a 33% chance of throwing it at the target\n- Added a config option for the minimum Block Hardness required to stop Shoggoth Acid from destroying the Block\n- Abyssal Zombies now attack Villagers\n- Sacthoth no longer despawns in the Dark Realm\n- Asorah now has full knockback resistance (you're gonna need bigger arrows)", "1.9.4.7": "- Shoggoth Biomass no longer randomly spawn Lesser Shoggoths client-side\n- Added some text (with pictures) to better explain the transfer range of Statues to nearby Collectors\n- Shoggoth Biomass blocks don't spawn any Lesser Shoggoths unless a player is within 32 blocks of it\n- Lesser Shoggoths can now secrete acid as a means of defending themselves (or a ranged attack) which can destroy blocks in their path\n- Lesser Shoggoths can now consume any item they run into, which is also configurable\n- Lesser Shoggoths now have a chance to locate a nearby statue and chant by it\n- Increased the hitbox size of Lesser Shoggoths (and reduced their hit range)\n- Removed the disruption that converts the surrounding chunk into Darklands (better leave the fate of their world to the player)\n- The Dread Plague Antidote now requires a Dreadlands Sapling instead of Omothol Ghoul Flesh\n- Fixed a few minor derps in some of the segments of the Remnant leg tentacles\n- Child Lesser Shoggoths now have half the health and attack damage of an adult one\n- The Temple of J'zahar has been revamped\n- Greater Dread Spawns will now deal damage with their Dread Slugs again\n- Rituals Pedestals now project bits of their placed object rather than smoke during rituals\n- Rituals that require sacrifices now requires the player performing the ritual to sacrifice the animal, rather than it being killed automatically\n- The Wooden Crate now supports capabilities for insertion and extraction\n- Fixed the secondary death message for shadow damage\n- Added a ritual to purge the Dreadlands (while also rendering the area uninhabitable)\n- Added Calcified Stone (what everything turns into when the purging ritual has been used)", "1.9.4.6": "- Shadow mobs are now immune to fire, and capable of swimming\n- Changed the texture for Liquid Antimatter (darker spots within the liquid, making it a bit less milk-like)\n- Added a config option that turns antimatter explosions nuclear (off by default)\n- Dread-plagued mobs now automatically leave a lingering cloud of Dread Plague on death\n- Added a new config category for misc out of place settings\n- The amount of animals a Lesser Shoggoth has to eat in order to multiply/grow up now depends on the size of the animals it eats (1 adult cow = 3 adult chickens)\n- The advancement trigger for summoning entities now fires for nearby players when completing a Summoning Ritual", "1.9.4.5": "- Applying a redstone signal to an Energy Relay pauses it\n- The Overworld biomes are always registered now, just not added to the list of biomes to generate if set not to\n- Statues can now transfer PE to dropped items (provided they can accept PE)\n- Redrafted a bunch of text inside the Necronomicon (removing redundant/incorrect information and adding new information)\n- Replaced all mob pictures in the Necronomicon with ones that look more like something drawn in the book\n- Fixed an infinite loop in the mining spell when mining upwards\n- Added a small section that explains how to obtain knowledge, unlocking information in the Necronomicon and unmasks Items and Blocks\n- Reduced the duration of fire applied to attackers when attacking someone wearing Dreaded Abyssalnite gear\n- The Coralium Plague and Dread Plague now act more like actual plagues (they spread a lot easier, can't be cured with milk)\n- Abyssalnite Golems now turn into Dreaded Abyssalnite Golems if killed by the Dread Plague\n- Portals now have a small chance of spawning a mob from their dimension\n- Shadow mobs now change their transparency based on light level (bright = visible, dark = not so visible)\n- The Dreadlands can leak out of it's portals, so keep a lookout in case too much gets out\n- Added Antidotes for the Coralium and Dread Plague (used to cure them instead of milk, which no longer cures them)\n- Increased the amount of Coralium Ore that generates in the Overworld (also made it configurable)\n- Knowledge unlock syncing is now done on a per unlock basis, rather than when opening the Necronomicon or changing dimensions\n- Asorah and Spectral Dragons now have the undead creature attribute", "1.9.4.4": "- Fixed some redundancy in the FireMessage packet that's sent when hitting any of the mods fire blocks\n- Ritual ground creation is now less sensitive about surrounding blocks (as long as they aren't full cubes)\n- Spell recipes can now be displayed in the Necronomicon\n- The tooltip of Energy Relays now display the range of the block\n- Item information can now be locked, resulting in the tooltip font being replaced by the Aklo Font\n- Added a command to automatically unlock all Necronomicon knowledge\n- Leaving Omothol portals now return you to the Dreadlands, not the Abyssal Wasteland\n- Randomized the texture rotation of the Fused Abyssal Sand\n- Made the outlines of the Abyssal Stone Brick, Abyssalnite Stone Brick and Dreadstone Brick more consistent\n- Created a new texture for Dreadstone\n- Shift-clicking output slots now works in the Materializer (giving you up to a stack of the output per click)\n- Now runs on Forge 14.23.2.2611", "1.9.4.3": "- Added a barfing sound to Dreadguards and Cha'garoth (instead of playing the sound for when a Ghast shoots a fireball)\n- Added Crystallized Calcium, Beryllium and Beryl\n- Materializer recipes can now be displayed in JEI\n- The biome transformation from Cha'garoth and his Dreaded Charges has been optimized (code only runs on the server, only affects non-dreadlands biomes)\n- The Rending Pedestal works on Omothol creatures again\n- Rather than crashing, an error will be logged when failing to convert an ItemStack from the Ore Dictionary into a BlockState during startup\n- Overworld structure generation now checks for the Overworld World Provider rather than Dimension ID", "1.9.4.2": "- Ticking Tile Entities that don't do anything client side no longer ticks client side\n- Added a hurt sound to Anti-Players that those who played Minecraft before beta ended might recognize (props to BordListian for letting me know of it's prescence in Better With Mods)\n- Non-player entities can now use portals\n- Anti-mobs now attack their regular countepart (for more destruction and chaos) and Anti-Players has a chance of targeting any non Anti-Player\n- Mobs capable of spreading the Dread Plague no longer tries to apply it on something that's already immune to it\n- Added a new attack to Shadow Beasts and Sacthoth (credits to Enderman_of_D00M for the code)\n- The Materializer is now functional\n- Greater Dread Spawns and Lesser Dreadbeasts now swap between melee and ranged attacks\n- Added a new attack to Dreadguards (credits to Enderman_of_D00M for the code)\n- Cha'garoth's heads now move independantly, and each has attacks of their own (credits to Enderman_of_D00M for the code)\n- Loot Tables are now initialized during loading stages (instead of being initialized when something relying on one of them references it)\n- Disruption Packets now send the correct String value representation of the Deity, stopping even more error log spam\n- The beams that spawn during Asorah's death animation are now more properly colored\n- J'zahar has longer reach for his staff-whacking\n- J'zahar is now immune to fire, explosions, magic and fall damage\n- Adjusted the bounding boxes and eye heights of Remnant and Minions of The Gatekeeper\n- Spectral Dragons now only knocks mobs and players away in Hardcore Mode\n- Dreadium Samurai armor now reduces the amount of Dread damage you receive\n- Materializer recipes can now be displayed in the Necronomicon\n- Spectral Dragons now only lose health when Asorah doesn't have full health", "1.9.4.1": "- The JEI plugin now properly filters out invalid Transmutator and Crystallizer fuels\n- Baby Lesser Shoggoths are 40% slower now (compared to their movement speed in previous versions)\n- The Transmutator no longer transmutes things without recipes into air", "1.9.4": "- Added a configurable list of mobs to spawn Demon Animals from on death\n- The Necronomicon now saves the last page viewed before closing (doesn't persist across restarts, however)\n- Increased the spawn rate of shadow mobs in Darklands biomes\n- Shadow Creatures now have a guaranteed chance of dropping Shadow Fragments\n- Shoggoth Ooze no longer spreads on Monolith Stone\n- Greatly increased the spawn chance of Shoggoth Lairs while making it more configurable\n- If a ritual doesn't have a description, the Necronomicon won't try to display it on the ritual page\n- Item tooltips and the background gradient now displays in GUIs where you interact with inventories\n- Fixed a metadata mismatch for Dreadlands Ritual Altars/Pedestals\n- Optimized the performance of Energy Relays slightly (probably mostly noticeable in larger networks of them)\n- Disruption packets without a Deity are now properly handled, stopping the error log spam\n- Shoggoth Ooze is now corrosive, dealing durability damage to leg and foot armor while exposed to it\n- Fixed a bunch of derps regarding bounding box based Entity searching\n- The NecroData Capability now filters out things that are no longer registered on load\n- All Ethaxium blocks (dark or not) are now Ender Dragon and Wither-proof\n- Transmutator and Crystallizer fuels with container items (like filled buckets) now return the container item\n- Portal blocks now fire the EntityTravelToDimensionEvent prior to teleporting the player, making it possible to cancel teleportation between AbyssalCraft dimensions\n- Added additional buttons to the Necronomicon GUI (skip multiple pages, go back multiple pages, go back to the front page)\n- Energy Relays can now collect PE from Energy Containers too\n- Fixed the eye layer on the Anti-Spiders (now the eyes are the only bits that glow, instead of the whole spider)\n- Ritual altar sacrifices can now also be NBT sensitive\n- Added a config option to stop armor sets from applying Potion Effects or dispell other Potion Effects\n- Added scrolls (currently not usable, nor craftable)\n- Spells are close to being fully implemented, with most of the backing code done\n- Recompiled against 1.12.2\n- Now runs on Forge 14.23.0.2500" }, "1.12": { "1.9.4-pre-4": "- Ported to Minecraft 1.12\n- Removed deprecated things from the API\n- Condensed a bunch of blocks to use a single ID\n- Removed Darklands Grass" }, "1.11.2": { "1.9.4.11-FINAL": "- The purging ritual now only converts biomes that are Dreadlands biomes\n- Added loot tables to all bosses (empty), Coralium Infested Squid and all Remnant types\n- Lesser Shoggoths now have an AI for monolith construction, which makes the construction happen more frequently\n- The biome transformation of the Dread Plague only happens to those inflicted with Dread Plague II\n- If two mobs/players/whatevers close to each other both have Dread Plague I, they can infect each other with Dread Plague II\n- If the Hardcode Mode config option is enabled biome transformation will happen regardless of Dread Plague amplifier\n- The purging ritual now checks the surrounding area instead of the position of the altar for nearby Dreadlands biomes when checking if the ritual can be performed\n- The cleansing and corruptions rituals now both do the same thing as the purging when checking if the ritual can be performed\n- Reduced the luminosity of the foliage color in the Coralium Infested Swamp, making it blend better with adjacent biomes\n- Lesser Shoggoths now swim faster (and can move against flowing water)\n- Increased the range of the Corruption, Cleansing and Purging rituals to 8x8 chunks (previously 3x3)\n- Eyes (and other luminous bits) now glow on Lesser Shoggoths\n- Any NBT checks for crafting recipes and/or rituals are now a lot less strict (the placed item needs to contain the recipe item NBT tags)", "1.9.4.10": "- A bunch of textures have been revamped (courtesy of Dylan4ever)\n- Lesser Shoggoths can no longer break Bedrock (or other unbreakable blocks) with their acid\n- Acid Projectiles no longer break blocks with Tile Entities when hitting Players or other mobs\n- Scaled down the model of the baby Lesser Shoggoth (to be more proportional with the hitbox, also made the eyes a bit bigger)\n- Slowed down the initial velocity of the Acid Projectile, increased the time between each projectile being fired, and made it so baby Lesser Shoggoths won't fire them\n- Added a config option for changing the frequency at which Lesser Shoggoths spit acid\n- J'zahar now respects the mobGriefing gamerule with his explosion\n- Fixed a dupe bug in the Materializer GUI\n- Mobs spawned through a summoning ritual now have their portal cooldown set to max\n- Increased the time it takes for a Greater Dread Spawn and Lesser Dreadbeast to spawn a regular Dread Spawn\n- Increased the time it takes for Cha'garoth to spawn the various things he spawns, and removed the direct physical damage dealt by his fireballs\n- Reduced the range of Cha'garoth's melee attacks\n- Fixed the pick block for Calcified Stone", "1.9.4.9": "- Removed the End Abyssal Zombie\n- Remnants now also worship statues at times\n- Added a config option that toggles if knowledge should be synced to the client every time a player opens their Necronomicon\n- The lightning bolt that strikes a statue when a Disruption triggers is now only the effect\n- Added a new Disruption that generates a random amount of Shoggoth Ooze around the source\n- Added a new Disruption that spawns random mobs that normally spawn in the current biome\n- Added a new Disruption that spawns a single random mob that normally spawn in the current biome\n- Added missing null check to the Purge Event Handler, fixing a Sponge-related crash\n- Capability data is no longer lost upon leaving the End\n- Lesser Shoggoths now respect the mobGriefing Game Rule when it comes to their acid-based attacks\n- Changed the minimum Block hardness for resisting acid to 2.1 (previously 3.0)", "1.9.4.8": "- Dreadguards are now regarded as undead\n- Changed the particles used in the Dreadguard/Cha'garoth barf attack (since they're not breathing fire)\n- The plagues no longer reinfect their host (effectively refreshing themselves)\n- Lesser Shoggoth acid projectiles can now be blocked with a shield (the player will still take half a heart of damage)\n- Added a config option to toggle whether or not shields can block acid projectiles\n- Statues don't trigger disruptions inside Omothol\n- If a Lesser Shoggoth has a target when it spawns an offspring, it has a 33% chance of throwing it at the target\n- Added a config option for the minimum Block Hardness required to stop Shoggoth Acid from destroying the Block\n- Abyssal Zombies now attack Villagers\n- Sacthoth no longer despawns in the Dark Realm\n- Asorah now has full knockback resistance (you're gonna need bigger arrows)", "1.9.4.7": "- Shoggoth Biomass no longer randomly spawn Lesser Shoggoths client-side\n- Added some text (with pictures) to better explain the transfer range of Statues to nearby Collectors\n- Shoggoth Biomass blocks don't spawn any Lesser Shoggoths unless a player is within 32 blocks of it\n- Lesser Shoggoths can now secrete acid as a means of defending themselves (or a ranged attack) which can destroy blocks in their path\n- Lesser Shoggoths can now consume any item they run into, which is also configurable\n- Lesser Shoggoths now have a chance to locate a nearby statue and chant by it\n- Increased the hitbox size of Lesser Shoggoths (and reduced their hit range)\n- Removed the disruption that converts the surrounding chunk into Darklands (better leave the fate of their world to the player)\n- The Dread Plague Antidote now requires a Dreadlands Sapling instead of Omothol Ghoul Flesh\n- Fixed a few minor derps in some of the segments of the Remnant leg tentacles\n- Child Lesser Shoggoths now have half the health and attack damage of an adult one\n- The Temple of J'zahar has been revamped\n- Greater Dread Spawns will now deal damage with their Dread Slugs again\n- Rituals Pedestals now project bits of their placed object rather than smoke during rituals\n- Rituals that require sacrifices now requires the player performing the ritual to sacrifice the animal, rather than it being killed automatically\n- The Wooden Crate now supports capabilities for insertion and extraction\n- Fixed the secondary death message for shadow damage\n- Added a ritual to purge the Dreadlands (while also rendering the area uninhabitable)\n- Added Calcified Stone (what everything turns into when the purging ritual has been used)", "1.9.4.6": "- Shadow mobs are now immune to fire, and capable of swimming\n- Changed the texture for Liquid Antimatter (darker spots within the liquid, making it a bit less milk-like)\n- Added a config option that turns antimatter explosions nuclear (off by default)\n- Dread-plagued mobs now automatically leave a lingering cloud of Dread Plague on death\n- Added a new config category for misc out of place settings\n- The amount of animals a Lesser Shoggoth has to eat in order to multiply/grow up now depends on the size of the animals it eats (1 adult cow = 3 adult chickens)", "1.9.4.5": "- Applying a redstone signal to an Energy Relay pauses it\n- The Overworld biomes are always registered now, just not added to the list of biomes to generate if set not to\n- Statues can now transfer PE to dropped items (provided they can accept PE)\n- Redrafted a bunch of text inside the Necronomicon (removing redundant/incorrect information and adding new information)\n- Replaced all mob pictures in the Necronomicon with ones that look more like something drawn in the book\n- Fixed an infinite loop in the mining spell when mining upwards\n- Added a small section that explains how to obtain knowledge, unlocking information in the Necronomicon and unmasks Items and Blocks\n- Reduced the duration of fire applied to attackers when attacking someone wearing Dreaded Abyssalnite gear\n- The Coralium Plague and Dread Plague now act more like actual plagues (they spread a lot easier, can't be cured with milk)\n- Abyssalnite Golems now turn into Dreaded Abyssalnite Golems if killed by the Dread Plague\n- Portals now have a small chance of spawning a mob from their dimension\n- Shadow mobs now change their transparency based on light level (bright = visible, dark = not so visible)\n- The Dreadlands can leak out of it's portals, so keep a lookout in case too much gets out\n- Added Antidotes for the Coralium and Dread Plague (used to cure them instead of milk, which no longer cures them)\n- Increased the amount of Coralium Ore that generates in the Overworld (also made it configurable)\n- Knowledge unlock syncing is now done on a per unlock basis, rather than when opening the Necronomicon or changing dimensions\n- Asorah and Spectral Dragons now have the undead creature attribute", "1.9.4.4": "- Fixed some redundancy in the FireMessage packet that's sent when hitting any of the mods fire blocks\n- Ritual ground creation is now less sensitive about surrounding blocks (as long as they aren't full cubes)\n- Spell recipes can now be displayed in the Necronomicon\n- The tooltip of Energy Relays now display the range of the block\n- Item information can now be locked, resulting in the tooltip font being replaced by the Aklo Font\n- Added a command to automatically unlock all Necronomicon knowledge\n- Leaving Omothol portals now return you to the Dreadlands, not the Abyssal Wasteland\n- Randomized the texture rotation of the Fused Abyssal Sand\n- Made the outlines of the Abyssal Stone Brick, Abyssalnite Stone Brick and Dreadstone Brick more consistent\n- Created a new texture for Dreadstone\n- Shift-clicking output slots now works in the Materializer (giving you up to a stack of the output per click)", "1.9.4.3": "- Added a barfing sound to Dreadguards and Cha'garoth (instead of playing the sound for when a Ghast shoots a fireball)\n- Added Crystallized Calcium, Beryllium and Beryl\n- Materializer recipes can now be displayed in JEI\n- The biome transformation from Cha'garoth and his Dreaded Charges has been optimized (code only runs on the server, only affects non-dreadlands biomes)\n- The Rending Pedestal works on Omothol creatures again\n- Rather than crashing, an error will be logged when failing to convert an ItemStack from the Ore Dictionary into a BlockState during startup\n- Overworld structure generation now checks for the Overworld World Provider rather than Dimension ID", "1.9.4.2": "- The JEI plugin no longer stops at Transmutator Fuel recipe registration\n- Ticking Tile Entities that don't do anything client side no longer ticks client side\n- Added a hurt sound to Anti-Players that those who played Minecraft before beta ended might recognize (props to BordListian for letting me know of it's prescence in Better With Mods)\n- Non-player entities can now use portals\n- Anti-mobs now attack their regular countepart (for more destruction and chaos) and Anti-Players has a chance of targeting any non Anti-Player\n- Mobs capable of spreading the Dread Plague no longer tries to apply it on something that's already immune to it\n- Added a new attack to Shadow Beasts and Sacthoth (credits to Enderman_of_D00M for the code)\n- The Materializer is now functional\n- Greater Dread Spawns and Lesser Dreadbeasts now swap between melee and ranged attacks\n- Added a new attack to Dreadguards (credits to Enderman_of_D00M for the code)\n- Cha'garoth's heads now move independantly, and each has attacks of their own (credits to Enderman_of_D00M for the code)\n- Loot Tables are now initialized during loading stages (instead of being initialized when something relying on one of them references it)\n- Disruption Packets now send the correct String value representation of the Deity, stopping even more error log spam\n- The beams that spawn during Asorah's death animation are now more properly colored\n- J'zahar has longer reach for his staff-whacking\n- J'zahar is now immune to fire, explosions, magic and fall damage\n- Adjusted the bounding boxes and eye heights of Remnant and Minions of The Gatekeeper\n- Spectral Dragons now only knocks mobs and players away in Hardcore Mode\n- Dreadium Samurai armor now reduces the amount of Dread damage you receive\n- Materializer recipes can now be displayed in the Necronomicon\n- Spectral Dragons now only lose health when Asorah doesn't have full health", "1.9.4.1": "- The JEI plugin now properly filters out invalid Transmutator and Crystallizer fuels\n- Baby Lesser Shoggoths are 40% slower now (compared to their movement speed in previous versions)\n- The Transmutator no longer transmutes things without recipes into air", "1.9.4": "- Added a configurable list of mobs to spawn Demon Animals from on death\n- Maps now works inside AbyssalCraft dimensions\n- The Necronomicon now saves the last page viewed before closing (doesn't persist across restarts, however)\n- Increased the spawn rate of shadow mobs in Darklands biomes\n- Shadow Creatures now have a guaranteed chance of dropping Shadow Fragments\n- Shoggoth Ooze no longer spreads on Monolith Stone\n- Greatly increased the spawn chance of Shoggoth Lairs while making it more configurable\n- If a ritual doesn't have a description, the Necronomicon won't try to display it on the ritual page\n- Optimized the performance of Energy Relays slightly (probably mostly noticeable in larger networks of them)\n- Disruption packets without a Deity are now properly handled, stopping the error log spam\n- Shoggoth Ooze is now corrosive, dealing durability damage to leg and foot armor while exposed to it\n- The NecroData Capability now filters out things that are no longer registered on load\n- All Ethaxium blocks (dark or not) are now Ender Dragon and Wither-proof\n- Transmutator and Crystallizer fuels with container items (like filled buckets) now return the container item\n- Portal blocks now fire the EntityTravelToDimensionEvent prior to teleporting the player, making it possible to cancel teleportation between AbyssalCraft dimensions\n- Added additional buttons to the Necronomicon GUI (skip multiple pages, go back multiple pages, go back to the front page)\n- Energy Relays can now collect PE from Energy Containers too\n- Fixed the eye layer on the Anti-Spiders (now the eyes are the only bits that glow, instead of the whole spider)\n- Ritual altar sacrifices can now also be NBT sensitive\n- Added a config option to stop armor sets from applying Potion Effects or dispell other Potion Effects\n- Added scrolls (currently not usable, nor craftable)\n- Spells are close to being fully implemented, with most of the backing code done", "1.9.4-pre-4": "- Fixed a small derp in the Crystallizer recipe handling code\n- Improved explosion code for ODB and ODB Cores (along with some performance improvements)\n- Fixed a crash with BoP (or any other mod adding specific blocks to the OreDictionary with the wildcard value as meta)", "1.9.4-pre-3": "- The Knowledge event handler shouldn't crash from trying to save the ID of an unregistered entity\n- Fixed a small client de-sync when draining energy for a ritual\n- Added a ritual that allows you to \"purge\" the Darklands, coverting areas of it into their Overworld counterparts\n- Added a ritual that allows you to \"corrupt\" Overworld biomes, converting areas of them into their Darklands counterparts\n- Added a ritual to resurrect dead companions (tamed and named)\n- Slowed down the spread of Mimic Fire (now it spreads about as fast as normal Fire)\n- Slightly more information is now locked (also overhaul of Necronomicon internals)\n- Changed the model of the Sacrificial Altar (so that it's easily distinguishable from the Ritual Altar)\n- More worldgen performance improvements in the Overworld and Dreadlands\n- Fixed a minor derp in the Gateway Key portal placement code and made it a bit more modular\n- Made some alterations to the Dread Spawn model (the \"arm\" is now composed of a independently moving tentacle, and the other bit has tendrils sprouting out of it)\n- Reduced the movement speed of Greater Dread Spawns and Lesser Dreadbeasts\n- The Crystallizer now stops trying to crystallize something when the output slots are full\n- Added Energy Depositioner (block that can generate PE by siphoning it out of Stone Tablets)\n- Added Stone Tablets (used in the Energy Depositioner, can also be used as alternate storage solution)\n- Added State Transformer (used for filling the Stone Tablets with items/energy)\n- Performance improvement to most PE blocks\n- Smoke from the pedestals during a ritual only comes from the ones that had something on them\n- The Staff of The Gatekeeper now works like a Staff of Rending and a Gateway Key combined\n- Particles from PE transfers made by statues are now synced to the transfer, instead of random\n- Highly optimized particle rendering for PE transfers\n- Changed the recipe for the Sacrificial Altar (replaced Torches with Shadow Fragments)\n- Upgrade Kit recipes can now be viewed in JEI\n- Now runs on Forge 13.20.0.2258", "1.9.4-pre-2": "- Fixed crashes regarding saving NBT for the NecroData Capability (also cleaned up the saving part)\n- Fixed some small quirks with the Shoggoth Ooze blocks\n- Added a config option to toggle whether or not Demon Animals should place down Mimic Fire instead of normal Fire\n- Any Darklands Structures that generate Shoggoth Ooze should now have full blocks instead of a single layer", "1.9.4-pre-1": "- Darklands Highlands and Mountains are now in the cold biome group, and snow generates in them\n- Initial Spellbook implementation (WIP, GUI and some backbone code, nothing functional yet)\n- Added a new font, used along with wharrgarbl to produce unreadable stuff\n- Remnant legs are now composed of more flexible limbs\n- Initial implementation of unlockable knowledge (WIP, only Entity information is partially locked, kill them to unlock the pages\n- The Decorative Statues now have their own recipe (Monolith Stone, Clay and a dye)\n- Added Rending Pedestals (PE powered blocks that collects essences through the use of a Staff of Rending)\n- Set harvest tool for a plethora of blocks that didn't have that set\n- The Abyssal Zombie has a new texture\n- The Abyssal Zombie now has it's own sounds\n- Improved worldgen performance (especially Overworld structures)\n- When broken or placed, the Luminous Thistle and Wasteland's Thorn now plays the correct sounds\n- You can't pick up the item placed on a altar/pedestal if your inventory is full\n- Shoggoth Ooze blocks are now made out of layers (like snow) instead of being a solid block\n- Removed the majority of the Shoggoth Ooze config options (superseded by the layered ooze blocks)\n- The skies in the dimensions are now composed of a skybox rather than a single color\n- Added a disruption that transforms surrounding animals\n- Item pages in the Necronomicon now has a frame around the displayed Item\n- Upgrade Kits are now applied at an Anvil, instead of the crafting grid\n- Improved the rendering of Items placed on altars/pedestals\n- Night Vision is no longer given from the normal armor sets, and the special ones only give it while in the Overworld\n- You shouldn't be able to repair Transmutation Gems with repairing items/blocks from other mods\n- Spectral Dragon and Asorah's hitboxes work now (huge shoutout to Vadis365 for the code that helped debugging the entity part placement)\n- Most player interactions with Necronomicons can't be completed unless the player owns the Necronomicon\n- You can now till Darklands Grass, Dreadlands Grass and Dreadlands Dirt with any hoe\n- You can now plant more things on Darklands Grass, Dreadlands Grass and Dreadlands Dirt\n- The Darklands Oak Log now has the correct textures when rotated", "1.9.3.10": "- Demon Animals now starts spreading fire if they get in contact with any source of fire\n- Something happens if you use Shears on Evil Animals\n- Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)\n- A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)\n- Applying the Coralium and Dread enchantments through rituals works now\n- Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands\n- Caves and ravines now generate in the Dark Realm\n- Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm\n- Shadow mobs (and Lesser Shadow Shoggoths) are all translucent\n- When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent\n- Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld\n- Added Crystal Fragments (even smaller pieces of Crystallized Elements)\n- Set proper map colors for the various blocks\n- Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)\n- Changed some internal code for the Essence of The Gatekeeper Item Entity (fixes crashes with Extra Utilities 2)\n- The Dreadlands Grass now has the correct bottom and particle texture\n- Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent\n- Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread\n- Applied the correct colors for the last 8 Crystal Clusters\n- Fixed numerous crafting recipes for crystal items/blocks\n- Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)\n- Made the color of the various Darkstone blocks a shade bluer\n- The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand\n- Removed the random blindness from the Darklands biomes\n- Lowered the height at which Items placed on Altars/Pedestals are rendered\n- Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)\n- Remnants no longer say 2 insults at once, and no longer tell you they're busy when you initialize a trade with one\n- Added an API hook to enable Gateway Keys to function in any dimension registered there\n- The Darklands Oak and Dreadlands Tree are less randomized, and taller in general\n- Increased the amount of Darklands Oaks that generate in Darklands Forests\n- Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures\n- The Ritual of Fertility now also targets Rabbits\n- Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths\n- Re-balanced armor smelting recipes to match Vanilla's (for AbyssalCraft armor)\n- Now runs on Forge 13.20.0.2223" }, "1.11": { "1.9.3.9": "- The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates\n- Reduced the damage of the Dreadium Katana by 5\n- Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500\n- Sacrificial Altars no longer target Shadow mobs\n- Fixed incorrect corner stair rotation\n- Added more Darklands structures\n- Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)\n- The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)\n- Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)\n- Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)\n- Removed all instances of Refined Coralium from the Vanilla Loot Tables\n- The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)\n- It now rains in Darklands Plains and Darklands Mountains\n- Added Coralium Infested Squid\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water\n- The various dimensional essences now have new textures (which resemble their dimension slightly)\n- The Iron Wall Enchantment now works\n- Added a configurable blacklist for the Interdimensional Cage\n- Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone\n- Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13\n- Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire\n- Spectral Dragons now apply Coralium Plague instead of dealing physical damage\n- Updated a whole bunch of pictures in the Necronomicon\n- Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether\n- Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore\n- Rituals required to progress through the dimensions now appear first on their individual ritual section\n- The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)\n- Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode\n- The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled\n- Set a more proper attack damage to the various axes\n- The spawner blocks now properly initialize the entities they spawn before spawning them\n- Now runs on Forge 13.19.1.2188", "1.9.3.8": "- The Achievements and Rituals with Water Bottles should display Water Bottles, and nothing else\n- Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)\n- The Forge Universal Bucket is actually registered for the fluids, instead of it not being that\n- Set the correct textures for the Ritual Altars/Pedestals that didn't have the correct texture\n- All of the Ritual Altars/Pedestals now drop the correct block\n- Expanded the amount of different types of objects you can input as offerings in a Ritual\n- Made the bounding boxes for Shoggoth Ooze, Shoggoth Biomass and Solid Lava the size of a full block\n- Fixed the placement of Torches and Buttons in Abyssal Strongholds\n- Fixed the placement of Torches in Dreadlands Mineshafts\n- The Dread Spawn now plays it's sounds (instead of the Zombie ones)\n- Ported to 1.11" }, "1.10.2": { "1.9.4.11-FINAL": "- The purging ritual now only converts biomes that are Dreadlands biomes\n- Added loot tables to all bosses (empty), Coralium Infested Squid and all Remnant types\n- Lesser Shoggoths now have an AI for monolith construction, which makes the construction happen more frequently\n- The biome transformation of the Dread Plague only happens to those inflicted with Dread Plague II\n- If two mobs/players/whatevers close to each other both have Dread Plague I, they can infect each other with Dread Plague II\n- If the Hardcode Mode config option is enabled biome transformation will happen regardless of Dread Plague amplifier\n- The purging ritual now checks the surrounding area instead of the position of the altar for nearby Dreadlands biomes when checking if the ritual can be performed\n- The cleansing and corruptions rituals now both do the same thing as the purging when checking if the ritual can be performed\n- Reduced the luminosity of the foliage color in the Coralium Infested Swamp, making it blend better with adjacent biomes\n- Lesser Shoggoths now swim faster (and can move against flowing water)\n- Increased the range of the Corruption, Cleansing and Purging rituals to 8x8 chunks (previously 3x3)\n- Eyes (and other luminous bits) now glow on Lesser Shoggoths\n- Any NBT checks for crafting recipes and/or rituals are now a lot less strict (the placed item needs to contain the recipe item NBT tags)", "1.9.4.10": "- A bunch of textures have been revamped (courtesy of Dylan4ever)\n- Lesser Shoggoths can no longer break Bedrock (or other unbreakable blocks) with their acid\n- Acid Projectiles no longer break blocks with Tile Entities when hitting Players or other mobs\n- Scaled down the model of the baby Lesser Shoggoth (to be more proportional with the hitbox, also made the eyes a bit bigger)\n- Slowed down the initial velocity of the Acid Projectile, increased the time between each projectile being fired, and made it so baby Lesser Shoggoths won't fire them\n- Added a config option for changing the frequency at which Lesser Shoggoths spit acid\n- J'zahar now respects the mobGriefing gamerule with his explosion\n- Fixed a dupe bug in the Materializer GUI\n- Mobs spawned through a summoning ritual now have their portal cooldown set to max\n- Increased the time it takes for a Greater Dread Spawn and Lesser Dreadbeast to spawn a regular Dread Spawn\n- Increased the time it takes for Cha'garoth to spawn the various things he spawns, and removed the direct physical damage dealt by his fireballs\n- Reduced the range of Cha'garoth's melee attacks\n- Fixed the pick block for Calcified Stone", "1.9.4.9": "- Removed the End Abyssal Zombie\n- Remnants now also worship statues at times\n- Added a config option that toggles if knowledge should be synced to the client every time a player opens their Necronomicon\n- The lightning bolt that strikes a statue when a Disruption triggers is now only the effect\n- Added a new Disruption that generates a random amount of Shoggoth Ooze around the source\n- Added a new Disruption that spawns random mobs that normally spawn in the current biome\n- Added a new Disruption that spawns a single random mob that normally spawn in the current biome\n- Added missing null check to the Purge Event Handler, fixing a Sponge-related crash\n- Capability data is no longer lost upon leaving the End\n- Lesser Shoggoths now respect the mobGriefing Game Rule when it comes to their acid-based attacks\n- Changed the minimum Block hardness for resisting acid to 2.1 (previously 3.0)", "1.9.4.8": "- Dreadguards are now regarded as undead\n- Changed the particles used in the Dreadguard/Cha'garoth barf attack (since they're not breathing fire)\n- The plagues no longer reinfect their host (effectively refreshing themselves)\n- Lesser Shoggoth acid projectiles can now be blocked with a shield (the player will still take half a heart of damage)\n- Added a config option to toggle whether or not shields can block acid projectiles\n- Statues don't trigger disruptions inside Omothol\n- If a Lesser Shoggoth has a target when it spawns an offspring, it has a 33% chance of throwing it at the target\n- Added a config option for the minimum Block Hardness required to stop Shoggoth Acid from destroying the Block\n- Abyssal Zombies now attack Villagers\n- Sacthoth no longer despawns in the Dark Realm\n- Asorah now has full knockback resistance (you're gonna need bigger arrows)\n- Fixed NPE in the Lesser Shoggoth acid spraying attack", "1.9.4.7": "- Shoggoth Biomass no longer randomly spawn Lesser Shoggoths client-side\n- Added some text (with pictures) to better explain the transfer range of Statues to nearby Collectors\n- Shoggoth Biomass blocks don't spawn any Lesser Shoggoths unless a player is within 32 blocks of it\n- Lesser Shoggoths can now secrete acid as a means of defending themselves (or a ranged attack) which can destroy blocks in their path\n- Lesser Shoggoths can now consume any item they run into, which is also configurable\n- Lesser Shoggoths now have a chance to locate a nearby statue and chant by it\n- Increased the hitbox size of Lesser Shoggoths (and reduced their hit range)\n- Removed the disruption that converts the surrounding chunk into Darklands (better leave the fate of their world to the player)\n- The Dread Plague Antidote now requires a Dreadlands Sapling instead of Omothol Ghoul Flesh\n- Child Lesser Shoggoths now have half the health and attack damage of an adult one\n- The Temple of J'zahar has been revamped\n- Greater Dread Spawns will now deal damage with their Dread Slugs again\n- Rituals Pedestals now project bits of their placed object rather than smoke during rituals\n- Rituals that require sacrifices now requires the player performing the ritual to sacrifice the animal, rather than it being killed automatically\n- The Wooden Crate now supports capabilities for insertion and extraction\n- Fixed the secondary death message for shadow damage\n- Added a ritual to purge the Dreadlands (while also rendering the area uninhabitable)\n- Added Calcified Stone (what everything turns into when the purging ritual has been used)", "1.9.4.6": "- Shadow mobs are now immune to fire, and capable of swimming\n- Changed the texture for Liquid Antimatter (darker spots within the liquid, making it a bit less milk-like)\n- Added a config option that turns antimatter explosions nuclear (off by default)\n- Dread-plagued mobs now automatically leave a lingering cloud of Dread Plague on death\n- Added a new config category for misc out of place settings\n- The amount of animals a Lesser Shoggoth has to eat in order to multiply/grow up now depends on the size of the animals it eats (1 adult cow = 3 adult chickens)", "1.9.4.5": "- Applying a redstone signal to an Energy Relay pauses it\n- The Overworld biomes are always registered now, just not added to the list of biomes to generate if set not to\n- Statues can now transfer PE to dropped items (provided they can accept PE)\n- Redrafted a bunch of text inside the Necronomicon (removing redundant/incorrect information and adding new information)\n- Replaced all mob pictures in the Necronomicon with ones that look more like something drawn in the book\n- Fixed an infinite loop in the mining spell when mining upwards\n- Added a small section that explains how to obtain knowledge, unlocking information in the Necronomicon and unmasks Items and Blocks\n- Reduced the duration of fire applied to attackers when attacking someone wearing Dreaded Abyssalnite gear\n- The Coralium Plague and Dread Plague now act more like actual plagues (they spread a lot easier, can't be cured with milk)\n- Abyssalnite Golems now turn into Dreaded Abyssalnite Golems if killed by the Dread Plague\n- Portals now have a small chance of spawning a mob from their dimension\n- Shadow mobs now change their transparency based on light level (bright = visible, dark = not so visible)\n- The Dreadlands can leak out of it's portals, so keep a lookout in case too much gets out\n- Added Antidotes for the Coralium and Dread Plague (used to cure them instead of milk, which no longer cures them)\n- Increased the amount of Coralium Ore that generates in the Overworld (also made it configurable)\n- Knowledge unlock syncing is now done on a per unlock basis, rather than when opening the Necronomicon or changing dimensions\n- Asorah and Spectral Dragons now have the undead creature attribute", "1.9.4.4": "- Fixed some redundancy in the FireMessage packet that's sent when hitting any of the mods fire blocks\n- Ritual ground creation is now less sensitive about surrounding blocks (as long as they aren't full cubes)\n- Spell recipes can now be displayed in the Necronomicon\n- The tooltip of Energy Relays now display the range of the block\n- Item information can now be locked, resulting in the tooltip font being replaced by the Aklo Font\n- Added a command to automatically unlock all Necronomicon knowledge\n- Leaving Omothol portals now return you to the Dreadlands, not the Abyssal Wasteland\n- Randomized the texture rotation of the Fused Abyssal Sand\n- Made the outlines of the Abyssal Stone Brick, Abyssalnite Stone Brick and Dreadstone Brick more consistent\n- Created a new texture for Dreadstone\n- Shift-clicking output slots now works in the Materializer (giving you up to a stack of the output per click)", "1.9.4.3": "- Added a barfing sound to Dreadguards and Cha'garoth (instead of playing the sound for when a Ghast shoots a fireball)\n- Added Crystallized Calcium, Beryllium and Beryl\n- Materializer recipes can now be displayed in JEI\n- The biome transformation from Cha'garoth and his Dreaded Charges has been optimized (code only runs on the server, only affects non-dreadlands biomes)\n- The Rending Pedestal works on Omothol creatures again\n- Rather than crashing, an error will be logged when failing to convert an ItemStack from the Ore Dictionary into a BlockState during startup\n- Overworld structure generation now checks for the Overworld World Provider rather than Dimension ID", "1.9.4.2": "- The JEI plugin no longer stops at Transmutator Fuel recipe registration\n- The State Transformer's extraction mechanic now works\n- Ticking Tile Entities that don't do anything client side no longer ticks client side\n- Added a hurt sound to Anti-Players that those who played Minecraft before beta ended might recognize (props to BordListian for letting me know of it's prescence in Better With Mods)\n- Non-player entities can now use portals\n- Anti-mobs now attack their regular countepart (for more destruction and chaos) and Anti-Players has a chance of targeting any non Anti-Player\n- Mobs capable of spreading the Dread Plague no longer tries to apply it on something that's already immune to it\n- Added a new attack to Shadow Beasts and Sacthoth (credits to Enderman_of_D00M for the code)\n- The Materializer is now functional\n- Greater Dread Spawns and Lesser Dreadbeasts now swap between melee and ranged attacks\n- Added a new attack to Dreadguards (credits to Enderman_of_D00M for the code)\n- Cha'garoth's heads now move independantly, and each has attacks of their own (credits to Enderman_of_D00M for the code)\n- Loot Tables are now initialized during loading stages (instead of being initialized when something relying on one of them references it)\n- Disruption Packets now send the correct String value representation of the Deity, stopping even more error log spam\n- The beams that spawn during Asorah's death animation are now more properly colored\n- J'zahar has longer reach for his staff-whacking\n- J'zahar is now immune to fire, explosions, magic and fall damage\n- Adjusted the bounding boxes and eye heights of Remnant and Minions of The Gatekeeper\n- Spectral Dragons now only knocks mobs and players away in Hardcore Mode\n- Dreadium Samurai armor now reduces the amount of Dread damage you receive\n- Materializer recipes can now be displayed in the Necronomicon\n- Spectral Dragons now only lose health when Asorah doesn't have full health", "1.9.4.1": "- The JEI plugin now properly filters out invalid Transmutator and Crystallizer fuels\n- Baby Lesser Shoggoths are 40% slower now (compared to their movement speed in previous versions)", "1.9.4": "- Added a configurable list of mobs to spawn Demon Animals from on death\n- Maps now works inside AbyssalCraft dimensions\n- The Necronomicon now saves the last page viewed before closing (doesn't persist across restarts, however)\n- Increased the spawn rate of shadow mobs in Darklands biomes\n- Shadow Creatures now have a guaranteed chance of dropping Shadow Fragments\n- Shoggoth Ooze no longer spreads on Monolith Stone\n- Greatly increased the spawn chance of Shoggoth Lairs while making it more configurable\n- If a ritual doesn't have a description, the Necronomicon won't try to display it on the ritual page\n- Optimized the performance of Energy Relays slightly (probably mostly noticeable in larger networks of them)\n- Disruption packets without a Deity are now properly handled, stopping the error log spam\n- Shoggoth Ooze is now corrosive, dealing durability damage to leg and foot armor while exposed to it\n- The NecroData Capability now filters out things that are no longer registered on load\n- All Ethaxium blocks (dark or not) are now Ender Dragon and Wither-proof\n- Portal blocks now fire the EntityTravelToDimensionEvent prior to teleporting the player, making it possible to cancel teleportation between AbyssalCraft dimensions\n- Added additional buttons to the Necronomicon GUI (skip multiple pages, go back multiple pages, go back to the front page)\n- Energy Relays can now collect PE from Energy Containers too\n- Fixed the eye layer on the Anti-Spiders (now the eyes are the only bits that glow, instead of the whole spider)\n- Ritual altar sacrifices can now also be NBT sensitive\n- Added a config option to stop armor sets from applying Potion Effects or dispell other Potion Effects\n- Added scrolls (currently not usable, nor craftable)\n- Spells are close to being fully implemented, with most of the backing code done", "1.9.4-pre-4": "- Changed the ritual for the Staff of The Gatekeeper to require Cha'garoth's R'lyehian Gateway Key\n- Fixed a small derp in the Crystallizer recipe handling code\n- Improved explosion code for ODB and ODB Cores (along with some performance improvements)\n- Fixed a crash with BoP (or any other mod adding specific blocks to the OreDictionary with the wildcard value as meta)", "1.9.4-pre-3": "- The Knowledge event handler shouldn't crash from trying to save the ID of an unregistered entity\n- Fixed a small client de-sync when draining energy for a ritual\n- Added a ritual that allows you to \"purge\" the Darklands, coverting areas of it into their Overworld counterparts\n- Added a ritual that allows you to \"corrupt\" Overworld biomes, converting areas of them into their Darklands counterparts\n- Added a ritual to resurrect dead companions (tamed and named)\n- Slowed down the spread of Mimic Fire (now it spreads about as fast as normal Fire)\n- Slightly more information is now locked (also overhaul of Necronomicon internals)\n- Changed the model of the Sacrificial Altar (so that it's easily distinguishable from the Ritual Altar)\n- More worldgen performance improvements in the Overworld and Dreadlands\n- Fixed a minor derp in the Gateway Key portal placement code and made it a bit more modular\n- Made some alterations to the Dread Spawn model (the \"arm\" is now composed of a independently moving tentacle, and the other bit has tendrils sprouting out of it)\n- Reduced the movement speed of Greater Dread Spawns and Lesser Dreadbeasts\n- The Crystallizer now stops trying to crystallize something when the output slots are full\n- Added Energy Depositioner (block that can generate PE by siphoning it out of Stone Tablets)\n- Added Stone Tablets (used in the Energy Depositioner, can also be used as alternate storage solution)\n- Added State Transformer (used for filling the Stone Tablets with items/energy)\n- Performance improvement to most PE blocks\n- Smoke from the pedestals during a ritual only comes from the ones that had something on them\n- The Staff of The Gatekeeper now works like a Staff of Rending and a Gateway Key combined\n- Particles from PE transfers made by statues are now synced to the transfer, instead of random\n- Highly optimized particle rendering for PE transfers\n- Changed the recipe for the Sacrificial Altar (replaced Torches with Shadow Fragments)\n- Upgrade Kit recipes can now be viewed in JEI", "1.9.4-pre-2": "- Fixed crashes regarding saving NBT for the NecroData Capability (also cleaned up the saving part)\n- Fixed some small quirks with the Shoggoth Ooze blocks\n- Added a config option to toggle whether or not Demon Animals should place down Mimic Fire instead of normal Fire", "1.9.4-pre-1": "- Darklands Highlands and Mountains are now in the cold biome group, and snow generates in them\n- Initial Spellbook implementation (WIP, GUI and some backbone code, nothing functional yet)\n- Added a new font, used along with wharrgarbl to produce unreadable stuff\n- Remnant legs are now composed of more flexible limbs\n- Initial implementation of unlockable knowledge (WIP, only Entity information is partially locked, kill them to unlock the pages\n- The Decorative Statues now have their own recipe (Monolith Stone, Clay and a dye)\n- Added Rending Pedestals (PE powered blocks that collects essences through the use of a Staff of Rending)\n- Set harvest tool for a plethora of blocks that didn't have that set\n- The Abyssal Zombie has a new texture\n- The Abyssal Zombie now has it's own sounds\n- Improved worldgen performance (especially Overworld structures)\n- When broken or placed, the Luminous Thistle and Wasteland's Thorn now plays the correct sounds\n- You can't pick up the item placed on a altar/pedestal if your inventory is full\n- Shoggoth Ooze blocks are now made out of layers (like snow) instead of being a solid block\n- Removed the majority of the Shoggoth Ooze config options (superseded by the layered ooze blocks)\n- The skies in the dimensions are now composed of a skybox rather than a single color\n- Added a disruption that transforms surrounding animals\n- Item pages in the Necronomicon now has a frame around the displayed Item\n- Upgrade Kits are now applied at an Anvil, instead of the crafting grid\n- Improved the rendering of Items placed on altars/pedestals\n- Night Vision is no longer given from the normal armor sets, and the special ones only give it while in the Overworld\n- You shouldn't be able to repair Transmutation Gems with repairing items/blocks from other mods\n- Spectral Dragon and Asorah's hitboxes work now (huge shoutout to Vadis365 for the code that helped debugging the entity part placement)\n- Most player interactions with Necronomicons can't be completed unless the player owns the Necronomicon\n- You can now till Darklands Grass, Dreadlands Grass and Dreadlands Dirt with any hoe\n- You can now plant more things on Darklands Grass, Dreadlands Grass and Dreadlands Dirt", "1.9.3.10": "- Demon Animals now starts spreading fire if they get in contact with any source of fire\n- Something happens if you use Shears on Evil Animals\n- Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)\n- A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)\n- Applying the Coralium and Dread enchantments through rituals works now\n- Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands\n- Caves and ravines now generate in the Dark Realm\n- Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm\n- Shadow mobs (and Lesser Shadow Shoggoths) are all translucent\n- When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent\n- Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld\n- Added Crystal Fragments (even smaller pieces of Crystallized Elements)\n- Set proper map colors for the various blocks\n- Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)\n- Changed some internal code for the Essence of The Gatekeeper Item Entity (fixes crashes with Extra Utilities 2)\n- The Dreadlands Grass now has the correct bottom and particle texture\n- Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent\n- Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread\n- Applied the correct colors for the last 8 Crystal Clusters\n- Fixed numerous crafting recipes for crystal items/blocks\n- Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)\n- Made the color of the various Darkstone blocks a shade bluer\n- The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand\n- Removed the random blindness from the Darklands biomes\n- Lowered the height at which Items placed on Altars/Pedestals are rendered\n- Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)\n- Remnants no longer say 2 insults at once, and no longer tell you they're busy when you initialize a trade with one\n- Added an API hook to enable Gateway Keys to function in any dimension registered there\n- The Darklands Oak and Dreadlands Tree are less randomized, and taller in general\n- Increased the amount of Darklands Oaks that generate in Darklands Forests\n- Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures\n- The Ritual of Fertility now also targets Rabbits\n- Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths", "1.9.3.9": "- The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates\n- Reduced the damage of the Dreadium Katana by 5\n- Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500\n- Sacrificial Altars no longer target Shadow mobs\n- Fixed incorrect corner stair rotation\n- Added more Darklands structures\n- Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)\n- The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)\n- Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)\n- Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)\n- Removed all instances of Refined Coralium from the Vanilla Loot Tables\n- The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)\n- It now rains in Darklands Plains and Darklands Mountains\n- Added Coralium Infested Squid\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water\n- The various dimensional essences now have new textures (which resemble their dimension slightly)\n- The Iron Wall Enchantment now works\n- Added a configurable blacklist for the Interdimensional Cage\n- Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone\n- Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13\n- Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire\n- Spectral Dragons now apply Coralium Plague instead of dealing physical damage\n- Updated a whole bunch of pictures in the Necronomicon\n- Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether\n- Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore\n- Rituals required to progress through the dimensions now appear first on their individual ritual section\n- The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)\n- Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode\n- The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled\n- Set a more proper attack damage to the various axes\n- The spawner blocks now properly initialize the entities they spawn before spawning them\n- Now runs on Forge 12.18.3.2185", "1.9.3.8": "- The Achievements and Rituals with Water Bottles should display Water Bottles, and nothing else\n- Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)\n- The Forge Universal Bucket is actually registered for the fluids, instead of it not being that\n- Set the correct textures for the Ritual Altars/Pedestals that didn't have the correct texture\n- All of the Ritual Altars/Pedestals now drop the correct block\n- Expanded the amount of different types of objects you can input as offerings in a Ritual\n- Made the bounding boxes for Shoggoth Ooze, Shoggoth Biomass and Solid Lava the size of a full block\n- Fixed the placement of Torches and Buttons in Abyssal Strongholds\n- Fixed the placement of Torches in Dreadlands Mineshafts\n- The Dread Spawn now plays it's sounds (instead of the Zombie ones)", "1.9.3.7": "- Fixed crashes related to opening the Achievements page\n- Dreadlands Trees won't turn Dreadlands Dirt into regular Dirt if grown on it\n- Dreadlands Grass now reverts into Dreadlands Dirt when a block is placed on it, instead of regular Dirt", "1.9.3.6": "- Added missing client-side check when fetching the Patreon data\n- Added Luminous Thistle\n- Added Wasteland's Thorn\n- Replaced the mushroom generation in the Abyssal Wastelands with the aforementioned plants", "1.9.3.5": "- Asorah and Spectral Dragons are now immune to fire\n- Reduced the amount of smoke particles during a ritual\n- Ritual Altar creation now has more visual effects\n- Loading stages are no longer logged\n- A few Item textures have been updated\n- Patron Necronomicon info is now fetched from a remote file (has a local version if something goes wrong)\n- A Necronomicon Page object can now specify a URL that points to an image, which will then be displayed (if the image can be located)\n- Any JSON file added to the \"abyssalcraft\" folder in the config directory that's properly formatted will be injected into the \"Other Information\" section of the Necronomicon\n- The \"AbyssalCraft Tools\" Creative Tab now has a Interdimensional Cage filled with PE alongside the normal empty one\n- Fixed the Item name colors on the Gateway Keys\n- Replaced half of the Darklands structures\n- Added API hooks for generating Darklands structures\n- Added config option to force the dimension biomes to reset the mob spawning lists in order to stop mobs from other mods from populating the lists\n- Made the teal tint on the Depths Helmet overlay A LOT more transparent\n- Added Abyssal Sand\n- Added Fused Abyssal Sand\n- Added Abyssal Sand Glass\n- The terrain in the Abyssal Wasteland now has a top layer of Fused Abyssal Sand, with patches of Abyssal Stone\n- Added Dreadlands Dirt\n- Updated the textures on Dreadstone, Abyssalnite Stone and their brick counterparts\n- Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone\n- Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone Stairs, Slabs and Walls\n- Changed the ritual formation blocks to use the Cobblestone blocks instead of Bricks where applicable\n- Updated the information about statues to mention them needing an open sky to operate\n- Fixed the bug where the random blindness from Darklands biomes would stay when it's reached 0\n- Replaced the Darkstone Cobblestone in Abyssal Strongholds with Abyssal Cobblestone\n- Rituals can now be NBT sensitive (pedestal offerings must have identical NBT tags to the ones in the ritual recipe)\n- You can no longer process Liquid Antimatter or Liquid Coralium Buckets in Furnaces, Transmutators or Crystallizers\n- Removed the crafting recipe for a Liquid Antimatter Bucket\n- Changed some of the Potion Effects added by the various armor sets\n- Now runs on Java 8\n- Deprecated the Liquid Coralium and Liquid Antimatter Buckets, they're now handled by the Forge Universal Bucket\n- Fixed a bug with Potion brewing\n- Fixed crashes with GregTech 5 Unofficial", "1.9.3.4": "- The staff of Rending upgrades are now set to require the correct Necronomicons\n- Added config option to disable armor smelting recipes\n- More entities now has a chance to spawn wearing random armor\n- Fixed crashes regarding the Halloween easter egg", "1.9.3.3": "- Fixed crashes on World load from particles", "1.9.3.2": "- The Abyssal Stone Bricks in the Abyssal Stronghold now occasionally generate as their cracked version\n- Updated the pictures in the Potential Energy section (took new ones on regular Grass, instead of Darklands Grass)\n- Fixed crashes (or just log errors) from Disruptions being triggered after failing to complete a ritual\n- Replaced the smoke from various PE blocks with a particle meant to represent PE\n- Energy Pedestals can now harvest PE from statues again\n- You can now use Energy Relays on Energy Pedestals and Sacrificial Altars", "1.9.3.1": "- Fixed crashes from completing Infusion Rituals", "1.9.3": "- You can now configure the chance of a Shoggoth Lair generating in the Overworld\n- The Fire Rain Disruption will now fire a random amount of fireballs (so possibly not 8 at once)\n- Sacthoth now turns day into night when he spawns through a ODB explosion\n- Added Energy Collector\n- Added Energy Relay\n- Energy Pedestals no longer passively generate PE\n- Disruptions triggered from Ritual Altars now only fire server-side (apparently forgot to make that adjustement there)\n- Collected PE now persist when you break a block that can hold it, and the tooltip displays how much is contained\n- You can now have NBT tags persist through Infusion Rituals\n- Gateway Keys will now display a line of text in their tooltip when you can't use them\n- The Dreaded Abyssalnite Chestplate and Plated Coralium Chestplate's aura is now replaced with the effect being applied to attackers on hit\n- Added Energy Container\n- The Ethaxium Boots now applies a Speed boost like the other boots\n- The upgraded Gateway Keys can now place the previous key's portal in it's dimension\n- Added Interdimensional Cage (item that can capture entities)\n- Updated the information in the Ritual Information section\n- Fixed a performance hit caused by viewing pages that had pictures on them (in specifc cases)\n- Fixed the derp where the \"next turn-up\" button disappeared in the Machines section\n- Added a config option to make Shoggoth Ooze turn into dirt after being exposed to light for a random period of time\n- Added Tiered Energy Collectors\n- Added Tiered Energy Relays\n- Added Tiered Energy Containers\n- Changed the defaults to lower numbers for a couple of config options (biome spawn weights, entity spawn weights)\n- Min and max and default values for numerical config options are now provided in the comments (in favor of those not using the config GUI)\n- Updated nearly all of the pictures in the Necronomicon\n- The Abyssalnite Golem and Dreaded Abyssalnite Golem have new skins\n- Spiced up Hardcore Mode a bit\n- Anti-Ghouls now swing their arms when attacking\n- The Ritual of Fertility no longer has a chance of spawning Lesser Shoggoths\n- Remove the \"Shoggoth infestation\" Achievement, since that event no longer triggers\n- The Transmutation Gem now consumes durability when used for crafting, instead of being consumed directly\n- The \"AbyssalCraft Items\" Creative Tab now has each Necronomicon filled with PE alongside the normal empty one\n- The Staff of Rending and Staff of The Gatekeeper now raytrace properly\n- The Staff of Rending can now be upgraded to increase the amount of energy collected\n- A lot of items now have new textures (courtesy of Tiktalik)\n- The JEI integration now displays information regarding things created with the Staff of Rending\n- Darkened the sky color in the Abyssal Wasteland\n- Statues refuse to transport any PE if they're not under a clear sky\n- Statues now have a tolerance value, which increases the more you harvest PE from them, which eventually triggers a Disruption\n- Players no longer emit smoke inside the Dark Realm, only other entities\n- Sounds now play again in a few instances where they didn't\n- Fixed crashes regarding the Anti-Spider loot table", "1.9.3-pre-1": "- Removed the hurt sounds for the Pete Depths Ghoul variant\n- The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular\n- Added Evil Sheep\n- Added Demon Sheep\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds\n- Villages no longer generate in Darklands Highland and Mountain biomes\n- The large Obsidian pillars now generate in the Abyssal Wasteland again\n- Added Enchantment descriptions (can be seen using WAWLA, among others)\n- Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen\n- Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)\n- Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)\n- Added a Disruption that has a chance to completely drain nearby PE Collectors\n- Disruptions are now properly synced between client and server\n- Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation\n- The alternate Depths Ghoul variants no longer have different stats\n- The chance of a Depths Ghoul spawning as one of the variants is now 20%\n- Fixed a typo in the Lesser Shoggoth loot tables\n- Added subtitles to all sounds added by the mod\n- All Crystal Clusters should now have correct names\n- Now runs on Forge 12.18.1.2073", "1.9.2.9": "- Added chiseled variants to the Brick types that didn't previously have one\n- Made more crafting recipes depend on the Ore Dictionary\n- Added a cracked variant to all the Brick types\n- Added configurable Item Blacklists for Entities that can pick up item\n- Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)\n- Remnants now have their own yes/no sounds when trading\n- A random chant will now play when performing a ritual\n- Remnant priests will randomly chant\n- Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)\n- The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords", "1.9.2.8": "- Statues now refuse to transfer PE if there's adjacent Statues on any side\n- Demon Animals now use the BiomeDictionary entry NETHER instead of the Nether Biome for Biomes to spawn in\n- All entities (except the bosses) now have their own loot tables\n- Now runs on Forge 12.18.1.2046\n- Split the Crystal Clusters into 2 blocks (solves the startup crashes with Forge 2044+)", "1.9.2.7": "- Fixed crashes with placing double slab blocks\n- Darklands Oaks and Dreadlands Trees will now burn\n- Spectral Dragons can no longer fly through portal blocks (they bounce off)\n- Spectral Dragons now fly a bit slower, and are more suspectible to damage", "1.9.2.6": "- Fixed crashes relating to statues transferring PE to Players\n- Fixed a slight derp in the Sacrificial Altar\n- Replaced a couple of textures\n- Added configuration category comments in the config file", "1.9.2.5": "- Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)\n- Added hooks for registering armor textures for Ghoul armor rendering\n- If any Ghoul entity holds an item, it now renders in it's hand\n- Omothol Ghouls now have a chance to pick up items\n- Armor and held items should now render on Abyssal Anti-Zombies\n- Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)\n- Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar\n- Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)\n- The Depths Ghoul heads are now back in the decorative block tab\n- The spawn weight for Demon Animals in the Nether is now configurable\n- Fixed crashes related to being teleported to the Dark Realm\n- Fixed a mathematical mishap in the Coralium Gem Cluster recipes\n- Added initial Capability support\n- You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh\n- Removed the Biome ID configuration category (hasn't been used since moving past 1.9)\n- Corrected a few cases where TileEntity NBT data wouldn't sync properly\n- You should now sink into Shoggoth Ooze, Shoggoth Biomass and Solid Lava again\n- Removed duplicate diamond entry in the Dreadlands Mineshaft loot table\n- Fixes crashes regarding Ethaxium Pillars\n- Statues should now transfer PE to nearby players again\n- Asorah's GUI health bar will now decrement when his health decreases\n- Now runs on Forge 12.18.0.2007\n- Updated to 1.10.2" }, "1.10": { "1.9.2.1": "- Ported to 1.10" }, "1.9.4": { "1.9.3.10-FINAL": "- Demon Animals now starts spreading fire if they get in contact with any source of fire\n- Something happens if you use Shears on Evil Animals\n- Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)\n- A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)\n- Applying the Coralium and Dread enchantments through rituals works now\n- Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands\n- Caves and ravines now generate in the Dark Realm\n- Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm\n- Shadow mobs (and Lesser Shadow Shoggoths) are all translucent\n- When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent\n- Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld\n- Added Crystal Fragments (even smaller pieces of Crystallized Elements)\n- Set proper map colors for the various blocks\n- Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)\n- Changed some internal code for the Essence of The Gatekeeper Item Entity (fixes crashes with Extra Utilities 2)\n- The Dreadlands Grass now has the correct bottom and particle texture\n- Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent\n- Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread\n- Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)\n- Made the color of the various Darkstone blocks a shade bluer\n- The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand\n- Removed the random blindness from the Darklands biomes\n- Lowered the height at which Items placed on Altars/Pedestals are rendered\n- Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)\n- Remnants no longer say 2 insults at once, and no longer tell you they're busy when you initialize a trade with one\n- Added an API hook to enable Gateway Keys to function in any dimension registered there\n- The Darklands Oak and Dreadlands Tree are less randomized, and taller in general\n- Increased the amount of Darklands Oaks that generate in Darklands Forests\n- Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures\n- The Ritual of Fertility now also targets Rabbits\n- Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths", "1.9.3.9-FINAL": "- The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates\n- Reduced the damage of the Dreadium Katana by 5\n- Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500\n- Sacrificial Altars no longer target Shadow mobs\n- Fixed incorrect corner stair rotation\n- Added more Darklands structures\n- Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)\n- The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)\n- Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)\n- Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)\n- Removed all instances of Refined Coralium from the Vanilla Loot Tables\n- The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)\n- It now rains in Darklands Plains and Darklands Mountains\n- Added Coralium Infested Squid\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water\n- The various dimensional essences now have new textures (which resemble their dimension slightly)\n- The Iron Wall Enchantment now works\n- Added a configurable blacklist for the Interdimensional Cage\n- Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone\n- Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13\n- Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire\n- Spectral Dragons now apply Coralium Plague instead of dealing physical damage\n- Updated a whole bunch of pictures in the Necronomicon\n- Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether\n- Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore\n- Rituals required to progress through the dimensions now appear first on their individual ritual section\n- The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)\n- Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode\n- The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled\n- Set a more proper attack damage to the various axes\n- The spawner blocks now properly initialize the entities they spawn before spawning them\n- Now runs on Forge 12.17.0.2051", "1.9.3.8-FINAL": "- The Achievements and Rituals with Water Bottles should display Water Bottles, and nothing else\n- Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)\n- The Forge Universal Bucket is actually registered for the fluids, instead of it not being that\n- Set the correct textures for the Ritual Altars/Pedestals that didn't have the correct texture\n- All of the Ritual Altars/Pedestals now drop the correct block\n- Expanded the amount of different types of objects you can input as offerings in a Ritual\n- Made the bounding boxes for Shoggoth Ooze, Shoggoth Biomass and Solid Lava the size of a full block\n- Fixed the placement of Torches and Buttons in Abyssal Strongholds\n- Fixed the placement of Torches in Dreadlands Mineshafts", "1.9.3.7-FINAL": "- Fixed crashes related to opening the Achievements page\n- Dreadlands Trees won't turn Dreadlands Dirt into regular Dirt if grown on it\n- Dreadlands Grass now reverts into Dreadlands Dirt when a block is placed on it, instead of regular Dirt", "1.9.3.6-FINAL": "- Added missing client-side check when fetching the Patreon data\n- Added Luminous Thistle\n- Added Wasteland's Thorn\n- Replaced the mushroom generation in the Abyssal Wastelands with the aforementioned plants", "1.9.3.5-FINAL": "- Asorah and Spectral Dragons are now immune to fire\n- Reduced the amount of smoke particles during a ritual\n- Ritual Altar creation now has more visual effects\n- Loading stages are no longer logged\n- A few Item textures have been updated\n- Patron Necronomicon info is now fetched from a remote file (has a local version if something goes wrong)\n- A Necronomicon Page object can now specify a URL that points to an image, which will then be displayed (if the image can be located)\n- Any JSON file added to the \"abyssalcraft\" folder in the config directory that's properly formatted will be injected into the \"Other Information\" section of the Necronomicon\n- The \"AbyssalCraft Tools\" Creative Tab now has a Interdimensional Cage filled with PE alongside the normal empty one\n- Fixed the Item name colors on the Gateway Keys\n- Replaced half of the Darklands structures\n- Added API hooks for generating Darklands structures\n- Added config option to force the dimension biomes to reset the mob spawning lists in order to stop mobs from other mods from populating the lists\n- Made the teal tint on the Depths Helmet overlay A LOT more transparent\n- Added Abyssal Sand\n- Added Fused Abyssal Sand\n- Added Abyssal Sand Glass\n- The terrain in the Abyssal Wasteland now has a top layer of Fused Abyssal Sand, with patches of Abyssal Stone\n- Added Dreadlands Dirt\n- Updated the textures on Dreadstone, Abyssalnite Stone and their brick counterparts\n- Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone\n- Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone Stairs, Slabs and Walls\n- Changed the ritual formation blocks to use the Cobblestone blocks instead of Bricks where applicable\n- Updated the information about statues to mention them needing an open sky to operate\n- Fixed the bug where the random blindness from Darklands biomes would stay when it's reached 0\n- Replaced the Darkstone Cobblestone in Abyssal Strongholds with Abyssal Cobblestone\n- Rituals can now be NBT sensitive (pedestal offerings must have identical NBT tags to the ones in the ritual recipe)\n- You can no longer process Liquid Antimatter or Liquid Coralium Buckets in Furnaces, Transmutators or Crystallizers\n- Removed the crafting recipe for a Liquid Antimatter Bucket\n- Changed some of the Potion Effects added by the various armor sets\n- Now runs on Java 8\n- Deprecated the Liquid Coralium and Liquid Antimatter Buckets, they're now handled by the Forge Universal Bucket\n- Fixed a bug with Potion brewing", "1.9.3.4": "- The staff of Rending upgrades are now set to require the correct Necronomicons\n- Added config option to disable armor smelting recipes\n- More entities now has a chance to spawn wearing random armor\n- Fixed crashes regarding the Halloween easter egg", "1.9.3.3": "- Fixed crashes on World load from particles", "1.9.3.2": "- The Abyssal Stone Bricks in the Abyssal Stronghold now occasionally generate as their cracked version\n- Updated the pictures in the Potential Energy section (took new ones on regular Grass, instead of Darklands Grass)\n- Fixed crashes (or just log errors) from Disruptions being triggered after failing to complete a ritual\n- Replaced the smoke from various PE blocks with a particle meant to represent PE\n- Energy Pedestals can now harvest PE from statues again\n- You can now use Energy Relays on Energy Pedestals and Sacrificial Altars", "1.9.3.1": "- Fixed crashes from completing Infusion Rituals", "1.9.3": "- You can now configure the chance of a Shoggoth Lair generating in the Overworld\n- The Fire Rain Disruption will now fire a random amount of fireballs (so possibly not 8 at once)\n- Sacthoth now turns day into night when he spawns through a ODB explosion\n- Added Energy Collector\n- Added Energy Relay\n- Energy Pedestals no longer passively generate PE\n- Disruptions triggered from Ritual Altars now only fire server-side (apparently forgot to make that adjustement there)\n- Collected PE now persist when you break a block that can hold it, and the tooltip displays how much is contained\n- You can now have NBT tags persist through Infusion Rituals\n- Gateway Keys will now display a line of text in their tooltip when you can't use them\n- The Dreaded Abyssalnite Chestplate and Plated Coralium Chestplate's aura is now replaced with the effect being applied to attackers on hit\n- Added Energy Container\n- The Ethaxium Boots now applies a Speed boost like the other boots\n- The upgraded Gateway Keys can now place the previous key's portal in it's dimension\n- Added Interdimensional Cage (item that can capture entities)\n- Updated the information in the Ritual Information section\n- Fixed a performance hit caused by viewing pages that had pictures on them (in specifc cases)\n- Fixed the derp where the \"next turn-up\" button disappeared in the Machines section\n- Added a config option to make Shoggoth Ooze turn into dirt after being exposed to light for a random period of time\n- Added Tiered Energy Collectors\n- Added Tiered Energy Relays\n- Added Tiered Energy Containers\n- Changed the defaults to lower numbers for a couple of config options (biome spawn weights, entity spawn weights)\n- Min and max and default values for numerical config options are now provided in the comments (in favor of those not using the config GUI)\n- Updated nearly all of the pictures in the Necronomicon\n- The Abyssalnite Golem and Dreaded Abyssalnite Golem have new skins\n- Spiced up Hardcore Mode a bit\n- Anti-Ghouls now swing their arms when attacking\n- The Ritual of Fertility no longer has a chance of spawning Lesser Shoggoths\n- Remove the \"Shoggoth infestation\" Achievement, since that event no longer triggers\n- The Transmutation Gem now consumes durability when used for crafting, instead of being consumed directly\n- The \"AbyssalCraft Items\" Creative Tab now has each Necronomicon filled with PE alongside the normal empty one\n- The Staff of Rending and Staff of The Gatekeeper now raytrace properly\n- The Staff of Rending can now be upgraded to increase the amount of energy collected\n- A lot of items now have new textures (courtesy of Tiktalik)\n- The JEI integration now displays information regarding things created with the Staff of Rending\n- Darkened the sky color in the Abyssal Wasteland\n- Statues refuse to transport any PE if they're not under a clear sky\n- Statues now have a tolerance value, which increases the more you harvest PE from them, which eventually triggers a Disruption\n- Players no longer emit smoke inside the Dark Realm, only other entities\n- Sounds now play again in a few instances where they didn't\n- Fixed crashes regarding the Anti-Spider loot table", "1.9.3-pre-1": "- Removed the hurt sounds for the Pete Depths Ghoul variant\n- The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular\n- Added Evil Sheep\n- Added Demon Sheep\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds\n- Villages no longer generate in Darklands Highland and Mountain biomes\n- The large Obsidian pillars now generate in the Abyssal Wasteland again\n- Added Enchantment descriptions (can be seen using WAWLA, among others)\n- Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen\n- Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)\n- Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)\n- Added a Disruption that has a chance to completely drain nearby PE Collectors\n- Disruptions are now properly synced between client and server\n- Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation\n- The alternate Depths Ghoul variants no longer have different stats\n- The chance of a Depths Ghoul spawning as one of the variants is now 20%\n- Fixed a typo in the Lesser Shoggoth loot tables\n- Added subtitles to all sounds added by the mod", "1.9.2.9": "- Added chiseled variants to the Brick types that didn't previously have one\n- Made more crafting recipes depend on the Ore Dictionary\n- Added a cracked variant to all the Brick types\n- Added configurable Item Blacklists for Entities that can pick up item\n- Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)\n- Remnants now have their own yes/no sounds when trading\n- A random chant will now play when performing a ritual\n- Remnant priests will randomly chant\n- Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)\n- The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords\n- Statues now transfer PE to players again", "1.9.2.8": "- Statues now refuse to transfer PE if there's adjacent Statues on any side\n- Demon Animals now use the BiomeDictionary entry NETHER instead of the Nether Biome for Biomes to spawn in\n- All entities (except the bosses) now have their own loot tables", "1.9.2.7": "- Really fixed that slight derp in the Sacrificial Altar (was fixed in the tiered one, but not the normal)\n- Fixed crashes with placing double slab blocks\n- Darklands Oaks and Dreadlands Trees will now burn\n- Spectral Dragons can no longer fly through portal blocks (they bounce off)\n- Spectral Dragons now fly a bit slower, and are more suspectible to damage", "1.9.2.6": "- Fixed crashes relating to statues transferring PE to Players\n- Fixed a slight derp in the Sacrificial Altar\n- Replaced a couple of textures\n- Added configuration category comments in the config file", "1.9.2.5": "- Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)\n- You should no longer hear random Ghast sounds around Anti-Bats\n- Added hooks for registering armor textures for Ghoul armor rendering\n- If any Ghoul entity holds an item, it now renders in it's hand\n- Omothol Ghouls now have a chance to pick up items\n- Armor and held items should now render on Abyssal Anti-Zombies\n- Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)\n- Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar\n- Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)\n- The Depths Ghoul heads are now back in the decorative block tab\n- The spawn weight for Demon Animals in the Nether is now configurable\n- Fixed crashes related to being teleported to the Dark Realm\n- Fixed a mathematical mishap in the Coralium Gem Cluster recipes\n- Added initial Capability support\n- You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh\n- Removed the Biome ID configuration category (hasn't been used since moving past 1.9)\n- Corrected a few cases where TileEntity NBT data wouldn't sync properly\n- You should now sink into Shoggoth Ooze, Shoggoth Biomass and Solid Lava again\n- Removed duplicate diamond entry in the Dreadlands Mineshaft loot table\n- Fixes crashes regarding Ethaxium Pillars\n- Statues should now transfer PE to nearby players again\n- Asorah's GUI health bar will now decrement when his health decreases\n- Now runs on Forge 12.17.0.1976", "1.9.2.1": "- Fixed the missing texture for the Staff of The Gatekeeper\n- The sacrificial mechanic should work now (some old code still present broke it)", "1.9.2": "- Fixed a couple of achievement icons looking weird\n- If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence\n- Adjusted the colors of the Abyssalnite and Dreadium crystals\n- Fixed custom particle color\n- Tweaked the FOV modification for the Coralium Longbow (should fix a crash with Blood Magic)\n- Added Spanish translation (thanks Moichrocks)\n- Added decorative versions of the statues (they're just blocks, no disruptions or anything)\n- The message that should appear in chat when the \"Ritual of reversed time\" is performed will now display\n- The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)\n- Boss messages shouldn't display twice while in multiplayer\n- The Staff of The Gatekeeper, Dreadium Katana and Cudgel have their 3D models back!\n- Added Crystal Clusters (storage blocks for Crystals)\n- Things added to the crystal list are now properly regarded as crystals\n- Slightly re-balanced fuel values for Crystal-based fuels\n- Added a event that fires before Disruptions are triggered (can be cancelled)\n- Added a event that fires before a Lesser Shoggoth places down a Ooze block (allowing you to replace the Ooze block, or cancel the event)\n- Reduced the follow range on a couple of mobs\n- Ethaxium/Dark Ethaxium Pillars can now be rotated when placed (like Quartz Pillars)\n- Failing to complete a ritual now triggers a Disruption\n- It should be impossible to enchant the Dreadium Katana, Cudgel and Sacthoth's Soul Reaper Blade now (not even possible by anvil now)\n- Added Enchantment Rituals (allows you to enchant an item through a ritual)\n- The leaves on AbyssalCraft trees should now decay when there isn't any nearby log\n- The Altar of Cha'garoth is now created through rituals (instead of crafting)\n- The Coralium and Dread enchantments are now applied through rituals\n- Improved the custom explosion code a bit\n- You can now brew AbyssalCraft potions again\n- All things regarding Shoggoth food has now been moved over to EntityUtil\n- Implemented the sacrifice mechanic for rituals (some rituals will require you to present a living entity as an additional offering)\n- AbyssalCraft loot has been added to the vanilla loot tables\n- The spawn weight of End Abyssal Zombies is now configurable (replaces the previous config option to stop them from spawning)\n- Renamed the config option \"Evil Animal spawn rate\" to \"Evil Animal spawn weight\"\n- The fire rain disruption has been reduced to 8 fireballs (previously 20)\n- Some rituals now require a sacrifice (and the statue rituals can be performed anywhere)\n- Portal teleportation in survival mode should work normally again\n- You can now configure the portal cooldown (time it takes before you can use a portal again)\n- Now runs on Forge 12.17.0.1962", "1.9.1.6": "- Ported to Minecraft 1.9.4\n- All armor sets currently uses the Diamond Armor Material (due to a small bug in Forge)" }, "1.9": { "1.9.3.10-FINAL": "- Demon Animals now starts spreading fire if they get in contact with any source of fire\n- Something happens if you use Shears on Evil Animals\n- Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)\n- A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)\n- Applying the Coralium and Dread enchantments through rituals works now\n- Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands\n- Caves and ravines now generate in the Dark Realm\n- Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm\n- Shadow mobs (and Lesser Shadow Shoggoths) are all translucent\n- When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent\n- Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld\n- Added Crystal Fragments (even smaller pieces of Crystallized Elements)\n- Set proper map colors for the various blocks\n- Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)\n- Changed some internal code for the Essence of The Gatekeeper Item Entity (fixes crashes with Extra Utilities 2)\n- The Dreadlands Grass now has the correct bottom and particle texture\n- Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent\n- Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread\n- Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)\n- Made the color of the various Darkstone blocks a shade bluer\n- The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand\n- Removed the random blindness from the Darklands biomes\n- Lowered the height at which Items placed on Altars/Pedestals are rendered\n- Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)\n- Remnants no longer say 2 insults at once, and no longer tell you they're busy when you initialize a trade with one\n- Added an API hook to enable Gateway Keys to function in any dimension registered there\n- The Darklands Oak and Dreadlands Tree are less randomized, and taller in general\n- Increased the amount of Darklands Oaks that generate in Darklands Forests\n- Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures\n- The Ritual of Fertility now also targets Rabbits\n- Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths", "1.9.3.9-FINAL": "- The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates\n- Reduced the damage of the Dreadium Katana by 5\n- Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500\n- Sacrificial Altars no longer target Shadow mobs\n- Fixed incorrect corner stair rotation\n- Added more Darklands structures\n- Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)\n- The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)\n- Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)\n- Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)\n- Removed all instances of Refined Coralium from the Vanilla Loot Tables\n- The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)\n- It now rains in Darklands Plains and Darklands Mountains\n- Added Coralium Infested Squid\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water\n- The various dimensional essences now have new textures (which resemble their dimension slightly)\n- The Iron Wall Enchantment now works\n- Added a configurable blacklist for the Interdimensional Cage\n- Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone\n- Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13\n- Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire\n- Spectral Dragons now apply Coralium Plague instead of dealing physical damage\n- Updated a whole bunch of pictures in the Necronomicon\n- Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether\n- Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore\n- Rituals required to progress through the dimensions now appear first on their individual ritual section\n- The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)\n- Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode\n- The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled\n- Set a more proper attack damage to the various axes\n- The spawner blocks now properly initialize the entities they spawn before spawning them", "1.9.3.8-FINAL": "- The Achievements and Rituals with Water Bottles should display Water Bottles, and nothing else\n- Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)\n- All of the Ritual Altars/Pedestals now drop the correct block\n- Expanded the amount of different types of objects you can input as offerings in a Ritual\n- Fixed the placement of Torches and Buttons in Abyssal Strongholds\n- Fixed the placement of Torches in Dreadlands Mineshafts", "1.9.3.7-FINAL": "- Fixed crashes related to opening the Achievements page\n- Dreadlands Trees won't turn Dreadlands Dirt into regular Dirt if grown on it", "1.9.3.6-FINAL": "- Added missing client-side check when fetching the Patreon data\n- Added Luminous Thistle\n- Added Wasteland's Thorn\n- Replaced the mushroom generation in the Abyssal Wastelands with the aforementioned plants", "1.9.3.5-FINAL": "- Asorah and Spectral Dragons are now immune to fire\n- Reduced the amount of smoke particles during a ritual\n- Ritual Altar creation now has more visual effects\n- Loading stages are no longer logged\n- A few Item textures have been updated\n- Patron Necronomicon info is now fetched from a remote file (has a local version if something goes wrong)\n- A Necronomicon Page object can now specify a URL that points to an image, which will then be displayed (if the image can be located)\n- Any JSON file added to the \"abyssalcraft\" folder in the config directory that's properly formatted will be injected into the \"Other Information\" section of the Necronomicon\n- The \"AbyssalCraft Tools\" Creative Tab now has a Interdimensional Cage filled with PE alongside the normal empty one\n- Fixed the Item name colors on the Gateway Keys\n- Replaced half of the Darklands structures\n- Added API hooks for generating Darklands structures\n- Added config option to force the dimension biomes to reset the mob spawning lists in order to stop mobs from other mods from populating the lists\n- Made the teal tint on the Depths Helmet overlay A LOT more transparent\n- Added Abyssal Sand\n- Added Fused Abyssal Sand\n- Added Abyssal Sand Glass\n- The terrain in the Abyssal Wasteland now has a top layer of Fused Abyssal Sand, with patches of Abyssal Stone\n- Added Dreadlands Dirt\n- Updated the textures on Dreadstone, Abyssalnite Stone and their brick counterparts\n- Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone\n- Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone Stairs, Slabs and Walls\n- Changed the ritual formation blocks to use the Cobblestone blocks instead of Bricks where applicable\n- Updated the information about statues to mention them needing an open sky to operate\n- Fixed the bug where the random blindness from Darklands biomes would stay when it's reached 0\n- Replaced the Darkstone Cobblestone in Abyssal Strongholds with Abyssal Cobblestone\n- Rituals can now be NBT sensitive (pedestal offerings must have identical NBT tags to the ones in the ritual recipe)\n- You can no longer process Liquid Antimatter or Liquid Coralium Buckets in Furnaces, Transmutators or Crystallizers\n- Removed the crafting recipe for a Liquid Antimatter Bucket\n- Changed some of the Potion Effects added by the various armor sets\n- Now runs on Java 8\n- Wooden Pressure Plates in Darklands villages is now replaced with Darklands Oak Pressure Plates\n- Deprecated the Liquid Coralium and Liquid Antimatter Buckets, they're now handled by the Forge Universal Bucket\n- Fixed a bug with Potion brewing", "1.9.3.4": "- The staff of Rending upgrades are now set to require the correct Necronomicons\n- Added config option to disable armor smelting recipes\n- More entities now has a chance to spawn wearing random armor\n- Fixed crashes regarding the Halloween easter egg", "1.9.3.3": "- Fixed crashes on World load from particles", "1.9.3.2": "- The Abyssal Stone Bricks in the Abyssal Stronghold now occasionally generate as their cracked version\n- Updated the pictures in the Potential Energy section (took new ones on regular Grass, instead of Darklands Grass)\n- Fixed crashes (or just log errors) from Disruptions being triggered after failing to complete a ritual\n- Replaced the smoke from various PE blocks with a particle meant to represent PE\n- Energy Pedestals can now harvest PE from statues again\n- You can now use Energy Relays on Energy Pedestals and Sacrificial Altars", "1.9.3.1": "- Fixed crashes from completing Infusion Rituals", "1.9.3": "- You can now configure the chance of a Shoggoth Lair generating in the Overworld\n- The Fire Rain Disruption will now fire a random amount of fireballs (so possibly not 8 at once)\n- Sacthoth now turns day into night when he spawns through a ODB explosion\n- Added Energy Collector\n- Added Energy Relay\n- Energy Pedestals no longer passively generate PE\n- Disruptions triggered from Ritual Altars now only fire server-side (apparently forgot to make that adjustement there)\n- Collected PE now persist when you break a block that can hold it, and the tooltip displays how much is contained\n- You can now have NBT tags persist through Infusion Rituals\n- Gateway Keys will now display a line of text in their tooltip when you can't use them\n- The Dreaded Abyssalnite Chestplate and Plated Coralium Chestplate's aura is now replaced with the effect being applied to attackers on hit\n- Added Energy Container\n- The Ethaxium Boots now applies a Speed boost like the other boots\n- The upgraded Gateway Keys can now place the previous key's portal in it's dimension\n- Added Interdimensional Cage (item that can capture entities)\n- Updated the information in the Ritual Information section\n- Fixed a performance hit caused by viewing pages that had pictures on them (in specifc cases)\n- Fixed the derp where the \"next turn-up\" button disappeared in the Machines section\n- Added a config option to make Shoggoth Ooze turn into dirt after being exposed to light for a random period of time\n- Added Tiered Energy Collectors\n- Added Tiered Energy Relays\n- Added Tiered Energy Containers\n- Changed the defaults to lower numbers for a couple of config options (biome spawn weights, entity spawn weights)\n- Min and max and default values for numerical config options are now provided in the comments (in favor of those not using the config GUI)\n- Updated nearly all of the pictures in the Necronomicon\n- The Abyssalnite Golem and Dreaded Abyssalnite Golem have new skins\n- Spiced up Hardcore Mode a bit\n- Anti-Ghouls now swing their arms when attacking\n- The Ritual of Fertility no longer has a chance of spawning Lesser Shoggoths\n- Remove the \"Shoggoth infestation\" Achievement, since that event no longer triggers\n- The Transmutation Gem now consumes durability when used for crafting, instead of being consumed directly\n- The \"AbyssalCraft Items\" Creative Tab now has each Necronomicon filled with PE alongside the normal empty one\n- The Staff of Rending and Staff of The Gatekeeper now raytrace properly\n- The Staff of Rending can now be upgraded to increase the amount of energy collected\n- A lot of items now have new textures (courtesy of Tiktalik)\n- The JEI integration now displays information regarding things created with the Staff of Rending\n- Darkened the sky color in the Abyssal Wasteland\n- Statues refuse to transport any PE if they're not under a clear sky\n- Statues now have a tolerance value, which increases the more you harvest PE from them, which eventually triggers a Disruption\n- Players no longer emit smoke inside the Dark Realm, only other entities\n- Sounds now play again in a few instances where they didn't\n- Fixed crashes regarding the Anti-Spider loot table", "1.9.3-pre-1": "- Removed the hurt sounds for the Pete Depths Ghoul variant\n- The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular\n- Added Evil Sheep\n- Added Demon Sheep\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds\n- Villages no longer generate in Darklands Highland and Mountain biomes\n- The large Obsidian pillars now generate in the Abyssal Wasteland again\n- Added Enchantment descriptions (can be seen using WAWLA, among others)\n- Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen\n- Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)\n- Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)\n- Added a Disruption that has a chance to completely drain nearby PE Collectors\n- Disruptions are now properly synced between client and server\n- Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation\n- The alternate Depths Ghoul variants no longer have different stats\n- The chance of a Depths Ghoul spawning as one of the variants is now 20%\n- Fixed a typo in the Lesser Shoggoth loot tables\n- Added subtitles to all sounds added by the mod", "1.9.2.9": "- Added chiseled variants to the Brick types that didn't previously have one\n- Made more crafting recipes depend on the Ore Dictionary\n- Added a cracked variant to all the Brick types\n- Added configurable Item Blacklists for Entities that can pick up item\n- Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)\n- Remnants now have their own yes/no sounds when trading\n- A random chant will now play when performing a ritual\n- Remnant priests will randomly chant\n- Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)\n- The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords", "1.9.2.8": "- Statues now refuse to transfer PE if there's adjacent Statues on any side\n- Demon Animals now use the BiomeDictionary entry NETHER instead of the Nether Biome for Biomes to spawn in\n- All entities (except the bosses) now have their own loot tables", "1.9.2.7": "- Fixed crashes with placing double slab blocks\n- Darklands Oaks and Dreadlands Trees will now burn\n- Spectral Dragons can no longer fly through portal blocks (they bounce off)\n- Spectral Dragons now fly a bit slower, and are more suspectible to damage", "1.9.2.6": "- Fixed crashes relating to statues transferring PE to Players\n- Fixed a slight derp in the Sacrificial Altar\n- Replaced a couple of textures\n- Added configuration category comments in the config file", "1.9.2.5": "- Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)\n- You should no longer hear random Ghast sounds around Anti-Bats\n- Added hooks for registering armor textures for Ghoul armor rendering\n- If any Ghoul entity holds an item, it now renders in it's hand\n- Omothol Ghouls now have a chance to pick up items\n- Armor and held items should now render on Abyssal Anti-Zombies\n- Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)\n- Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar\n- Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)\n- The Depths Ghoul heads are now back in the decorative block tab\n- The spawn weight for Demon Animals in the Nether is now configurable\n- Fixed crashes related to being teleported to the Dark Realm\n- Fixed a mathematical mishap in the Coralium Gem Cluster recipes\n- Added initial Capability support\n- You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh\n- Removed the Biome ID configuration category (hasn't been used since moving past 1.9)\n- Corrected a few cases where TileEntity NBT data wouldn't sync properly\n- Removed duplicate diamond entry in the Dreadlands Mineshaft loot table\n- Fixes crashes regarding Ethaxium Pillars\n- Statues should now transfer PE to nearby players again\n- Asorah's GUI health bar will now decrement when his health decreases", "1.9.2.1": "- Fixed the missing texture for the Staff of The Gatekeeper\n- The sacrificial mechanic should work now (some old code still present broke it)", "1.9.2": "- Fixed a couple of achievement icons looking weird\n- If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence\n- Adjusted the colors of the Abyssalnite and Dreadium crystals\n- Fixed custom particle color\n- Added Spanish translation (thanks Moichrocks)\n- Tweaked the FOV modification for the Coralium Longbow (should fix a crash with Blood Magic)\n- Added decorative versions of the statues (they're just blocks, no disruptions or anything)\n- The message that should appear in chat when the \"Ritual of reversed time\" is performed will now display\n- The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)\n- Boss messages shouldn't display twice while in multiplayer\n- The Staff of The Gatekeeper, Dreadium Katana and Cudgel have their 3D models back!\n- Added Crystal Clusters (storage blocks for Crystals)\n- Things added to the crystal list are now properly regarded as crystals\n- Slightly re-balanced fuel values for Crystal-based fuels\n- Added a event that fires before Disruptions are triggered (can be cancelled)\n- Added a event that fires before a Lesser Shoggoth places down a Ooze block (allowing you to replace the Ooze block, or cancel the event)\n- Reduced the follow range on a couple of mobs\n- Ethaxium/Dark Ethaxium Pillars can now be rotated when placed (like Quartz Pillars)\n- Failing to complete a ritual now triggers a Disruption\n- It should be impossible to enchant the Dreadium Katana, Cudgel and Sacthoth's Soul Reaper Blade now (not even possible by anvil now)\n- Added Enchantment Rituals (allows you to enchant an item through a ritual)\n- The leaves on AbyssalCraft trees should now decay when there isn't any nearby log\n- The Altar of Cha'garoth is now created through rituals (instead of crafting)\n- The Coralium and Dread enchantments are now applied through rituals\n- Improved the custom explosion code a bit\n- You can now brew AbyssalCraft potions again\n- All things regarding Shoggoth food has now been moved over to EntityUtil\n- Implemented the sacrifice mechanic for rituals (some rituals will require you to present a living entity as an additional offering)\n- AbyssalCraft loot has been added to the vanilla loot tables\n- The spawn weight of End Abyssal Zombies is now configurable (replaces the previous config option to stop them from spawning)\n- Renamed the config option \"Evil Animal spawn rate\" to \"Evil Animal spawn weight\"\n- The fire rain disruption has been reduced to 8 fireballs (previously 20)\n- Some rituals now require a sacrifice (and the statue rituals can be performed anywhere)\n- Portal teleportation in survival mode should work normally again\n- You can now configure the portal cooldown (time it takes before you can use a portal again)\n- Now runs on Forge 12.16.1.1938", "1.9.1.6": "- Shoggoth Ooze should no longer spread onto Monolith Stone\n- Changed the picture for the Shoggoth Infestation page\n- Fixed a duplication bug with Ritual Altars and the like\n- When naturally grown into trees, Darklands Oaks and Dreadlands Trees should not turn into regular Oaks", "1.9.1.5": "- Actually fix the client-side crashes exposed in the previous versions\n- Now runs on Forge 12.16.1.1887\n- Recipe categories in the JEI integration now shows what's used for what recipe (like how the Furnace is shown for smelting)\n- Altar/Pedestal interaction now sync between players again\n- There is no longer a limit on how many rituals can be displayed per section\n- You can now add infinite pages to a Necronomicon Category\n- The Darklands Oak and Dreadlands Tree now have a new design\n- Darklands Grass can now sustain Flowers, Tall Grass and Mushrooms again\n- Rebranded all API packages (now named \"AbyssalCraftAPI\" instead of \"AbyssalCraftAPI|Core\" for instance)\n- Replaced the Necronomicon \"missing texture\" with one that has a more fitting color scheme\n- If the Necronomicon GUI is unable to load an image, it will substitute to it's own \"missing texture\" (instead of the vanilla one)", "1.9.1.4": "- Fixed crash at server startup", "1.9.1.3": "- Leaf blocks now look correct when using fast graphics (thanks to vadis365)\n- Fixed random crashes occurring when hitting entities from certain angles\n- Added information regarding Shoggoth infestations to the Potential Energy section of Ritual Information", "1.9.1.2": "- Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts\n- The \"AbyssalCraft Items\" Creative Tab now has a Necronomicon as tab icon\n- Implemented loot tables (Abyssal Strongholds and Dreadlands Mineshafts have their own loot)\n- The Antimatter Potion Effect should no longer continue to spawn Anti-Players while the death screen is displaying\n- The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)\n- Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire\n- Displacement disruptions now properly move players around (along with other entities)", "1.9.1.1": "- Recipes involving wooden planks should work with all types of planks now", "1.9.1": "- Depths Ghouls now have their own hurt sound\n- Lesser Shoggoths now have their own living/hurt/death sounds\n- The ritual for respawning J'zahar will appear before the various Charms in the Omothol ritual section\n- Increased the PE requirement for a few rituals\n- Now runs on Forge 12.16.0.1851\n- Biome ID config options have been removed (as they are assigned automatically)\n- Nerfed the various tool materials a bit (reduced efficiency and durability)\n- A lot of API related things have been refactored\n- Right-clicking with a bucket should no longer crash the game\n- Inventory syncing for when the Staff of Rending gives you a essence/shadow gem should be a lot better now", "1.9.1-pre-2": "- Now runs on Forge 12.16.0.1811\n- InventoryTweaks integration is back (you can sort crystal bag content again)\n- The Dreadium Samurai armor now animates correctly again (but the swing animation still de-syncs a bit)\n- Oblivion Deathbombs and ODB Cores now animate like TNT when primed\n- The death animation time for J'zahar has been increased to 40 seconds (so you can keep up with his speech)\n- The dialogues shown upon Asorah's and Cha'garoth's deaths now display each sentence with a 3 second pause between them\n- Added information about Enchantments to the Misc Information section\n- Added a ritual that allows you to respawn J'zahar (can only be performed at his temple)\n- Fixed a lot of issues related to tracking entities within close proximity of a block", "1.9.1-pre-1": "- Demon Animals now have a 50% chance of not burning when spawning in the Nether\n- Added a mimic fire (exstinguishes after 6 seconds, can't be sustained by netherrack)\n- Integrations no longer need to be registered (added a plugin annotation that allows for 100% soft dependencies)\n- Fixed animations for the Dreadium Samurai Armor (arms should move correctly, and armor renders correctly on Armor Stands)\n- Improved the buttons in the Necronomicon GUI (they don't overlay anymore, and a transparent gradient displays on a button when hovered over)\n- Fixed potential crashes related to CraftingStacks where the recipe uses the OreDictionary\n- Automatically fetched crafting recipes will now also fetch the output quantity from the recipe\n- Sacthoth no longer spawns in the Dark Realm\n- Added a Misc Information section to the Necronomicon (displays things not mentioned anywhere else, among them crafting recipes)\n- The range from J'zahar in which you need to be in order for him to drop his essence has been increased to 32 blocks (previously 10)\n- Ported to Minecraft 1.9 (there may be bugs left from the port)\n- All boss health bars now uses the new system (and they also change color depending on how much health the boss has)" }, "1.8.9": { "1.9.3.10-FINAL": "- Demon Animals now starts spreading fire if they get in contact with any source of fire\n- Something happens if you use Shears on Evil Animals\n- Improved the rendering of the Visage of The Depths overlay (should fix any rendering issues regarding it)\n- A fully usable ritual formation no longer generates along with the Temple of J'zahar (you have to do the Necronomcion part)\n- Applying the Coralium and Dread enchantments through rituals works now\n- Improved cave and ravine generation in the Abyssal Wasteland and the Dreadlands\n- Caves and ravines now generate in the Dark Realm\n- Reduced the amount of smoke Shadow mobs emit while inside the Dark Realm\n- Shadow mobs (and Lesser Shadow Shoggoths) are all translucent\n- When a Lesser Shoggoth spawns a child, the child will be of the same type as the parent\n- Added a config option for setting whether or not Lesser Shoggoths should have a chance of spawning in the Overworld\n- Added Crystal Fragments (even smaller pieces of Crystallized Elements)\n- Set proper map colors for the various blocks\n- Shadow mobs now have a chance of spawning in all Darklands biomes (but they're still more common in the mountains)\n- Mob spawning in the Dreadlands should be more frequent, while mob spawning in the Abyssal Wasteland should be a bit less frequent\n- Lesser Shoggoths no longer spread a layer of ooze below the layer they've already spread\n- Changed the color palette for the Darklands biomes (now uses a indigo-esque color instead of the previous purple)\n- Made the color of the various Darkstone blocks a shade bluer\n- The foliage color in the Abyssal Wasteland now matches the color of the Fused Abyssal Sand\n- Removed the random blindness from the Darklands biomes\n- Lowered the height at which Items placed on Altars/Pedestals are rendered\n- Updated a bunch of pictures in the Necronomicon (anything involving either Darkstone or the Darklands)\n- Added an API hook to enable Gateway Keys to function in any dimension registered there\n- The Darklands Oak and Dreadlands Tree are less randomized, and taller in general\n- Increased the amount of Darklands Oaks that generate in Darklands Forests\n- Replaced the Darklands Oak Log texture with a different animation and darkened both the Log and Plank textures\n- The Ritual of Fertility now also targets Rabbits\n- Added a config option to change the opacity of the overlay displayed when wearing the Visage of The Depths", "1.9.3.9-FINAL": "- The terrain in the Dark Realm now has holes resembling the various islands in Omothol generating at the same coordinates\n- Reduced the damage of the Dreadium Katana by 5\n- Halved the durability of the Dreadium Katana and reduced the durability of the Cudgel by 500\n- Sacrificial Altars no longer target Shadow mobs\n- Added more Darklands structures\n- Tiered Sacrificial Altars now share the same cooldown as the regular one (instead of scaling it up unreasonably)\n- The information about Sacrificial Altars now mention the PE collection limit (a fifth of the max capacity)\n- Replaced the Obsidian pillars in the Abyssal Wasteland with giant chains of various lengths (extending downwards from the top)\n- Added additional conditions for Shoggoth Lairs to generate (prevents the derps where they generate almost entirely above ground)\n- Removed all instances of Refined Coralium from the Vanilla Loot Tables\n- The mob spawn list purging is now run in load complete (stops any mob spawn adding done in post-init)\n- It now rains in Darklands Plains and Darklands Mountains\n- Added Coralium Infested Squid\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth can now breathe under water\n- The various dimensional essences now have new textures (which resemble their dimension slightly)\n- The Iron Wall Enchantment now works\n- Added a configurable blacklist for the Interdimensional Cage\n- Liquid Coralium now transmutes Cobblestone blocks into Abyssal Cobblestone, instead of Abyssal Stone\n- Abyssal Sand now randomly turns into Fused Abyssal Sand when exposed to light levels higher than 13\n- Shoggoth Ooze now turns into more dimension-specific blocks instead of Dirt if it's set to expire\n- Spectral Dragons now apply Coralium Plague instead of dealing physical damage\n- Updated a whole bunch of pictures in the Necronomicon\n- Ritual offerings that have Container Items (Buckets, among others) will now return the Container Item instead of consuming the Item altogether\n- Increased the spawn rate and vein size of Abyssal Coralium Ore, while reducing the spawn rate and vein size of Abyssal Diamond Ore\n- Rituals required to progress through the dimensions now appear first on their individual ritual section\n- The metadata wildcard now works correctly for ritual offerings (allowing you to use the same Transmutation Gem in multiple rituals, among things)\n- Added a config option to amplify the armor-piercing damage dealt by mobs in Hardcore Mode\n- The Coralium Plague and Dread Plague damage becomes armor-piercing when Hardcore Mode is enabled\n- The spawner blocks now properly initialize the entities they spawn before spawning them", "1.9.3.8-FINAL": "- Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)\n- All of the Ritual Altars/Pedestals now drop the correct block\n- Expanded the amount of different types of objects you can input as offerings in a Ritual", "1.9.3.7-FINAL": "- Fixed crashes related to opening the Achievements page\n- Dreadlands Trees won't turn Dreadlands Dirt into regular Dirt if grown on it", "1.9.3.6-FINAL": "- Added missing client-side check when fetching the Patreon data\n- Added Luminous Thistle\n- Added Wasteland's Thorn\n- Replaced the mushroom generation in the Abyssal Wastelands with the aforementioned plants", "1.9.3.5-FINAL": "- Asorah and Spectral Dragons are now immune to fire\n- Reduced the amount of smoke particles during a ritual\n- Ritual Altar creation now has more visual effects\n- Loading stages are no longer logged\n- A few Item textures have been updated\n- Patron Necronomicon info is now fetched from a remote file (has a local version if something goes wrong)\n- A Necronomicon Page object can now specify a URL that points to an image, which will then be displayed (if the image can be located)\n- Any JSON file added to the \"abyssalcraft\" folder in the config directory that's properly formatted will be injected into the \"Other Information\" section of the Necronomicon\n- The \"AbyssalCraft Tools\" Creative Tab now has a Interdimensional Cage filled with PE alongside the normal empty one\n- Fixed the Item name colors on the Gateway Keys\n- Replaced half of the Darklands structures\n- Added API hooks for generating Darklands structures\n- Added config option to force the dimension biomes to reset the mob spawning lists in order to stop mobs from other mods from populating the lists\n- Made the teal tint on the Depths Helmet overlay A LOT more transparent\n- Added Abyssal Sand\n- Added Fused Abyssal Sand\n- Added Abyssal Sand Glass\n- The terrain in the Abyssal Wasteland now has a top layer of Fused Abyssal Sand, with patches of Abyssal Stone\n- Added Dreadlands Dirt\n- Updated the textures on Dreadstone, Abyssalnite Stone and their brick counterparts\n- Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone\n- Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone Stairs, Slabs and Walls\n- Changed the ritual formation blocks to use the Cobblestone blocks instead of Bricks where applicable\n- Updated the information about statues to mention them needing an open sky to operate\n- Fixed the bug where the random blindness from Darklands biomes would stay when it's reached 0\n- Replaced the Darkstone Cobblestone in Abyssal Strongholds with Abyssal Cobblestone\n- Rituals can now be NBT sensitive (pedestal offerings must have identical NBT tags to the ones in the ritual recipe)\n- You can no longer process Liquid Antimatter or Liquid Coralium Buckets in Furnaces, Transmutators or Crystallizers\n- Removed the crafting recipe for a Liquid Antimatter Bucket\n- Changed some of the Potion Effects added by the various armor sets\n- Now runs on Java 8", "1.9.3.4": "- The staff of Rending upgrades are now set to require the correct Necronomicons\n- Added config option to disable armor smelting recipes\n- More entities now has a chance to spawn wearing random armor", "1.9.3.3": "- Fixed crashes on World load from particles", "1.9.3.2": "- The Abyssal Stone Bricks in the Abyssal Stronghold now occasionally generate as their cracked version\n- Updated the pictures in the Potential Energy section (took new ones on regular Grass, instead of Darklands Grass)\n- Fixed crashes (or just log errors) from Disruptions being triggered after failing to complete a ritual\n- Replaced the smoke from various PE blocks with a particle meant to represent PE", "1.9.3.1": "- Fixed crashes from completing Infusion Rituals", "1.9.3": "- You can now configure the chance of a Shoggoth Lair generating in the Overworld\n- The Fire Rain Disruption will now fire a random amount of fireballs (so possibly not 8 at once)\n- Sacthoth now turns day into night when he spawns through a ODB explosion\n- Added Energy Collector\n- Added Energy Relay\n- Energy Pedestals no longer passively generate PE\n- Disruptions triggered from Ritual Altars now only fire server-side (apparently forgot to make that adjustement there)\n- Collected PE now persist when you break a block that can hold it, and the tooltip displays how much is contained\n- You can now have NBT tags persist through Infusion Rituals\n- Gateway Keys will now display a line of text in their tooltip when you can't use them\n- The Dreaded Abyssalnite Chestplate and Plated Coralium Chestplate's aura is now replaced with the effect being applied to attackers on hit\n- Added Energy Container\n- The Ethaxium Boots now applies a Speed boost like the other boots\n- The upgraded Gateway Keys can now place the previous key's portal in it's dimension\n- Added Interdimensional Cage (item that can capture entities)\n- Updated the information in the Ritual Information section\n- Fixed a performance hit caused by viewing pages that had pictures on them (in specifc cases)\n- Fixed the derp where the \"next turn-up\" button disappeared in the Machines section\n- Added a config option to make Shoggoth Ooze turn into dirt after being exposed to light for a random period of time\n- Added Tiered Energy Collectors\n- Added Tiered Energy Relays\n- Added Tiered Energy Containers\n- Changed the defaults to lower numbers for a couple of config options (biome spawn weights, entity spawn weights)\n- Min and max and default values for numerical config options are now provided in the comments (in favor of those not using the config GUI)\n- The Demon Sheep's name is now localized\n- Updated nearly all of the pictures in the Necronomicon\n- The Abyssalnite Golem and Dreaded Abyssalnite Golem have new skins\n- Spiced up Hardcore Mode a bit\n- Depths Ghouls no longer spread the Dread Plague (that's apparently been a thing since 1.9.2)\n- Anti-Ghouls now swing their arms when attacking\n- The Ritual of Fertility no longer has a chance of spawning Lesser Shoggoths\n- Remove the \"Shoggoth infestation\" Achievement, since that event no longer triggers\n- The Transmutation Gem now consumes durability when used for crafting, instead of being consumed directly\n- The \"AbyssalCraft Items\" Creative Tab now has each Necronomicon filled with PE alongside the normal empty one\n- The Staff of Rending and Staff of The Gatekeeper now raytrace properly\n- The Staff of Rending can now be upgraded to increase the amount of energy collected\n- A lot of items now have new textures (courtesy of Tiktalik)\n- The JEI integration now displays information regarding things created with the Staff of Rending\n- Darkened the sky color in the Abyssal Wasteland\n- Statues refuse to transport any PE if they're not under a clear sky\n- Statues now have a tolerance value, which increases the more you harvest PE from them, which eventually triggers a Disruption\n- Players no longer emit smoke inside the Dark Realm, only other entities", "1.9.3-pre-1": "- Removed the hurt sounds for the Pete Depths Ghoul variant\n- The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular\n- Added Evil Sheep\n- Added Demon Sheep\n- Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds\n- Villages no longer generate in Darklands Highland and Mountain biomes\n- The large Obsidian pillars now generate in the Abyssal Wasteland again\n- Added Enchantment descriptions (can be seen using WAWLA, among others)\n- Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen\n- Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)\n- Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)\n- Added a Disruption that has a chance to completely drain nearby PE Collectors\n- Disruptions are now properly synced between client and server\n- Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation\n- The alternate Depths Ghoul variants no longer have different stats\n- The chance of a Depths Ghoul spawning as one of the variants is now 20%", "1.9.2.9": "- Added chiseled variants to the Brick types that didn't previously have one\n- Made more crafting recipes depend on the Ore Dictionary\n- Added a cracked variant to all the Brick types\n- Added configurable Item Blacklists for Entities that can pick up item\n- Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)\n- Remnants now have their own yes/no sounds when trading\n- A random chant will now play when performing a ritual\n- Remnant priests will randomly chant\n- Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)", "1.9.2.8": "- Statues now refuse to transfer PE if there's adjacent Statues on any side\n-Demon Animals now use the BiomeDictionary entry NETHER instead of the Nether Biome for Biomes to spawn in", "1.9.2.7": "- Fixed crashes with placing double slab blocks\n- Darklands Oaks and Dreadlands Trees will now burn\n- Spectral Dragons can no longer fly through portal blocks (they bounce off)\n- Spectral Dragons now fly a bit slower, and are more suspectible to damage", "1.9.2.6": "- Increased the amount of Abyssal Strongholds generating in the Abyssal Wasteland\n- Fixed a slight derp in the Sacrificial Altar\n- Replaced a couple of textures\n- Crates can now be opened again\n- Added configuration category comments in the config file", "1.9.2.5": "- Each boss' death ticks variable is now saved to NBT (fixes oddities in regards to world unloads during death animations)\n- Added hooks for registering armor textures for Ghoul armor rendering\n- If any Ghoul entity holds an item, it now renders in it's hand\n- Omothol Ghouls now have a chance to pick up items\n- Armor and held items should now render on Abyssal Anti-Zombies\n- Armor now renders on Ghoul entities (with a default texture if there isn't one assigned)\n- Armor Stands are no longer regarded as proper sacrifices for the Sacrificial Altar\n- Statues can now transfer PE to blocks in all directions (and any range boost increases the transfer range)\n- The Depths Ghoul heads are now back in the decorative block tab\n- The spawn weight for Demon Animals in the Nether is now configurable\n- Fixed crashes related to being teleported to the Dark Realm\n- Fixed a mathematical mishap in the Coralium Gem Cluster recipes\n- Added initial Capability support\n- You can now configure whether or not Abyssal Zombies should pick up Rotten Flesh\n- Fixed bug where the Coralium Longbow would turn into a missing texture block when pulling", "1.9.2.1": "- Fixed the missing texture for the Staff of The Gatekeeper", "1.9.2": "- The Staff of Rending should now sync better when reaching the max energy values\n- If you for some reason manage to exceed the max energy values, the Staff of Rending will reset the value and give you a essence\n- Adjusted the colors of the Abyssalnite and Dreadium crystals\n- Fixed custom particle color\n- Tweaked the FOV modification for the Coralium Longbow (should fix a crash with Blood Magic)\n- Added Spanish translation (thanks Moichrocks)\n- Added decorative versions of the statues (they're just blocks, no disruptions or anything)\n- The message that should appear in chat when the \"Ritual of reversed time\" is performed will now display\n- The death animation for J'zahar has been changed slightly (including a new sound effect, courtesy of Funwayguy)\n- Boss messages shouldn't display twice while in multiplayer\n- The Staff of The Gatekeeper, Dreadium Katana and Cudgel have their 3D models back!\n- Added Crystal Clusters (storage blocks for Crystals)\n- Things added to the crystal list are now properly regarded as crystals\n- Slightly re-balanced fuel values for Crystal-based fuels\n- Added a event that fires before Disruptions are triggered (can be cancelled)\n- Added a event that fires before a Lesser Shoggoth places down a Ooze block (allowing you to replace the Ooze block, or cancel the event)\n- Reduced the follow range on a couple of mobs\n- Ethaxium/Dark Ethaxium Pillars can now be rotated when placed (like Quartz Pillars)\n- Failing to complete a ritual now triggers a Disruption\n- It should be impossible to enchant the Dreadium Katana, Cudgel and Sacthoth's Soul Reaper Blade now (not even possible by anvil now)\n- Added Enchantment Rituals (allows you to enchant an item through a ritual)\n- The leaves on AbyssalCraft trees should now decay when there isn't any nearby log\n- The Altar of Cha'garoth is now created through rituals (instead of crafting)\n- The Coralium and Dread enchantments are now applied through rituals\n- Improved the custom explosion code a bit\n- You can no longer brew any AbyssalCraft potions\n- All things regarding Shoggoth food has now been moved over to EntityUtil\n- Implemented the sacrifice mechanic for rituals (some rituals will require you to present a living entity as an additional offering)\n- The spawn weight of End Abyssal Zombies is now configurable (replaces the previous config option to stop them from spawning)\n- Renamed the config option \"Evil Animal spawn rate\" to \"Evil Animal spawn weight\"\n- The fire rain disruption has been reduced to 8 fireballs (previously 20)\n- Some rituals now require a sacrifice (and the statue rituals can be performed anywhere)\n- You can now configure the portal cooldown (time it takes before you can use a portal again)", "1.9.1.6": "- Shoggoth Ooze should no longer spread onto Monolith Stone\n- Changed the picture for the Shoggoth Infestation page\n- When naturally grown into trees, Darklands Oaks and Dreadlands Trees should not turn into regular Oaks", "1.9.1.5": "- Actually fix the client-side crashes exposed in the previous versions\n- Now runs on Forge 11.15.1.1875\n- There is no longer a limit on how many rituals can be displayed per section\n- You can now add infinite pages to a Necronomicon Category\n- The Darklands Oak and Dreadlands Tree now have a new design\n- Darklands Grass can now sustain Flowers, Tall Grass and Mushrooms again\n- Rebranded all API packages (now named \"AbyssalCraftAPI\" instead of \"AbyssalCraftAPI|Core\" for instance)\n- Replaced the Necronomicon \"missing texture\" with one that has a more fitting color scheme\n- If the Necronomicon GUI is unable to load an image, it will substitute to it's own \"missing texture\" (instead of the vanilla one)", "1.9.1.4": "- Fixed crash at server startup", "1.9.1.3": "- Leaf blocks now look correct when using fast graphics (thanks to vadis365)\n- Fixed random crashes occurring when hitting entities from certain angles\n- Added information regarding Shoggoth infestations to the Potential Energy section of Ritual Information", "1.9.1.2": "- Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts\n- The \"AbyssalCraft Items\" Creative Tab now has a Necronomicon as tab icon\n- The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)\n- Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire\n- Displacement disruptions now properly move players around (along with other entities)", "1.9.1.1": "- Recipes involving wooden planks should work with all types of planks now", "1.9.1": "- Demon Animals now have a 50% chance of not burning when spawning in the Nether\n- Added a mimic fire (exstinguishes after 6 seconds, can't be sustained by netherrack)\n- Integrations no longer need to be registered (added a plugin annotation that allows for 100% soft dependencies)\n- Fixed animations for the Dreadium Samurai Armor (arms should move correctly, and armor renders correctly on Armor Stands)\n- Improved the buttons in the Necronomicon GUI (they don't overlay anymore, and a transparent gradient displays on a button when hovered over)\n- Fixed potential crashes related to CraftingStacks where the recipe uses the OreDictionary\n- Automatically fetched crafting recipes will now also fetch the output quantity from the recipe\n- Sacthoth no longer spawns in the Dark Realm\n- Added a Misc Information section to the Necronomicon (displays things not mentioned anywhere else, among them crafting recipes)\n- The range from J'zahar in which you need to be in order for him to drop his essence has been increased to 32 blocks (previously 10)\n- Oblivion Deathbombs and ODB Cores now animate like TNT when primed\n- The death animation time for J'zahar has been increased to 40 seconds (so you can keep up with his speech)\n- The dialogues shown upon Asorah's and Cha'garoth's deaths now display each sentence with a 3 second pause between them\n- Added a ritual that allows you to respawn J'zahar (can only be performed at his temple)\n- Depths Ghouls now have their own hurt sound\n- Lesser Shoggoths now have their own living/hurt/death sounds\n- Increased the PE requirement for a few rituals\n- Nerfed the various tool materials a bit (reduced efficiency and durability)\n- A lot of API related things have been refactored\n- Inventory syncing for when the Staff of Rending gives you a essence/shadow gem should be a lot better now\n- Now runs on Forge 11.15.1.1847\n- Fixed any remaining issues related to tracking entities within close proximity of a block", "1.9.0": "- Added missing page to the Potential Energy section of Ritual Information (mentions how monoliths are created)\n- Darklands Villages should now have Darklands Oak Pressure Plates and Darkstone Double slabs (instead of the vanilla equivalents)\n- Anti-Spiders are now hostile during night again\n- Fixed the third person rendering of some blocks (large upside-down models when held in third person)\n- The Dreadlands Infused Powerstone now has a model (semi-temp if I can get the OBj one to work, otherwise permanent)\n- Fixed the Abyssal Stone Slab and Darklands Oak Slab not rendering correctly when placed\n- Depths Ghouls, Abyssal Zombies and Lesser Shoggoths should no longer spawn at Mushroom Island Shores\n- It's possible to enter Cha'garoth's lair again (minor derp in the code)\n- Fixed some Necronomicon Pages with the wrong text\n- Added a config option that allows you to change how Evil Animals spawn\n- Disabled any test code in the Materializer that could trigger a crash (since it's incomplete)\n- Fixed bug related to crafting recipes involving upgrading Necronomicons/Crystal Bags and using Upgrade Kits\n- Lesser Shoggoths outside of the Overworld should drop the correct item when killed now (applying metadata to the dropped item)\n- Spectral Dragons should now be easier to hit without getting hit from them\n- Spectral Dragon spawn rate has been reduced to the lowest possible (encountering one now should be very rare, unless another mod tweaks the spawn rate)\n- Darklands Oak Slabs are no longer treated as stone\n- Added a config option allowing you to toggle whether or not Liquid Antimatter should disintegrate any item dropped into it\n- Crystallizer and Transmutator automation works correctly again (output slot is depleted from the bottom)\n- Leaves, Saplings and Logs should be treated as such by other mods now\n- Liquid Coralium shouldn't spread into ocean biomes when told not to\n- Remnants should now stop attacking whatever angered them when the anger timer runs out (and they don't slow the game down while they're angry)\n- The Crate now renders when placed\n- Replaced the Fist of Cha'garoth spawner block with a J'zahar spawner block\n- J'zahar has increased in size\n- If a Spectral Dragon dies while Asorah is draining it, Asorah won't take explosion damage\n- Any item placed on a Ritual/Sacrificial Altar or Ritual/Energy Pedestal will also render for other players\n- The smoke projected when a ritual is performed also renders for other players\n- Shoggoth Lairs should now longer spawn in biomes registered to the BiomeDictionary as the \"WATER\" type\n- The Staff of Rending will now continue to drain energy when the right mouse button is pressed\n- Shadow Fragments/Shards/Gems now spawn in dungeon/mineshaft/pyramid/stronghold chests\n- The Shard of Oblivion now requires 4 Shadow Gems (previously 8)\n- Remnants can now open doors\n- Added the Temple of J'zahar (generates in Omothol)\n- Added the City of Omothol\n- Updated the Omothol Progression section of the Necronomicon\n- Added Essence of The Gatekeeper (replacement for the Oblivion Catalyst in the Abyssalnomicon recipe, dropped by J'zahar)\n- Staff of The Gatekeeper is now created through a ritual (instead of dropped by J'zahar)\n- Added a Minion of The Gatekeeper spawner block\n- Potion of Annihilation and Potion of Dread Plague can now be brewed again\n- Remnants and Minions of The Gatekeeper no longer despawn\n- Spawn rate of Remnants and Minions of The Gatekeeper has been heavily reduced (quite rare now)\n- Minions of The Gatekeeper now has a 10% chance of dropping Ethaxium Ingots (while Eldritch Scales are the regular drop)\n- Now runs on Forge 11.15.1.1764", "1.9.0-pre-4": "- Adjusted a few things in the JEI integration (fuel categories, method for fetching fuels)\n- The bounding box on Depths Ghoul/Anti-Ghoul/Omothol Ghoul has been reduced (the width was far off)\n- Lesser Shoggoths should now be possible to hit without them landing a couple of hits on you\n- Baby versions of all AbyssalCraft mobs (that has a baby version) now has a bounding box half the size of the adult one\n- Crafting recipes displayed in the Necronomicon are now automatically fetched (eg. a MineTweaked recipe will display)\n- Added a new config category: Worldgen\n- Nearly all structure generation and all ore generation can now be disabled in the config\n- You can now add/edit/remove pages in the Necronomicon (MineTweaker support in next ACI release)\n- The second Yog-Sothoth page now displays the correct text (eg. not the same as the first one)\n- Fixed the Ethaxium Hoe texture (file name derp)\n- Fixed the Plated Coralium Armor piece names being way off\n- Fixed Plate Coralium and Dreadium Samurai Armor textures missing\n- Fixed crashes when trying to equip Plated Coralium and Dreaded Abyssalnite Chestplates\n- Now runs on Forge 11.15.1.1741", "1.9.0-pre-3": "- Removed all Transmutator/Crystallizer recipes involving Water of Lava (in block forms)\n- Fixed bug where some text in the Necronomicon didn't display\n- All explosives explode again\n- Fixed the third person rendering on all tools and weapons (swords are held by the hilt etc)\n- Fixed crashes related to missing classes (file paths to come Thaumcraft interfaces have changed, and I was checking for the old path)\n- The Depths Helmet overlay is displaying again\n- Fixed a glitch where walking into blocks that aren't full cubes would cause entities to suffocate\n- Monolith Disruptions shouldn't crash the game (and they work a bit better now)\n- All custom block and item models are now used (but the Staff of The Gatekeeper, the Cudgel and the Dreadlands Infused Powerstone currently has no models)\n- Added a JEI (Just Enough Items) integration (does exactly everything the NEI integration did)" } }