
Now in the Overworld! (For versions 1.16.5 and 1.20.1!)
Description:
This mod adds an expansive, fleshed-out aquatic dimension with unique biomes, challenging bosses, lengthy series of progression, and overall difficulty curve extending far beyond the scope of vanilla. It's designed to be playable from scratch - with everything you need being obtainable within the dimension - and it can be quickly accessed depending on the player's luck finding a heart of the sea.
Like many of us, before Minecraft's Aquatic Update was released, I felt that Minecraft oceans could use an overhaul. Ideas that I initially had back in 2014 slowly built up over time, and after discovering MCreator I tried to begin working on this mod in 2016. Some things fell through, however; I felt like I didn't have enough to work with, and I later abandoned the project.
I came back to it in early 2020 and thought I'd give it another shot. After a lot of brainstorming- and inspiration from the Aquatic Update itself, I felt like I was finally prepared. And now, two and a half years of on-and-off development, I present Aquatic Craft!
Please note that Minecraft 1.18+'s terrain generation results in unintentional and seemingly uncontrollable terrain within the Aquatic Dimension. (Mob animations also broke.) The mod was balanced around prior generation settings and is best played in 1.16. If you want to experience the mod as it was intended, I highly suggest the most recent 1.16 version!
Features:
This mod consists of two new dimensions, which themselves contain:
More internally speaking, there are also:
(I do intentionally want to be a little stingy on details regarding exactly what all is in the mod, since I'd like to give players the joy of discovering things for themselves.
If there are any questions, however, I will be happy to answer them.
I tried to keep things pretty intuitive, but I will also describe anything important that you may want to know before getting your feet wet, in the "Good to know" section below.
By all means play how you want, but I highly suggest playing through the mod in survival mode before playing around with things in creative!)
Getting there:
The portal to the aquatic dimension consists of just a single block, which when right-clicked will transport you between dimensions.
All you need to craft this portal is some iron, glass, prismarine crystals, and a heart of the sea. Acquiring a bucket of water will start a short series of advancements to guide you towards creating a portal and will grant you the recipe to craft one.
In order to make things a little more beginner-friendly, there are "prismarine fish" that spawn in the Overworld at depths of y=45 or below. Locating these will require finding a deeper ocean or some underwater caves, but should prove more convenient than seeking out and defeating guardians.
Lastly, while I haven't made the process of acquiring a heart of the sea any simpler, if you weren't aware, you are able to feed dolphins raw fish and they'll lead you towards the nearest underwater chest - if there are any within their detection range. This feature can help immensely when searching for a treasure map!
...Or if you just can't wait to dive in... "/give @s aquaticcraft:aq_portal_block"
Good to know:
General:
Status Effects:
The mod adds 7-8 new status effects, depending on technicality: Blood Loss, Crushing Depths, Pulled Down, Cooldown, Disease, Catlike, Vampiric Strike, and Hallucinating.
Environmental Hazards:
To make things both a little more challenging and interesting, I decided to add several environmental hazards to my dimensions:
Not really "hazards" per se, but still worth mentioning are:
Fishing:
This mod includes its own fishing system - which functions very similarly to, but still a bit different to vanilla. There are nine new fishing rods - each having their own "wait time", "bite chance", and pool of catches. There are also four types of bait that are required to catch the mod's fish. Note that helpful tooltips are provided on both bait and rods.
To try and explain this system: In order to catch one of the mod's fish, you must hold a certain type of bait in your off-hand slot - the type depending on the biome you want to fish in. Fruit Paste is crafted from wheat and tropical berries (uncommonly found in the Tranquil Archipelago), Shrimp can be obtained from killing some arthropods or large filter-feeders, Fish Chunks can be crafted by putting poisonous fish meat by itself in a crafting table, and Zombie Worms can be obtained from killing certain mobs in the Hadal Stretch (Aquatic Void as of 1.16.5).
Each biome has its own pool of potential catches and each fishing rod has its own sub section of 4 items from each of those biomes' pools. Things aren't so specific that you must use x rod in y biome in order to catch z fish, as there is some overlap between what each rod is able to catch, but higher-tier fish are generally restricted to higher-tier rods. You are able to catch every unique non-hadal fish using a combination of the Stone Rod and Aquamarine Rod, however!
A fishing rod's "wait time" is how much time passes between each "bite chance", which itself is a percentage of how likely the rod is to successfully get a bite.
For example, a stone rod has a wait time of 48 ticks and a bite chance of ~1/15. An aquamarine rod has a wait time of 28 ticks and a bite chance of ~1/12. Every 48 ticks a stone rod will run a check with a ~1/15 chance of success to see if it gets a bite or not; whereas an aquamarine rod performs a check with a ~1/12 chance of success every 28 ticks!
How will you know if you get a successful bite? The fishing bobber will suddenly jerk downwards about a block or so and there'll be an audible 'sploosh' noise. Right-click after that happens to reel your rod back in. I tried to make it pretty obvious. Just be patient and you'll work it out!
Now, why would you want to fish, if you aren't already so inclined? Most of the fish correspond to a certain status effect - they're basically like fishing up potions! Some act as loot bags and can give a variety of miscellaneous resources. Those that do function similarly to potions generally provide a level I effect when eaten raw and a level II effect after having been cooked, but not for as long. Some do provide effects of a higher level and I tried balancing them pretty well, but the concept of 'raw = lower-tier, longer-lasting' and 'cooked = higher-tier, shorter-lasting' remains true for most of them.
Several fish are also required to craft items to summon the mod's bosses, and an Aquamarine or higher tier rod is required to catch several of these!
Vanilla changes:
Not much to mention here, but I have altered the loot tables of turtles and dolphins to include scute, and a new item, sinew, respectively. As of 2.5.0, pufferfish may now drop sponge chunks too.
I don't know what this may mean for any potential incompatibility with other mods that have also altered these loot tables, but I can't imagine too many mods have done this.
Any equipment with the sharpness or impaling enchantments will also inflict Blood Loss for a short period of time.
Lastly, magma blocks now drop fragments, similarly to glowstone blocks, instead of their whole selves - which now require silk touch. 4 fragments can be combined into magma blocks and magma blocks can be crafted into 4 fragments.
Looking Forward:
At the time of writing, the mod is considered complete in the sense that it has satisfying progression from start to finish. No further content updates are planned, but I'll certainly keep an eye out for bugs and may add or tweak things further down the line.
What about 1.16+? Well, when I started working on the mod again in MCreator, it was being designed for 1.14. At that time I didn't have too much in the mod, so updating it went fairly smooth. Once MCreator was first getting around to supporting 1.16 I did make a backup and tried updating again; however, I just couldn't get biomes to generate correctly, so I stuck with 1.15. I believe this issue was later noticed and resolved; but another problem is that I also have a lot more stuff in my mod now, and quite a bit of it has locked code. While I don't fully understand Java, often times I will tweak existing code, or add or remove something that MCreator doesn't have the option to simply select by default. Essentially, it'll take quite some effort to update versions.
Now that I'm "done" with the mod, however, updating it is one of the few things I have left to do for it; but as of the time of writing, it still isn't a high priority.
Edit: I initially intended to update my mod and then publish it to Curse; however, after having difficulties with MCreator attempting to work on my mod in 1.16 and 1.18, I have decided to publish it now and likely won't ever update it again. Apologies for the inconvienence~
The one-year anniversary of the mod having been uploaded to MCreator was coming around and I decided to give updating to 1.16 another shot. I realized that it was better to have a mod- even if part of it were broken- updated so more people can experience and enjoy it, than to leave it stagnate in an older version of the game. After getting over a few large hurdles I managed to re-create something similar to the 1.15 version. Then it just took several weeks after that to make countless smaller adjustments to get things just right…
What about 1.17+? It’s something I’ve yet to look into, but it is planned. Who knows!
A 1.17 version of the mod has been scrapped. The MCreator versions I have the 1.16 and 1.18 versions of the mod in no longer support 1.17 and due to its lesser popularity, I don't believe creating a 1.17 version would be worthwhile.
What about 1.19+? I have no intentions of updating the mod to any other versions. As more and more things change in vanilla Minecraft, more things in the mod end up 'breaking', too. I'd love to continue updating the mod if it were quick to do so, and if I had more control over how things look and behave, but it's quite the time investment to update a mod as large as this! 1.18 will be as far as Aquatic Craft goes.
All right, I was convinced. Here's to 1.19.2, 1.19.4, and 1.20.1! Even though things keep breaking and I need to keep fixing them, I suppose I'll keep updating Aquatic Craft as long as I can, if a bit delayed... Aquatic Craft: Overworld Edition is planned!
What about mob animations? Ugh, don't remind me... I am not looking forward to fixing them all and updating 4+ versions with all of them.
What's the 1.18.2 mountainous seed edition? The 1.16 and 1.18 versions force me to use a set seed in the dimension settings, which I need to have locked in order to set and keep the sea level to 128. While testing out changes in new worlds, I like to use different seeds to see if I can get anything new and interesting. The mountainous edition is just a one-off with a huge mountainous region just east (positive x) of 0, 0. The seed itself is 3678624066296237212. The seed for the regular version is 4448555006753193073.
I've been unable to work on the mod as much as I would like to thus far this year, but I plan to do a little bug testing in 1.19 and below and fix those versions before continuing work on Overworld Edition 1.16. (Which is currently in-progress and I plan to release as the first OE version.)
Edit as of version 2.5.0 here: I intend to update the 1.16.5 Overworld Edition next, followed by the main 1.20.1 version. Then I'll work on 1.19.2, cutting support for 1.19.4 and possibly for 1.18.2 too. I'd also like to spend time working on my other mod projects, but I DO intend to try and release 1.16.5 OE and 1.20.1 ME before then! 1.20.1 OE is a bigger can of worms due to the way biome generation works so it'll be saved for last.
Additionally, 2.5.0 marks the end of planned content updates for Aquatic Craft. I do still have some ideas floating around, but after updating other versions to 2.5.0, Aquatic Craft will more or less permanently be on the back burner compared to other projects. Aside from bug fixes, or maybe smaller additions, I'll be "done" with Aquatic Craft from here on out. That being said, I don't want the mod to die off in increasingly outdated versions of Minecraft and I do intend to try and keep the mod updated over time. Just don't expect any more content updates! (Animations? Ughhh... Not looking forward to it. x_x)
2.5.1 edit: I've updated the main 1.20.1 edition and 1.16.5 Overworld Edition with the features of 2.5.0 and did some extra tweaks and bug fixing for 2.5.1. Please continue to let me know if there are any notable bugs. I appreciate it. I'll be taking a break to work on other projects now, so I'll be holding off on 1.18 and 1.19 for now.
Please feel free to mention any questions/concerns on this mod's discussion thread. And if and when questions have been asked frequently enough, I shall update this post with a FAQ. Feel free to play it in multiplayer, record playthroughs, add it to your own modpacks (hopefully there won't be any conflicts), and all that jazz!
I do now give permission to create and upload custom, public modpacks containing this mod online, however that works! If there are any issues, I'm not to be held responsible for them, and I won’t update the 1.15 version in the event any conflicts arise, but I’ll see what I can do about later versions.
If you do record a let's play/playthrough, please provide a link to this mod's page on Curse Forge or the MCreator website.
Enjoy!~