#obscuria-collection
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New mod made in collaboration with the artist Cakeman is already available on Modrinth! A full announcement will come tomorrow once I finish a few things, but you can already take a look at it now ๐
https://modrinth.com/mod/accents
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Obscure Tooltips โ Update 3.10.0 for 1.20.1
- Added a new Identifier Filter that allows filtering ID strings by
contains/starts_with/ends_withโ useful for bulk style application to materials. - Fixed a startup crash related to Vibrant Tooltip hint injection.
- Fixed a render crash caused by incorrect TooltipState casting.
- Improved compatibility with mods that modify the tooltip component list before rendering.
Available on CurseForge and Modrinth.
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Published Terraria Sound Pack for Maestro, adapting the Terraria soundtrack to Minecraft!
This doesn't just replace the background music, it dynamically adapts to biomes / structures / villages / weather / height / bosses. I originally made it as an advanced showcase of Maestro's capabilities, but the game actually feels quite unusual with it, a really interesting experience for Terraria fans. It's a Modrinth exclusive โ CurseForge rejected the pack.
Also, Maestro is now available for 1.21.1.
Deep beneath the Ice Maze...
In addition to the new fast noise-based generation, the maze walls have also received a second layer, allowing you to more easily avoid the new dangers! Or maybe they'll trap you if you accidentally slip... ๐
@๐Pingable
Hope no one here has trypophobia...
C'mooon, anybody? Join my lonely burrow! xD
helloooo ๐
Oh, our ranks have doubled, now we're going to take over this server xd


๐ซก
whats the plan dear sir : )
Looks like im the only one left ๐
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Loot Journal โ Update 6.0.0 for 1.20.1
This update enhances every aspect of Loot Journal, significantly expanding customization while improving ease of use and accessibility, and introducing more built-in styles to choose from.
- Brand-new theme system allowing visual styles and effects to be defined via resource packs. Themes can also provide their own config options, which dynamically appear in the in-game config screen.
- 7 built-in themes, including: Classic, Minimal, Tooltip, High Contrast, Minecraft Java, Minecraft Bedrock, and Minecraft Dungeons
- Significant improvements to animation smoothness and quality, with support for customizable easing functions and transitions
- Brand new visual effects, including rare item glows and pickup pulse effects for newly acquired items
- Fully redesigned configuration system, featuring a flexible and user-friendly in-game config screen with extensive customization options, including advanced layout settings, padding, element ordering, sound effects, tag-based filtering, and more
For now, this version is considered a beta. Over the next few days, I will refine and optimize it, as well as develop a new design for the mod page.
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This looks good, me like
While the screenshots above showcase quite a few new features, they miss the core highlight โ the absolute smoothness of animations and UX. Moreover, just like in Obscure Tooltips, a single theme can contain an unlimited number of styles and effects, applied to items based on rarity or a variety of other data-driven conditions. Animated panels and decorative overlays are also fully supported.
@๐Pingable
The updated Loot Journal has already been released, although a full announcement will come later, after the page update. The latest patch also includes:
- Added support for rarity-based styles and effects for the Classic theme
- Added a visual effect for experience pickups across all built-in themes
- Added an option to filter out common items from the Loot Journal, reducing clutter
- Added a maximum item name width option (in pixels)
- Improved and expanded config option descriptions
- Full translations added for German, Spanish, Simplified Chinese, Russian, and Ukrainian
- Minor code improvements for better performance and extensibility
Available on CurseForge and Modrinth.
Fresh icon 
@๐Pingable How about turning the bug into a feature: tracking your friendsโ rare finds? 
-# They won't be able to hide anything from you...
Hermitcraft needs this considering the recent seasons of Grian's fishing shenanigans
It's already been released, check out the gif in the features list โจ
https://www.curseforge.com/minecraft/mc-mods/loot-journal
ooo configurable to modify what items they pick up yes?
That way we don't accidently spam all the time with basic items like cobblestone ๐
Yeah, there are filters by items/item tags/mod ids/non-common items
Definitely a mod I'm gonna follow along on
Aquamirae โ Update 6.3.0 for 1.20.1
- Added Abyssal Scyphoid, a new underwater creature โ a venomous jellyfish that serves as an additional source of Abyssal Amethyst and Echo of the Ship Graveyard, though a dangerous one
- Added built-in Better Combat compatibility
- Added logbook translation support
- Updated Italian, German, Turkish, and Russian translations
- Fixed Maw spawning in lit areas
- Fixed freezing in the Ice Maze when inside modded submarines
- Improved rendering performance for all creatures
- Updated minimum required Forge version to 47.2.0
Available on CurseForge and Modrinth.
@๐ Updates
As you know, vanity items in Accents can be dyed any color, just like leather armor. Since they're crafted with leather, their default color is brown โ which makes sense, but doesn't always look great for every item.
@cake.man thinks we should change this so items have their intended (canonical) colors by default, which would make them look better right away and more closely match their design without requiring extra steps.
At the same time, the idea of having to dye items yourself to make them look good feels more immersive, adding a small sense of progression and personal touch, even if it makes the experience a bit less casual.
Which approach do you prefer? (Poll below)
@๐ Updates
Aquamirae โ Update 6.3.3
- Added Jellyfish Jelly, dropped from Abyssal Scyphoid. Used as an ingredient for the Poison Immunity potion. Its duration can be extended with Wisteria Niveis.
- Added a chance for Poison Immunity potions to generate in Pillager Ship chests.
- Removed Potion of Tenacity and Spectral Potion due to lack of meaningful use.
- Reworked Sea Casserole โ now crafted using Jellyfish Jelly and grants Poison Immunity.
- Significantly increased Angler's poison strength and improved its loot table.
- Increased Eel aggression, added a stronger poison effect to its bites, applied a debuff to its roar, and improved its loot table.
- Improved the stats of most food items to make them more meaningful.
- Added JEI integration for potion effects.
- General improvements to food-related code.
Available on CurseForge and Modrinth.
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My partner, @.pluvs., really wants to start sharing the city they've been slowly building together, but they keep feeling like it's still "too early" to show it. I don't quite agree with them โ I honestly think even in its current form, it already has something special, and some of you might genuinely enjoy seeing it.
So let's gently cheer them on a bit and help them feel confident enough to stop hiding this little piece of beauty and share it with everyone
(We'll be posting it on CurseForge)
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@inner moon fyi your announcement ping for Ars Elixirum was blocked by automod here because it would have pinged everyone
just removed your timeout manually
You'll now be able to track your progress more clearly and refine the recipes for specific effects more easily
@๐ Sneak Peeks
A big and juicy Ars Elixirum update with 5,000 lines of code is here!
It includes both improvements and bug fixes, as well as completely new features that, in my opinion, turned out very natural and significantly expanded the design potential of Ars Elixirum. I'm looking forward to your feedback!
The compendium will be added in the next update in a couple of days, along with UI improvements, but the new features are fairly self-explanatory through their descriptions and tooltips.
- Added elixir trait system and ingredient role system. Each ingredient role carries its own trait, which is inherited by the resulting elixir. The role itself is determined by the ingredientโs order in the recipe. Traits directly define how an elixir behaves, how it is applied, and how stable it is. The goal of this system is to create a meaningful alchemical environment, where understanding and mastering it allows you to brew exactly the elixirs you need
- Added Splash Elixirs, Lingering Elixirs, and Witch Totems of Undying infused with elixir effects. Splash and Lingering variants are obtained through the elixir trait system
- Complete refactor of the player alchemy profile structure. It now uses a component-based system designed for future expansion of mod features, including recipe books, catalogs, and a passive skill tree. However, this is a breaking change and profiles from previous versions will be reset
- Improved elixir effect list tooltip, now includes icons
- Optimized collection UI, significantly reduced memory usage
- You no longer see the list of potential effect ingredients until the effect is discovered
- Fixed side effect mechanics and their activation chance
- Improved mod localization support; all strings are now fully externalized into language files
- Significantly reduced save data size by using identifiers instead of names
- Added additional translations
@๐ Updates
Another Ars Elixirum update, this one's pushing close to 10k lines. At this point I can see code even when I close my eyes xD
- Added data-driven compendium with formatting and table support; content and structure can be customized per language, including adding new sections and pages
- Added "The Fundamentals" compendium section with detailed explanations of core mechanics
- Added search fields to the recipe collection and compendium; recipe search covers both elixir names and effect names
- Added font scale snapping to ensure pixel-perfect font sizes in fullscreen mode, eliminating flickering
- Improved visuals and informativeness of the elixir contents graph, added effect weight display and quality tier indicators
- Improved visuals for traits and composition display
- Extracts can now be used to neutralize elixir effects at the brewing stand; extract essences will be subtracted from elixir essences after brewing, allowing optional targeted purification of elixirs
- Elixirs can now have nametags attached via crafting โ a tag placed before an elixir applies to its name, while a tag placed after hides the effect list and is added as lore
- Initial implementation of a data-driven essence and ingredient generation pipeline
- Initial implementation of an API layer, exposing many systems for better future integration with other mods
- Various minor fixes and improvements
@๐ Updates
Loot Journal and Pillager Caravans are now available for Minecraft 26.1.x (NeoForge/Fabric)
Loot Journal on CurseForge
Loot Journal on Modrinth
Pillager Caravans on CurseForge
Pillager Caravans on Modrinth
@๐ Updates
I probably wonโt be releasing much for the next couple of weeks, since Iโve decided to seriously focus on Aquamirae and finally port it to a multiloader setup and Minecraft 1.21.1. After putting together a roadmap, it became really clear that Aquamirae hasnโt been getting the attention it deserves, despite being my main and largest mod. I want to finally fix that before continuing work on newer projects. I already have a lot of prototypes and development branches โ now itโs mostly about bringing everything together.
Iโll also set up a Discord event for the Aquamirae release once the timeline becomes easier to estimate
@๐ Updates
The Ice Maze will now become far more dangerous during harsh weather: snowfall (and especially rain) has been replaced with a blinding blizzard, hiding a new event waiting within it...
@๐ Updates
๐ New ambient details and, more importantly, the first signs of new encounters. In Aquamirae 7, Iโm moving away from chat messages and direct prompts โ everything will become far more immersive and rely on the playerโs ability to "read" the environment and understand what may be waiting ahead...
@๐ Updates
@๐ Sneak Peeks ๐ช ๐ช ๐ช
๐ A new global sky effect accompanying the blizzard @๐ Sneak Peeks