This is really good! I'm having a lot of fun playing with this, and it's really bringing back some of the good times from before. Got here through the trailer, which looked really good - the only thing I was iffy about was the trommel, which looked a bit more modded than "alternative timeline 1.8", but I'm sure I'll get used to it once I play with it some. Fantastic job, I hope to see this continue to develop into something truly special.
I'm going to put a wishlist of things that came to me while playing here, ignoring obvious things like fixes and backports of quality of life stuff:
No F3 coordinates. This I imagine is divisive, so maybe as an option, but I think this change really helps make the world feel larger, helps you get lost, encourages you to build infrastructure between locations and just makes the game feel more like it used to. Maybe Y could stay, or maybe there could be a new item, like a depth meter, to find out your Y, since manually counting to figure out when you are at diamond level would be bad.
In the same vein as above, I'd like semi-randomized spawning locations. Instead of spawning in the world spawn every time, you spawn somewhere in a X radius of where you died. Paired with no coordinates, this creates a semi-hardcore experience of having to start anew, but being able to discover your old works, and eventually causes you to end up with a sprawling, living world.
Ability to disable beds. I never did like the addition of beds, since it made death far less punishing and so less scary, and it also made the night completely irrelevant (although the old mechanic of monsters sometimes being able to spawn is better than the modern version). This paired with random respawn I think would really spruce up the world and make death feel really dangerous.
Making the bottom block of trees a "stump" block, that's much slower to remove unless you use a diamond or steel axe, would add a bit of life to the world, as you'd leave them behind in the early game. It makes the world feel a bit more dynamic and lived in, to see fields where woodcutting has taken place.
Untying mob spawning from light level is a big thing I've always been behind. Having recently played a 1.12 mod that did that, I like it even more, since it makes both mining and caving more dangerous and dynamic. Not sure what the way to spawn-proof your base would be, though. Maybe lanterns, that are too expensive to put everywhere underground but cheap enough to secure your base early on?
Maybe added depth based difficulty and loot? With the extra world height this could have some granularity, too. In my world I found an open to sky mini labyrinth right at spawn. Inside was enough iron to skip me right to iron pickaxe, redstone, gold and sponges. It feels a bit much so early on, while if I was spelunking deeply and had to fight my way into that room, it would have been underwhelming. More and perhaps buffed mobs the deeper you are would be nice, as well as better loot.
Having an eating animation would be nice to make panic eating a bit less powerful.
And a little one: breaking sound for tools would be a nice little quality of life thing.
Bit of a ramble, I suppose, and the uniting thread is more or less "harder game, pls", but I hope some of the ideas are given some thought, at least as options. Anyway, before this gets too long, I'm off to start converting my first base (the spawning room of said above-ground labyrinth) into a proper grinder, if I can. Thanks for your work!
No F3 coordinates. This I imagine is divisive, so maybe as an option, but I think this change really helps make the world feel larger, helps you get lost, encourages you to build infrastructure between locations and just makes the game feel more like it used to. Maybe Y could stay, or maybe there could be a new item, like a depth meter, to find out your Y, since manually counting to figure out when you are at diamond level would be bad.
In the same vein as above, I'd like semi-randomized spawning locations. Instead of spawning in the world spawn every time, you spawn somewhere in a X radius of where you died. Paired with no coordinates, this creates a semi-hardcore experience of having to start anew, but being able to discover your old works, and eventually causes you to end up with a sprawling, living world.
I feel like these 2 ideas are in conflict with each other somewhat. Having the ability to see coordinates would negate the effect of randomly respawn locations by allowing the player to quickly find their base. Between the 2, I greatly prefer the latter. In my own vanilla survival world, I ended up building everything near the world spawn, because that location was always the most accessible regardless of where I last slept. I think a randomized default spawnpoint would make for far more interesting gameplay. (Of course, this should be toggleable for servers since those tend to need a centralized spawn area.)
I like the idea of adding a depth meter. I've used a mod that adds one made of copper and redstone (in a shape that matches the gold clock and iron compass), and I think it's pretty cool, though I think a more precise display would be helpful: https://www.curseforge.com/minecraft/mc-mods/depth-meter
Ability to disable beds. I never did like the addition of beds, since it made death far less punishing and so less scary, and it also made the night completely irrelevant (although the old mechanic of monsters sometimes being able to spawn is better than the modern version). This paired with random respawn I think would really spruce up the world and make death feel really dangerous.
Having played NSSS for a while (which has no beds), I think I agree that beds were probably a bad addition to the game... or at least that they need some disadvantages. I think it would be neat to just copy how NSSS implements setting your spawnpoint (spoiler for NSSS ahead)...
NSSS makes crying obsidian the spawnpoint block. By right-clicking the block with a compass, you set your spawnpoint and the compass points to the block. It acts like a combination of vanilla's respawn anchor and lodestone, albeit without any concept of "recharging". I think it might be even better if it kept the recharge mechanic, since it would penalize repeated deaths and encourage taking some risk to obtain whatever item is used to recharge the respawn point. Additionally, the lodestone functionality, combined with maps and perhaps a new depth meter item, should provide a pretty immersive substitute for F3 coordinates.
I have somewhat of a suggestion, the motion sensor seems to activate when there's an entity in front of it, instead of detecting movement, which is what I first thought when I readed "Motion Sensor". So, my suggestion would be changing its name to "Entity Detector" or "Entity Sensor" to better communicate its use.
Just a thought that I had, as I said, I really love the mod, keep up the good work!
Yo, firstly I'd like to say that this is a great mod so far, I've been playing it since the 1.7.4_02 version of it and I honestly love how far its come along since then. However when trying to play the recent 1.7.6_01 version I experienced a particularly consistent crash that occurred every time I attempted to punch a tree. Note that the world I am playing on is a copy of an older save and I have wandered around a decent bit. With that said, here is the crash report I've received from MultiMC's output log:
MultiMC version: 0.6.14-3001
Launched instance in online mode
authserver.mojang.com resolves to:
[13.32.180.72]
session.minecraft.net resolves to:
[34.205.58.168, 52.21.65.46, 3.213.200.53]
textures.minecraft.net resolves to:
[13.32.151.11, 13.32.151.56, 13.32.151.80, 13.32.151.2]
api.mojang.com resolves to:
[13.249.37.60]
Minecraft folder is:
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/instances/Files-MultiMC-1.7.6_01/.minecraft
Java path is:
C:/Program Files/Common Files/Oracle/Java/javapath/javaw.exe
Checking Java version...
Java is version 17.0.1, using 64-bit architecture, from Oracle Corporation.
Launching with applet wrapper...
356 recipes
22 achievements
Setting user: DrifterBlitz, token:<ACCESS TOKEN>:<PROFILE ID>
Jan 06, 2022 10:28:01 PM net.java.games.input.DefaultControllerEnvironment getControllers
WARNING: Found unknown Windows version: Windows 10
Jan 06, 2022 10:28:01 PM net.java.games.input.DefaultControllerEnvironment getControllers
INFO: Attempting to use default windows plug-in.
Jan 06, 2022 10:28:01 PM net.java.games.input.DefaultControllerEnvironment getControllers
INFO: Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Jan 06, 2022 10:28:01 PM net.java.games.input.ControllerEnvironment log
INFO: Failed to initialize device Tablet Monitor because of: java.io.IOException: Failed to acquire device (8007001e)
Jan 06, 2022 10:28:01 PM net.java.games.input.ControllerEnvironment log
INFO: Failed to initialize device HUION HID because of: java.io.IOException: Failed to acquire device (8007001e)
Jan 06, 2022 10:28:01 PM net.java.games.input.ControllerEnvironment log
INFO: Failed to initialize device HUION HID because of: java.io.IOException: Failed to acquire device (8007001e)
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
logged in with session name: DrifterBlitz
java.lang.NullPointerException: Cannot invoke "kd.hasSurfaceSnow()" because the return value of "fd.getBlockBiome(int, int)" is null
at BlockLayerSnow.a(BlockLayerSnow.java:104)
at fd.n(World.java:2555)
at fd.l(World.java:2392)
at net.minecraft.client.Minecraft.k(Minecraft.java:1231)
at net.minecraft.client.Minecraft.run(Minecraft.java:500)
at java.base/java.lang.Thread.run(Thread.java:833)
Stopping!
Launching with applet wrapper...
356 recipes
22 achievements
Setting user: DrifterBlitz, token:<ACCESS TOKEN>:<PROFILE ID>
Jan 06, 2022 10:28:01 PM net.java.games.input.DefaultControllerEnvironment getControllers
WARNING: Found unknown Windows version: Windows 10
Jan 06, 2022 10:28:01 PM net.java.games.input.DefaultControllerEnvironment getControllers
INFO: Attempting to use default windows plug-in.
Jan 06, 2022 10:28:01 PM net.java.games.input.DefaultControllerEnvironment getControllers
INFO: Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Jan 06, 2022 10:28:01 PM net.java.games.input.ControllerEnvironment log
INFO: Failed to initialize device Tablet Monitor because of: java.io.IOException: Failed to acquire device (8007001e)
Jan 06, 2022 10:28:01 PM net.java.games.input.ControllerEnvironment log
INFO: Failed to initialize device HUION HID because of: java.io.IOException: Failed to acquire device (8007001e)
Jan 06, 2022 10:28:01 PM net.java.games.input.ControllerEnvironment log
INFO: Failed to initialize device HUION HID because of: java.io.IOException: Failed to acquire device (8007001e)
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
logged in with session name: DrifterBlitz
java.lang.NullPointerException: Cannot invoke "kd.hasSurfaceSnow()" because the return value of "fd.getBlockBiome(int, int)" is null
at BlockLayerSnow.a(BlockLayerSnow.java:104)
at fd.n(World.java:2555)
at fd.l(World.java:2392)
at net.minecraft.client.Minecraft.k(Minecraft.java:1231)
at net.minecraft.client.Minecraft.run(Minecraft.java:500)
at java.base/java.lang.Thread.run(Thread.java:833)
Stopping!
Ah, that did the trick! Honestly that was entirely my bad for not checking what version MultiMC was using for the instance, and now I feel a lil' dumb for skipping over that detail lol. Thanks for catching that one for me!
Rollback Post to RevisionRollBack
98% of the time I am lurking, the other 2% I am trying to be somewhat social.
Even though I don't really interact and haven't been around since the beginning, I'll likely be here til the end.
Why isn't this mod compatible with the default minecraft launcher?
Currently there's an issue with the minecraft launcher not liking the mod, likely due to making changes to the Minecraft.class file. For now its recommended you use MultiMC or the Betacraft launcher for loading this mod.
You actually can use "jar" mods with the vanilla launcher; you have to edit the json file to remove the "downloads" section for the client.jar, which includes its URL and checksum, and you can include this with the download so it only needs to be placed in the same folder as the jar (replacing the original json):
For example, my own mod includes a pre-modified json which made the following changes (the link above includes an example as well); all the json files that I've see have the same format; conveniently, the section you need to delete is right next to the "id" which needs to be changed to match the name of the files (I don't think you need to delete the entire section, just the part for client.jar, but server jars are meaningless for a modded version and Beta doesn't have them at all):
This will cause the launcher to issue warnings about the jar but it will launch the game:
Launcher/launcher (main) Warn Couldn't fetch SHA1 checksum for https://s3.amazonaws.com/Minecraft.Download/versions/TMCWv5/TMCWv5.jar
Launcher/launcher (main) Warn Have local file C:\Users\\AppData\Roaming\.minecraft\versions\TMCWv5\TMCWv5.jar but don't know what size or hash it should be. Have to assume it's good.
Note that these warnings even occur when using mods like Optifine and Forge, except they install themselves as a library which overrides the classes in the jar when loaded at runtime (any mod can be installed this way, following the example given here, which is how I installed my own non-Forge mods back when I used Forge). Even if it is more complex I prefer directly installing into the jar as everything is then in one place, and as mentioned before distributing the modified json eliminates the need for others to have to edit it and the library method would need one as well:
I love the mod! Just one question. How did you make it? Did you raw code it from visual studio code or did you use a custom software sorta like mcreator?
Awesome, awesome mod. I've spent like twelve hours in the past few days just grinding away at an old map I kept around from b1.7.3 just to upgrade my base.
As far as feature requests (and this is a stretch, so bear with me), is there any chance of XInput controller support in the future?
Some of my best Minecraft experiences were spent playing the Xbox 360 edition, and while I loved how the game played & sounded (specifically the old menu selection *thunk* noises) I always felt more nostalgic about that because it was polished.
This mod is totally on track to make b1.7 feel complete, which makes it my favorite of all the Beta revival projects.
Nice mod it Be cool to see Villages and generated structures im not sure if that is 100% possble it may be diffcult you could even have the structures have ramdom features like if its a village the houses may not always have same design im not sure but its a just a idea but anyway keep up the work! love your mod
this mod is really really cool
pro gaming
This is really good! I'm having a lot of fun playing with this, and it's really bringing back some of the good times from before. Got here through the trailer, which looked really good - the only thing I was iffy about was the trommel, which looked a bit more modded than "alternative timeline 1.8", but I'm sure I'll get used to it once I play with it some. Fantastic job, I hope to see this continue to develop into something truly special.
I'm going to put a wishlist of things that came to me while playing here, ignoring obvious things like fixes and backports of quality of life stuff:
Bit of a ramble, I suppose, and the uniting thread is more or less "harder game, pls", but I hope some of the ideas are given some thought, at least as options. Anyway, before this gets too long, I'm off to start converting my first base (the spawning room of said above-ground labyrinth) into a proper grinder, if I can. Thanks for your work!
I feel like these 2 ideas are in conflict with each other somewhat. Having the ability to see coordinates would negate the effect of randomly respawn locations by allowing the player to quickly find their base. Between the 2, I greatly prefer the latter. In my own vanilla survival world, I ended up building everything near the world spawn, because that location was always the most accessible regardless of where I last slept. I think a randomized default spawnpoint would make for far more interesting gameplay. (Of course, this should be toggleable for servers since those tend to need a centralized spawn area.)
I like the idea of adding a depth meter. I've used a mod that adds one made of copper and redstone (in a shape that matches the gold clock and iron compass), and I think it's pretty cool, though I think a more precise display would be helpful: https://www.curseforge.com/minecraft/mc-mods/depth-meter
Having played NSSS for a while (which has no beds), I think I agree that beds were probably a bad addition to the game... or at least that they need some disadvantages. I think it would be neat to just copy how NSSS implements setting your spawnpoint (spoiler for NSSS ahead)...
NSSS makes crying obsidian the spawnpoint block. By right-clicking the block with a compass, you set your spawnpoint and the compass points to the block. It acts like a combination of vanilla's respawn anchor and lodestone, albeit without any concept of "recharging". I think it might be even better if it kept the recharge mechanic, since it would penalize repeated deaths and encourage taking some risk to obtain whatever item is used to recharge the respawn point. Additionally, the lodestone functionality, combined with maps and perhaps a new depth meter item, should provide a pretty immersive substitute for F3 coordinates.
Wish placing blocks directionally was easier? Check out this suggestion!
Awesome mod! I'm enjoying it a lot.
I have somewhat of a suggestion, the motion sensor seems to activate when there's an entity in front of it, instead of detecting movement, which is what I first thought when I readed "Motion Sensor". So, my suggestion would be changing its name to "Entity Detector" or "Entity Sensor" to better communicate its use.
Just a thought that I had, as I said, I really love the mod, keep up the good work!
1.7.6_01 has been released!
The reign of Chickens is over! The Pigs, Cows and Sheep have reclaimed their rightful home on the server. Also some bugs have been squashed.
Bug Fixes
Download links in original post!
Awesome! this is what Minecraft should have been.
All it needs is compatibility with skinfix mods, and optifine (or at least add mipmaping and anisotropic filtering)
That build at 0:32 in the trailer looks like something straight out of an adventurecraft map. I love it :-)
wolfboyft/Tachytaenius
GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment.

as a wish, stairs. I wanna put em upside down and in corners. stair functionality would do wonders.
I know how dumb is this question, what are the two ingredients in the bed crafting recipe next to the wool?
Yo, firstly I'd like to say that this is a great mod so far, I've been playing it since the 1.7.4_02 version of it and I honestly love how far its come along since then. However when trying to play the recent 1.7.6_01 version I experienced a particularly consistent crash that occurred every time I attempted to punch a tree. Note that the world I am playing on is a copy of an older save and I have wandered around a decent bit. With that said, here is the crash report I've received from MultiMC's output log:
MultiMC version: 0.6.14-3001
Launched instance in online mode
authserver.mojang.com resolves to:
[13.32.180.72]
session.minecraft.net resolves to:
[34.205.58.168, 52.21.65.46, 3.213.200.53]
textures.minecraft.net resolves to:
[13.32.151.11, 13.32.151.56, 13.32.151.80, 13.32.151.2]
api.mojang.com resolves to:
[13.249.37.60]
Minecraft folder is:
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/instances/Files-MultiMC-1.7.6_01/.minecraft
Java path is:
C:/Program Files/Common Files/Oracle/Java/javapath/javaw.exe
Checking Java version...
Java is version 17.0.1, using 64-bit architecture, from Oracle Corporation.
Main Class:
Native path:
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/instances/Files-MultiMC-1.7.6_01/natives
Traits:
traits legacyLaunch
traits texturepacks
Libraries:
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/libraries/net/java/jinput/jinput/2.0.5/jinput-2.0.5.jar
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/libraries/net/java/jutils/jutils/1.0.0/jutils-1.0.0.jar
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/libraries/org/lwjgl/lwjgl/lwjgl/2.9.4-nightly-20150209/lwjgl-2.9.4-nightly-20150209.jar
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/libraries/org/lwjgl/lwjgl/lwjgl_util/2.9.4-nightly-20150209/lwjgl_util-2.9.4-nightly-20150209.jar
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/instances/Files-MultiMC-1.7.6_01/.minecraft/bin/minecraft.jar
Native libraries:
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/libraries/net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-windows.jar
C:/Users/Wayward/Downloads/mmc-stable-win32/MultiMC/libraries/org/lwjgl/lwjgl/lwjgl-platform/2.9.4-nightly-20150209/lwjgl-platform-2.9.4-nightly-20150209-natives-windows.jar
Jar Mods:
bta (7d9972ab-4d5a-451a-a687-0e45c59293e2.jar)
Params:
Window size: 854 x 480
Java Arguments:
[-Dfml.ignoreInvalidMinecraftCertificates=true, -Dfml.ignorePatchDiscrepancies=true, -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump, -Xms512m, -Xmx8192m, -Duser.language=en]
Minecraft process ID: 12596
Using onesix launcher.
Launching with applet wrapper...
356 recipes
22 achievements
Setting user: DrifterBlitz, token:<ACCESS TOKEN>:<PROFILE ID>
Jan 06, 2022 10:28:01 PM net.java.games.input.DefaultControllerEnvironment getControllers
WARNING: Found unknown Windows version: Windows 10
Jan 06, 2022 10:28:01 PM net.java.games.input.DefaultControllerEnvironment getControllers
INFO: Attempting to use default windows plug-in.
Jan 06, 2022 10:28:01 PM net.java.games.input.DefaultControllerEnvironment getControllers
INFO: Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Jan 06, 2022 10:28:01 PM net.java.games.input.ControllerEnvironment log
INFO: Failed to initialize device Tablet Monitor because of: java.io.IOException: Failed to acquire device (8007001e)
Jan 06, 2022 10:28:01 PM net.java.games.input.ControllerEnvironment log
INFO: Failed to initialize device HUION HID because of: java.io.IOException: Failed to acquire device (8007001e)
Jan 06, 2022 10:28:01 PM net.java.games.input.ControllerEnvironment log
INFO: Failed to initialize device HUION HID because of: java.io.IOException: Failed to acquire device (8007001e)
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
logged in with session name: DrifterBlitz
java.lang.NullPointerException: Cannot invoke "kd.hasSurfaceSnow()" because the return value of "fd.getBlockBiome(int, int)" is null
at BlockLayerSnow.a(BlockLayerSnow.java:104)
at fd.n(World.java:2555)
at fd.l(World.java:2392)
at net.minecraft.client.Minecraft.k(Minecraft.java:1231)
at net.minecraft.client.Minecraft.run(Minecraft.java:500)
at java.base/java.lang.Thread.run(Thread.java:833)
Stopping!
SoundSystem shutting down...
Author: Paul Lamb, www.paulscode.com
Process exited with code 0.
MultiMC: Log upload triggered at: 06 Jan 2022 22:28:58 -0800
Hopefully this issue can be resolved. Thank you for your time!
Try not using Java 17?
Ah, that did the trick! Honestly that was entirely my bad for not checking what version MultiMC was using for the instance, and now I feel a lil' dumb for skipping over that detail lol. Thanks for catching that one for me!
1.7.6.1 has been released!
Adds Iron trapdoors, grass-munching sheep and many more minor additions and tweaks, also fixes a plethora of outstanding bugs in 1.7.6
Please check the full changelog on our Tumblr page
Download links above!
I just thought I'd make make a note on this:
You actually can use "jar" mods with the vanilla launcher; you have to edit the json file to remove the "downloads" section for the client.jar, which includes its URL and checksum, and you can include this with the download so it only needs to be placed in the same folder as the jar (replacing the original json):
MCL-4334 Minecraft gets reinstalled everytime you launch it
For example, my own mod includes a pre-modified json which made the following changes (the link above includes an example as well); all the json files that I've see have the same format; conveniently, the section you need to delete is right next to the "id" which needs to be changed to match the name of the files (I don't think you need to delete the entire section, just the part for client.jar, but server jars are meaningless for a modded version and Beta doesn't have them at all):
ETA: a pre-modified json file for Beta 1.7.3, the version must be named "b1.7.3_mods", exactly like the file name, unless you change it and the "id":
https://www.dropbox.com/scl/fi/ik2eq3xsmq2ojfylst2cb/b1.7.3_mods.json?rlkey=j1r53jktdx60kk7lzjb6yr31b&dl=0
This will cause the launcher to issue warnings about the jar but it will launch the game:
Note that these warnings even occur when using mods like Optifine and Forge, except they install themselves as a library which overrides the classes in the jar when loaded at runtime (any mod can be installed this way, following the example given here, which is how I installed my own non-Forge mods back when I used Forge). Even if it is more complex I prefer directly installing into the jar as everything is then in one place, and as mentioned before distributing the modified json eliminates the need for others to have to edit it and the library method would need one as well:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Suggestion: add hardcore mode.
I love the mod! But how did you make it? Did you code from raw files or did you use a program sorta like mcreator to make it?
I love the mod! Just one question. How did you make it? Did you raw code it from visual studio code or did you use a custom software sorta like mcreator?
Awesome, awesome mod. I've spent like twelve hours in the past few days just grinding away at an old map I kept around from b1.7.3 just to upgrade my base.
As far as feature requests (and this is a stretch, so bear with me), is there any chance of XInput controller support in the future?
Some of my best Minecraft experiences were spent playing the Xbox 360 edition, and while I loved how the game played & sounded (specifically the old menu selection *thunk* noises) I always felt more nostalgic about that because it was polished.
This mod is totally on track to make b1.7 feel complete, which makes it my favorite of all the Beta revival projects.
Anyways, keep up the great work.
This looks awesome, will be trying out soon
Nice mod it Be cool to see Villages and generated structures im not sure if that is 100% possble it may be diffcult you could even have the structures have ramdom features like if its a village the houses may not always have same design im not sure but its a just a idea but anyway keep up the work! love your mod