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Even Better Archeology

Even Better Archeology

by noah1510 • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
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Even Better Archeology

This mod is still in alpha stage, expect frequent updates and potential problems If you notice something wrong just open a github issue and make sure you have the latest version.

The Archeology features introduced in 1.20 are a bit lacking. This adds a lot more features that the regular Archeology in minecraft. The following things are added:

  • More ruins
  • lost enchantments
  • better brushes
  • fossils of prehistoric mobs

This is a fork https://github.com/Pandarix/BetterArcheology updated with better integration in other mods and some QOL updates.

FAQ

Q: Is this a drop in replacement for BetterArcheology

A: No! You will have to get the stuff again. This is done on purpose to allow deeper changes and updates in the future. If possible I want to create an updater for the final release but it does not exist atm.

Q: What are the advantages of using this over BetterArcheology

A: The following things differ from BetterArcheology atm:

  • allow changing the configs at runtime using modmenu
  • compatibility with the trinkets API (needed to use the soaring winds enchantment in an elytra slot)
  • compatibility with numismatic overhaul
  • compatibility with artifacts
  • more (balanced) villager trades
  • generating structures in mod biomes

Q: Will this mod get a forge port?

A: No! I don't have time for that and am not interested in learning another API. In addition to that the dependencies I rely on don't have a forge version either. Adding forge compatibility would need a whole new rewrite of the code.

Q: Can I use this in my modpack?

A: Do whatever you want with the mod. Its license allows basically anything as long as you don't remove the License notice.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.x
Fabric
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1.20.x
Fabric
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1.20.x
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1.20.x
Fabric
last yr. 1
1.20.x
Fabric
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1.20.x
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1.20.x
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1.20.x
Fabric
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1.20.x
Fabric
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1.20.x
Fabric
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1.20.x
Fabric
last yr. 1
1.20.x
Fabric
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1.20.x
Fabric
last yr. 1
[2.0.0-beta.6] 2.0.0-beta.6 by noah1510 on Oct 12, 2023
Download
# Changelog

## 2.0.0-beta.6

  • update sakuralib to 1.5.3
  • Switch from Archeology book to the new sakuralib dynamic book
  • Using dynamic lang entries for the book
  • Moving away from deprecated APIs (now only some tick and updateNeighbor methods need to be replaced)
  • Rewritten networking and inventory code (Now the inventory content is always synced)
  • Some loot table fixes
  • Fixing nbt data of villagers spawned by archeology camps
  • Remove some entities from other structures (they spawn there anyway)

## 2.0.0-beta.5

  • update sakuralib to 1.4.0
  • Changing config options no longer requires a restart (however you need to call /reload to apply them if you were in game)
  • switch to maven modrinth for arrp
  • inject artifact shards into Dungeons and Taverns archeology table loot
  • Rework of penetrating strike
  • Now it reduces the armor of the target by (effectiveness) per level
  • Default max level is now 3
  • The effective armor reduction can be configured default is 1
  • Reworked implementation of Artifact Enchantments
  • All artifact enchantments now are added to a loot table (evenbetterarcheology:artifact_enchantments)
  • Moving the register code into the class
  • Moving Artifacts Compatibility into its own class
  • Use the new enchantment loot table in the archeology table loot
  • Add initial patchouli book
  • Generate Patchouli pages in datagen of BetterBrushItem
  • Rewoked chest loot tables
  • Now there are common loot tables to unify some of the outputs

## 2.0.0-beta.4

  • Update sakuralib to 1.2.2 (fixes a crash in singelplayer and removes several classes)

## 2.0.0-beta.3

  • Hotfix for the loot tables (I added the shards as extra pool not entry)

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
[2.0.0-beta.5] 2.0.0-beta.5 by noah1510 on Sep 29, 2023
Download
# Changelog

## 2.0.0-beta.5

  • update sakuralib to 1.4.0
  • Changing config options no longer requires a restart (however you need to call /reload to apply them if you were in game)
  • switch to maven modrinth for arrp
  • inject artifact shards into Dungeons and Taverns archeology table loot
  • Rework of penetrating strike
  • Now it reduces the armor of the target by (effectiveness) per level
  • Default max level is now 3
  • The effective armor reduction can be configured default is 1
  • Reworked implementation of Artifact Enchantments
  • All artifact enchantments now are added to a loot table (evenbetterarcheology:artifact_enchantments)
  • Moving the register code into the class
  • Moving Artifacts Compatibility into its own class
  • Use the new enchantment loot table in the archeology table loot
  • Add initial patchouli book
  • Generate Patchouli pages in datagen of BetterBrushItem
  • Rewoked chest loot tables
  • Now there are common loot tables to unify some of the outputs

## 2.0.0-beta.4

  • Update sakuralib to 1.2.2 (fixes a crash in singelplayer and removes several classes)

## 2.0.0-beta.3

  • Hotfix for the loot tables (I added the shards as extra pool not entry)

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
[2.0.0-beta.4] 2.0.0-beta.4 by noah1510 on Sep 17, 2023
Download
# Changelog

## 2.0.0-beta.4

  • Update sakuralib to 1.2.2 (fixes a crash in singelplayer and removes several classes)

## 2.0.0-beta.3

  • Hotfix for the loot tables (I added the shards as extra pool not entry)

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
[2.0.0-beta.3] 2.0.0-beta.3 by noah1510 on Sep 16, 2023
Download
# Changelog

## 2.0.0-beta.3

  • Hotfix for the loot tables (I added the shards as extra pool not entry)

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
[2.0.0-beta.2] 2.0.0-beta.2 by noah1510 on Sep 16, 2023
Download
# Changelog

## 2.0.0-beta.2

  • actually have loot in the underwater chests
  • get loot from underwater sus gravel
  • Simplify archeology loot tables
  • All vanilla archeology loot tables contain artifact shards
  • Now the custom structures also use the vanilla loot tables (other mod items that are injected into that loot table will also be found in the custom structures)

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
[2.0.0-beta.1] 2.0.0-beta.1 by noah1510 on Sep 14, 2023
Download
# Changelog

## 2.0.0-beta.1

  • Use now external sakuralib for datagen (by default it is included in the jar)
  • Adding enchantment descriptions (works when enchantment descriptions mod is installed)
  • Setting sakuralib format_version to 1

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
# Changelog

## 2.0.0-alpha.10

  • Fix underwater structures
  • Move away from some deprecated apis
  • Prepare for datafixing better archeology
  • Moving all data declarations into registry package
  • Creating a mixin plugin to handle mixin loading for mods that are loaded

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
# Changelog

## 2.0.0-alpha.9

  • Enable seas bounty enchantment
  • Add Seas Bounty to Archeology Table loot
  • Simplify the Enchantments code
  • Generating tag for fossil parts
  • Generating most of the structure data in code
  • Changing the structure sets to actually conform to minecrafts structure set format
  • More config options
  • Disable Artifacts from Loot in Archaeology Table
  • Change the weight of the artifacts in the Archaeology Table
  • Simplified Data generation API

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
# Changelog

## 2.0.0-alpha.8

  • Move worldgen tags to the new data generation API (This should allow for easier adding of mod biomes)
  • Use more tags instead of specifying biomes directly. The following mods should generate Even Better Archeology structures now:
  • terralith
  • wider wild
  • terrestria
  • Traverse
  • William Wythers' Overhauled Overworld
  • Regions Unexplored
  • Create an Identifier class that allows tags
  • Create a loot distribution class to generate loot tables
  • Generate the Archeoloy Tabe loot table in code
  • add all levels of soaring winds to loot table
  • add artifacts form the artifacts mod as possible loot
  • Use mc-publish github action to publish releases to modrinth

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
# Changelog

## 2.0.0-alpha.7

  • Another rework of the Datageneration API (Should be mostly stable now)
  • Generating all blockstate and item models in code
  • Generating all recipes in code
  • Rewritten implementation of the fossils (they now share as much code as possible)
  • Rewritten vases (loot vase and regular vase are the same class now just with a bool to differentiate them)
  • Renamed rotton_x to rotton_wood_x (eg. rotton_planks -> rotton_wood_planks). This should be the last breaking change.
  • Adding some documentation using doxygen
  • Creating all tags using the data generation API
  • Transition loot tables to use the new data generation API
  • Updated nbt data of the structures (now they actually have the mod blocks and the chests have loot)
  • Migrate the structure processors to the new data generation API

## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu

## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders

## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes

## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
## 2.0.0-alpha.6

  • More work on the data generation API
  • Generation of blockstates, block models and block item is now split
  • Created interface to generate data in block classes
  • Generating models for items
  • Generating more block models
  • Allow automatically adding items to creative menu
## 2.0.0-alpha.5

  • Adding custom annotations to generate data of blocks
  • Using Arrp to generate even more data
  • moving some textures in other folders
## 2.0.0-alpha.4

  • Using arrp to generate data dynamically
  • Fixing broken build due to implementation of the ItemRarity Tag

## 2.0.0-alpha.3

  • Using owo-lib to register items and blocks
  • Using owo-lib for creative menu
  • Using data generators to register brushes
## 2.0.0-alpha.2

  • Support for Numismatic-Overhaul
  • Added helper class for villager trades
  • reworked villager trades and costs
  • renaming stuff that was missed before

## 2.0.0-alpha.1

  • Support for Trinkets API
  • Using OwO lib for config
  • support for higher levels of soaring winds
  • rename form BetterArcheology to EvenBetterArcheology
  • rename to even better archeology
  • support for trinkets and higher levels of soaring winds
  • use owo for configs
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