Spectral Seas

Spectral Seas

Modpack

Swashbuckling! Pirates! Sailing! Magic! So many fish! An exploration pack featuring Small Ships, Spectrum, Hybrid Aquatic, and a bunch of very silly custom content.

AdventureMagic

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Tiny patch for an ugly bug.

  • Fixed sleeping on ships being broken because scope in KubeJS is very cursed.

This update has only one notable new feature, but it's a big one!

  • PIRATE SHIPS ON THE HIGH SEAS
    • Appear randomly in deep ocean biomes
    • More likely to appear at dawn, dusk, in the rain, or on nights with a new moon
    • Chase players around firing volleys of cannonballs
    • Flee when out of ammunition
    • More likely to appear, faster, and more heavily armed depending on local difficulty

Also:

  • Fixed an issue where the Deeper Down dimension got weird because it reused noises and density functions from the overworld.
  • Added missing translation strings
  • Implemented a fake mobcap for Galosphere Spectres
  • Count distance from player spawn, not world spawn for "On Foreign Shores" advancement
  • Rearranged advancements
  • Cleaned up unused resources
  • Ocean structure placement tweaks
  • Got rid of ocean fossils, they're boring
  • Lots of minor mod updates
  • Rearranged some structure sets, especially ruins
  • Switched back to mainline Deeper Oceans and slightly reduced ocean depth multiplier (3x to 2.5x)
  • Made spears use trident animations instead of two-handed polearm
  • Updated Revamped Shipwrecks
  • Added Particle Rain
  • Added automatic map markers for leashed horses
  • Removed a few useless items and recipes (seashell tools, nautilus armor set, uncraftable idols from Archeology+, etc. etc.)
  • Added missing repair recipes for muskets and tridents.
  • Show the compass ribbon if a compass is in the hotbar, not just in a hand.
  • Fixed uncraftable potion appearing in buried treasure.
  • Mod updates
  • Add pirate flag map markers for pirate structures
  • General cleanups and reorganization
  • Nuke some more enchantments.
  • Gate Brigg recipe with ship upgrades.
  • Add TieFix (mostly for riptide fix)
  • Fix armorer trade table
  • Update mods. Remove unused mods.
  • Replace Selfish Villager mod with Thief.
  • Make glow lichen less common underground.
  • Rename settings file for Complementary shaders version bump
  • Script fixes for dedicated server.
  • Add Too Fast to stop ships from rubberbanding.
  • Tweaks for dedicated server.
  • Update Stamina For Tweakers
  • Improve broken item handling.
  • Recipe for Fisherman's Resin (repair material for tridents)
  • Fixed weird case where an entity type wasn't stringified automatically, causing log spam.
  • Fix Jolly Roger banner on Pirate patrol leaders.
  • First draft of villager trade rework - now they trade for gold, have no enchanted books, and no diamond items.
  • Mod updates. Add TerraBlenderFix
  • Fixed Pirate Factory uniforms not working (missing Java import)
  • Fixed faulty ship upgrade check which prevented ship upgrades from being applied.
  • Slashed spawn rates for vanilla squid and glow squid in ocean biomes.
  • Fixed some issues with map markers.
  • Removed unused Enchanting Tweaks mod.
  • Fixed missing sound registration that led to infinite sharks.

Welcome to the first public beta release of Spectral Seas! This release focuses on refining the loot system, tuning structure placement, and some fairly major surgery to the enchanting system. Here are some things to be aware of:

  • The enchanting table has been removed! Collect enchanted items from structures and ruins and combine them with an anvil. Later in the progression, other options for enchanting open up.
  • Diamonds are rarer in loot. Most diamond equipment in loot is "broken" and requires diamonds to repair.
  • Named or enchanted items don't vanish at zero durability, they become broken and unusable until repaired at an anvil.
  • Most types of equipment can be upgraded between material tiers. Unenchanted items can be upgraded at the crafting table, enchanted items need an anvil.
  • Ship upgrades are primarily found in Pirate (pillager) structures. Face off against these ruffians to make your ship faster or hold more cargo.
  • Structures contain themed loot. The resources and enchantments available vary significantly between locations.
  • Update mods
  • fixed default keybindings
  • now using all 16x16 textures (death to mixels)
  • new variant skins for Pirates
  • tweaks to pirate hats
  • Fixed: Tag and item modification scripts needed multiple reloads because we were reading the Item registry too early.
  • Swords, cutlasses, rapiers, and longswords have their own Tinkerer's smithing types, so they can't be crossgraded to one another willy-nilly.
  • Fixed missing Rotten Creatures mod causing a crash in Custom Mob Spawns
  • Added PotionCraft
  • Added a detailed and unnecessary subsystem involving magical chowder cauldrons
  • Mob spawn tweaks (variants completely replace vanilla skeletons and zombies in some biomes).
  • Towers are now decorated differently by type
  • Jungle bushes are made of jungle leaves as God intended
  • Made rooted azalea less common since Lush Caves are more common
  • Grave markers are removed from the map when claimed.
  • Removed grapplemod for now
  • Replaced grappling hook loot with hookshots
  • Added Air Hop to replace the grapplemod double jump enchant
  • Fixed ship marker removal when boarding a ship
  • Tweaks to TreeChop config for chopping with the wrong tool and chopping Lichen Mushrooms.
  • Fix antique atlas map packet handling.

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Funk Planet

Funk Planet

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Licensed CC-BY-NC-SA-4.0
Published a year ago
Updated 4 months ago