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v0.7.0-rc.5

v0.7.0-rc.5 Pre-release
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@github-actions github-actions released this 23 Oct 15:24

AEMinecraft v0.7.0-rc.5

Pre-release. Fifth test build of v0.7.0. Stay on v0.6.2 if you want a stable game. rc.6 will be the last release candidate before v0.7.0, with a few more quality-of-life features.

This RC only lists what changed since the v0.7.0-rc.4 release notes. For everything new in v0.7.0, see the v0.7.0-rc.1 release notes.

Most of this RC comes from player reports. Thanks to everyone who sent them; every report was checked one by one.

Hotfix (apworld re-uploaded 2026-10-23)

  • Generation could run out of memory and crash the PC. A BACAP slot with glitch logic and every lock on used more than 11 GB while building its logic, and nothing was freed between Minecraft slots, so a multiworld with several of them ran the machine out of memory. The same slot now peaks around 3 GB, and each slot's memory is released before the next one starts. The logic and placements are unchanged: the same seed gives the same game as before. If you downloaded the rc.5 apworld before this note, download it again. The mod jars did not change.

New options

  • split_structure_variants (default false). Structures that only differ by biome now share one unlock: one Structure Unlock: Village opens all five villages, and the same goes for Ruined Portal (7), Ocean Ruin (2), Shipwreck (with beached), Mineshaft (with mesa) and, on 26.3, Abandoned Camp (18). The groups come from the game's own structure tags, so a datapack structure that joins one of those tags joins the group. The Structure Unlocks tab shows one tile per group and lays its tiles out as a full grid. Set it to true to get one item per variant, as before.
  • combat_logic (default true). A hard fight is only in logic once you have Sword or Axe Handling, Material Handling up to iron, a reliable food supply and, when inventory_lock locks armor slots, the first two of them. Hard fights are raids, the Trial Chambers' ominous challenge (Trial Omen, ominous vault) and bosses. Everything that goes through one inherits it, such as raid gifts.
  • exploration_logic (default true). An advancement that only asks you to go somewhere (Adventuring Time, Atlantis?, Subspace Bubble…) is only in logic once you have a reliable food supply (Hoe Handling, or one of Cow, Pig, Chicken, Sheep, Rabbit, Mooshroom, Cod or Salmon) and, with inventory_lock, a slot to carry it in.
  • Both logic options only change where items are placed. The tracker still shows such a check yellow when you could already try it. Set them to false for the old behaviour.

Logic fixes

Status effects and potions

  • Status effects come from their real sources (mobs, food, beacons, stews, structures…) instead of "own a brewing stand". Darkness also comes from a Deep Dark's shriekers.
  • Splash and lingering potions are brewed properly (gunpowder, dragon's breath), so Noxious Fumes and Gas! need the End. A 14% Trial Chambers dispenser no longer counts as a reliable source.
  • A tipped arrow needs its lingering potion.
  • Suspicious stew effects come from every flower that gives them (I'm gonna be sick!).
  • Beacon effects need a beacon base.

Mobs and raids

  • Raid advancements follow the mod's raid gate, and only pillagers and raids make raid captains.
  • A banner with more layers than a loom can make is a raid captain's ominous banner (Superhero of the Village).
  • Raid gifts are an unreliable source with unknown odds.
  • Bees: honey and honeycomb need bees, a calm harvest needs a campfire, and honey bottles come from a full hive.
  • The Happy Ghast needs a dried ghast, so the Nether (Lead Zeppelin).
  • Trick or Treat! needs a mob that can actually wear a pumpkin.
  • The Camel Husk comes with its Husk; wolf armor needs a tamed wolf (Armadoggo, Good as New, Shear Brilliance).
  • Cured zombie villagers and igloo villagers count as villagers for every trade, even without a village.
  • Villager trades are an unreliable item source when villages are not locked behind an unlock.
  • Mob drops and structure loot of an unlock are reliable whatever the unlock's classification (leather, string: Help! I've been framed!, A Masterpiece!).
  • Elder Guardian and Piglin Brute drops run out; wet sponges dry in the Nether (Sponge Miner).
  • The ominous bottle: Trial Omen, Wind Burst and every item only the ominous vault or spawners hold need the Trial Chambers, a trial spawner mob and combat readiness.

Items, blocks and structures

  • Mining a tiered block needs a pickaxe of that tier.
  • A named enchantment's book comes from a librarian; random books are glitch only (Thin Ice!). An enchantment on an unnamed item asks for an item it can go on (Mace Windu), and the enchanting table only offers an enchantment on its primary items.
  • Archaeology loot needs a brush.
  • Wax scrapes off with an axe and crafted copper ages too (Lighten Up); aged copper blocks come from their plain block (Grate Expectations).
  • Stripped logs need an axe or a village/camp palette (Shelfception).
  • Dead coral needs living coral, and coral its Warm Ocean (Just a sample).
  • Rare structure palette blocks are glitch routes, e.g. the copper golem statue in 2-14% of camps (Such a poser).
  • An Overworld fossil's bone blocks are a glitch route (Boned, Paleontologist…).
  • Naturally generated blocks that also have a recipe read as natural, with the Biome Finder when rare.
  • Item colours ask for that dye (Colorful Cavalry).
  • On 26.3, structure lists and structure tags in advancement conditions are read properly (Raidin' Master, Atlantis?, Quicksand, Ahoy!).
  • New glitch routes: a Nether portal cast from water and lava, and string from a cobweb with a water bucket.
  • Each armor slot unlocks one at a time in logic, in the mod's order.
  • Fixed the replacement item used by item links, plando and start_inventory_from_pool.
  • Glitch logic is much smaller on BACAP (export 5.5 MB → 1.7 MB), so trackers and tools handle it faster.

Mod fixes

  • Raids: when a raid can't start, the game tells you which raid mobs are still locked. The ominous bottle can't be drunk within 32 blocks of an unlocked village or Trial Chambers whose raid or trial can't start yet, and it says why.
  • Structures: unlocked structures are rebuilt only into loaded chunks, without lag spikes or log spam (the mineshaft unlock lagged servers). Structures and mobs owed while a server was off are placed on the next start.
  • Abandoned Camps show on the Structure Finder bar with a campfire and a biome badge.
  • Inventory lock: inventory rows open from the hotbar up. Inventory Shuffle only shuffles unlocked slots. Dispensers can't put armor into a locked armor slot.
  • keep_inventory keeps its share of XP, and a totem of undying no longer loses the kept items.
  • DeathLink: /aem deathlink mode random|all picks whether a death kills one player or everyone on a server; saved in the world.
  • Tracker: checks under a hidden advancement re-parent to the nearest visible one, and a tab root with checks below it shows (gray). Goal tiles go gray on their own count and blue once collected.
  • The Biome Finder button follows the recipe book panel.
  • The BACAP rewards marker now lives in the world's data/ folder.
  • /aem dump logs a failed pack dump and keeps it on screen, and the dump button writes every file.

Upgrading from rc.4

  • Replace both the apworld and the mod jar. Your YAMLs keep working; the three new options take their defaults. With the defaults, grouped structure unlocks shrink the item pool and the new logic options place combat and exploration progression a little later, so expect different seeds from the same YAML.

v0.7.0-rc.4

v0.7.0-rc.4 Pre-release
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@github-actions github-actions released this 22 Oct 11:35
a2f0a5f

AEMinecraft v0.7.0-rc.4

Pre-release. Fourth test build of v0.7.0. Stay on v0.6.2 if you want a stable game.

This RC only lists what changed since the v0.7.0-rc.3 release notes. For everything new in v0.7.0, see the v0.7.0-rc.1 release notes.

Changed

  • The Biome Finder screen is a map. Right-clicking the Biome Finder now shows a top-down map of the biomes around you, next to a searchable list of every biome in your dimension. Click a spot on the map or a name in the list to track it.
  • An arrow points the way. While you track a biome, a small arrowhead floats just ahead of your view and turns toward it, like a compass needle. It faces you while you glide, swim or crawl. Its textures live in textures/misc/biome_finder_arrow/, so resource packs can replace them.
  • Clearing the target. The biome you're tracking sits at the top of the screen with a ✕ to stop tracking it. Tracking also stops on its own once you walk into that biome.

Upgrading from rc.3

  • Only the mod jar changed. Keep the rc.3 apworld and your YAMLs.

v0.7.0-rc.3

v0.7.0-rc.3 Pre-release
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@github-actions github-actions released this 12 Oct 14:59

AEMinecraft v0.7.0-rc.3

Pre-release. Third test build of v0.7.0. Stay on v0.6.2 if you want a stable game.

This RC only lists what changed since the v0.7.0-rc.2 release notes. For everything new in v0.7.0, see the v0.7.0-rc.1 release notes.

Fixed

  • The game froze on the Nether and Adventure tabs. With glitch logic on and structure, mob or Knowledge locks, opening those tabs after receiving a few items could freeze the game for good. The tracker now remembers the result of each shared part of a rule instead of working it out again every time it comes up, so the tabs open instantly. Thanks to MissingNoShiny on discord who tracked this one down.

Changed

  • One Knowledge tile per progressive item. Progressive Material Handling, Villager Trust, Structure Finder, Keep Inventory and Inventory Slot used to get one tile per copy, which got out of hand with large Keep Inventory or Inventory Slot pools. Each one is now a single tile:
    • its tooltip counts the copies received so far, e.g. 3/10;
    • its frame turns gray from the right, one step per copy, and is fully gray once every copy is in;
    • the hint line shows where the next copy is.
  • Clearer error when the item pool is too big. When a YAML asks for more items than it has locations, the error now lists how many items each option adds. It only suggests the location options you have turned off.

Upgrading from rc.2

  • Replace both the apworld and the mod jar. The tracker tiles changed on both sides, so an rc.2 jar with the rc.3 apworld (or the other way round) leaves the progressive tiles missing from the Knowledge tab. Your YAMLs keep working as they are.

v0.7.0-rc.2

v0.7.0-rc.2 Pre-release
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@github-actions github-actions released this 10 Oct 13:18

AEMinecraft v0.7.0-rc.2

Pre-release. Second test build of v0.7.0. Stay on v0.6.2 if you want a stable game.

For everything new in v0.7.0, see the v0.7.0-rc.1 release notes. This RC only changes the apworld; the mod is the same code as rc.1, rebuilt with the new version number.

Fixed

  • Generation hung on some BACAP slots. With structures and mobs locked, glitch logic could take minutes or never finish building. That step now takes a couple of seconds.
  • Same seed, different logic. The exported logic depended on Python's hash seed, so two runs of the same seed could ship slightly different rules. It is now identical every time. Item placement was never affected.

Faster

  • BACAP multiworlds generate several times faster. The advancements_required goal check stops as soon as enough advancements are reachable, and rule evaluation and logic minimisation do less work. Same seeds give the same placement and slot data as before.

Upgrading from rc.1

  • Replace the apworld. The rc.1 mod jars and YAMLs keep working with it, but you may as well grab the rc.2 jar.

v0.7.0-rc.1

v0.7.0-rc.1 Pre-release
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@github-actions github-actions released this 08 Oct 21:17

AEMinecraft v0.7.0-rc.1

Pre-release. This is a test build of v0.7.0, so expect rough edges. Please report anything odd. The new in-game report button (see below) makes that a two-click job. Stay on v0.6.2 if you want a stable game.

Hotfix (2026-10-09). The first minecraft_aem.apworld uploaded here had an incomplete manifest. Archipelago loaded it as version 0.0.0, so generation rejected every YAML from the template with "required version of world "AEMinecraft" is at least 0.7.0, however world is of version 0.0.0". The apworld has been replaced; if you (or your host) downloaded it before, download it again. The mod jars and the YAML template are unchanged.

v0.7.0 brings Minecraft 26.2 and 26.3, a rewritten logic engine, and a long list of checks that now ask for what the game actually requires.

New

  • Minecraft 26.1.2, 26.2 and 26.3. One mod jar per Minecraft version; download the one that matches your game. Each player picks their version in the YAML:
    minecraft_version: '26.3'
    The mod refuses to enter a world generated for a different Minecraft version, naming both. With BACAP on, install the pack release made for your version: 1.20.3 for 26.1.2, 1.21 for 26.2, 1.21.1 for 26.3.
  • Report a logic error from the advancement screen. Click the book button, then the advancement that looks wrong. Choose "wrong logic" or "should not be accessible yet" and add a note if you want. The report is saved to <world>/archipelago/logic_reports/ with everything needed to reproduce it. Send that folder along with your report.
  • 2x2 crafting is gated too. When the crafting table is a Knowledge gate, your own 2x2 inventory grid crafts nothing until you receive Knowledge: Crafting Table, planks and sticks included. This is the new inventory_crafting route of item_gate_behavior, on by default.
  • Knowledge: Composter. A new Knowledge gate: filling or emptying a composter, including a village one, needs it.
  • Generation progress. Generating now prints each AEMinecraft player's steps and how long they took.

Changed

  • The Biome Finder covers every biome-bound thing. The common biomes are plains, forest, birch forest, river, ocean and beach. Anything found only outside them needs the Biome Finder when it is enabled, or a structure that contains it. That covers blocks and mobs alike: cactus, bamboo, sweet berry bushes, sea pickles, powder snow, husks, camels, foxes, llamas, polar bears, armadillos and more. Nether and End content is gated by reaching that dimension instead.
  • Inventory Lock: locked slots stop you wearing or holding, not obtaining. You can still pick up armor with the armor slots locked; you just can't put it on. Checks that need you to wear or hold something now wait for that slot. mode: fixed is removed: its permanently locked slots made some checks impossible.
  • Traps arrive 10–20 s apart (was 30–60 s). Still never two at once.

Fixed

Checks that were in logic too early:

  • Anything that needs an item in your hand now needs a free inventory slot to hold it. With every slot locked at the start, the first Progressive Inventory Slot could otherwise land on a check you couldn't do.
  • Stacks need a source that doesn't run dry. A check asking for 16 or more of something no longer counts a few chests. Master Coal Miner and Paleontologist need a renewable source.
  • Tools. Several routes reached pickaxe-gated items without a pickaxe. Blocks that only drop to the right tool now ask for it: shovels for snow, a sword or shears for cobwebs, shears for glow lichen, grass and dead bushes.
  • Riding a nautilus needs it tamed, so a pufferfish (Coralful Shell).
  • The Devil's Distance and Subspace Bubble need the Overworld. On a Nether start they were in logic before it.
  • Core Keeper needs the Trial Chambers, Flashy Items a glow squid, and You're doing it wrong a shulker.
  • Concrete needs its powder and dye. A worn anvil needs an anvil.
  • Villager trades are priced at the trade level that offers them.

Mod:

  • bacap_rewards: false could leave BACAP's rewards on in a brand new world.
  • The swap-offhand key, the screen swap keys and right-click equipping could put items into locked slots.

Upgrading

  • Update both the apworld and the mod. v0.7.0 seeds use content and gates the v0.6.2 mod doesn't know.
  • YAML:
    • minecraft_version is new. Leaving it out means 26.1.2. Write it quoted, as above.
    • inventory_lock: mode: fixed is no longer accepted. Use progressive or disabled.
    • item_gate_behavior gains inventory_crafting (default true). It only matters when the crafting table is in your knowledge_gates.
    • The template now pins requires: game: AEMinecraft: 0.7.0, so an older apworld refuses it.
  • Seeds generated with v0.6.x should be finished with the v0.6.2 mod.

Worth testing in this RC

  • Minecraft versions: 26.2 and 26.3 worlds, joining and playing, with and without BACAP.
  • Gates: the 2x2 crafting gate with Knowledge: Crafting Table gated, the inventory slot locks, and the composter gate.
  • Report button: one report sent from the advancement screen.

v0.6.2

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@github-actions github-actions released this 14 Sep 02:27
61228a4

AEMinecraft v0.6.2

A logic release. Many checks showed as reachable before the game, or the mod, would let you complete them. A few others were harder than they should have been.

Fixed

Checks that were in logic too early. Each of these could show as reachable while something the game requires, or something the mod locks, was still missing:

  • Villager and Wandering Trader trades. Checks about the Wandering Trader (Travelling Merchant, Shady Deals, Florist, Rebuilding the Oceans) now need the Wandering Trader, not just any villager. Trading for locked items (All chained up, Retro Future Knight) now needs the Knowledge and Material Handling to take them out of the trade.
  • Tools and armor from trades, chests and mobs now need their Material Handling tier, the same as the mod requires. A stone pickaxe bought from a toolsmith no longer counts with zero Material Handling.
  • Checks about a mob need that mob unlocked:
    • I'm in Lava With You, Death by Magic, Gas!, My eyes!, Spleaf
    • Arbalistic, It Spreads, What's Up, Doc?, Surge Protector
    • BACAP challenges such as Beef Moover, Overwarden, The World Is Ending and Why do I hear boss music?
  • Charcoal and composters. Renewable Energy needs the smelting recipe; breaking a campfire no longer counts. Knowledge: Crafter only lets you craft together with Knowledge: Crafting Table.
  • Potion effects on mobs are now required (Gas Bomb).
  • Mob Kabob asks for a spear instead of a trident.

Checks that were wrongly locked or unpriced.

  • Kilometre Walk no longer waits for the Biomes tab.
  • All the Items!, All the Blocks!, Pottery Exhibition, Tricky Treasures, sus and a few others used to fall back to "reach the previous advancement". They now require what they actually need:
    • creeper-drop music discs
    • Trial Chamber pottery sherds
    • firework stars
    • suspicious sand and gravel, which drop when they fall onto a cobweb
  • Levitation, Dolphin's Grace and Conduit Power no longer require a brewing stand.

Biome Finder

  • Items that only grow in rare biomes need the Biome Finder, or a structure that contains them, when the Biome Finder is enabled. That covers cocoa beans, glow berries, melons, jungle and pale oak wood, moss, dripleaves, sculk and mycelium.
  • Mobs that live in a rare biome now show as possible-with-effort (yellow) without the Biome Finder, instead of out of logic, as long as the mob itself is unlocked.

Upgrading

  • Only the apworld changed for players. The mod gains a developer dump command but nothing that affects play, so the v0.6.1 mod jar keeps working.
  • Seeds generated with v0.6.1 are unaffected and can be finished as they are.
  • Regenerating a v0.6.1 seed with v0.6.2 gives a different placement, because the logic is stricter.
  • No YAML changes are required.

v0.6.1

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@github-actions github-actions released this 13 Sep 23:44
d1f64ba

AEMinecraft v0.6.1

A hotfix release: generation no longer hangs with BlazeandCave's Advancements Pack.

Fixed

Generation froze at "Beginning output..." with BlazeandCave's Advancements Pack.
Seeds using BACAP together with the mob or structure locks could sit at "Beginning
output..." for 15 minutes or more, and on machines with less memory could fail outright.
These seeds now generate normally: the heaviest reported setup (BACAP, glitch logic, every
lock and challenge_sanity: all) finishes in under a minute.

Improved

Generation is faster and uses far less memory. The apworld stopped building millions of
duplicate copies of the same logic. The reported seed went from about 9 GB of memory to
just over 1 GB, and seeds without BACAP generate roughly twice as fast.

Upgrading

  • Only the apworld changed. The mod is identical to v0.6.0, so if you already installed
    the v0.6.0 mod you can keep it and just replace the apworld.
  • Seeds generated with v0.6.0 are unaffected and can be finished as they are.
  • Item placement is unchanged: the same YAML and seed produce the same world in v0.6.0 and
    v0.6.1.
  • No YAML changes are required.

v0.6.0

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@github-actions github-actions released this 13 Sep 17:12
5a9495d

AEMinecraft v0.6.0

Two new options for how death and your inventory work, an advancement screen that tells
you where your items are, and a round of fixes to what the randomizer asks of you.

New

Hints on the advancement screen. Every unlock tile (structures, mobs, Knowledge) now
shows the item the way Archipelago names it, in Archipelago's colour for how important it
is. Hold a tile for a moment to ask for its hint: the screen closes, reopens on the same
tab once the answer arrives, and the tile says where the item is waiting —
Structure Unlock: Ancient City @ Sky's the Limit in Steve's world. Hints made anywhere
in the multiworld show up. For a progressive item, each level shows its own hint.

See which advancements you actually earned. When another player's release or collect
sends one of your checks, that advancement used to turn gray like one you completed
yourself. It now turns blue, so the gray tiles are the ones your world really earned,
and the blue ones are still missing from your advancement goal. Tiles are now repainted
in Minecraft's own text colours.

Progressive Keep Inventory — new option keep_inventory (with
keep_inventory_pool_size). Instead of choosing between losing everything on death and
the keepInventory gamerule, you can make it something you unlock over a run.

Inventory Lock — new option inventory_lock. Inventory slots start locked and open
up as Progressive Inventory Slot items arrive.

  • The Biome Finder no longer takes up an item: open it with its keybind or the
    compass button next to the recipe book.
  • A chat filter hides multiworld messages that have nothing to do with your slot.
  • Chat lines starting with ! are sent to Archipelago as commands, e.g. !hint.
  • The advancement screen works with Better Advancements, Advancements Reloaded and
    Paginated Advancements.

Fixed

  • Locked baby zombies could reappear riding chickens in trial chambers after a reload.
  • With DeathLink on, every incoming death reset the timer phantoms need, so they could
    stop spawning entirely.
  • Sneaking with empty hands let you use something a Knowledge gate should have kept closed.
  • A locked structure is now rebuilt from the world when it unlocks, instead of keeping a
    copy of its blocks in your save.
  • Generating a seed with glitch logic could run out of memory (18 GB → about 1 GB).

Logic

  • Blocks that only exist once placed, and have no recipe, are no longer handed out free.
  • Ores count as a source for their item. A crafted block is not something to mine.
  • A recipe needs its crafting station, not just permission to use one.
  • Emeralds come from villagers; pottery sherds are brushed out, not looted.
  • Villagers need a village; Mooshrooms need their biome.
  • Filled buckets and villager trades are priced properly.
  • The Wandering Trader and BlazeandCave reward items only count as glitch-logic routes.
  • Killing several mobs with one arrow requires Piercing.
  • Trimming armor requires armor, a trim template and a smithing table.

Upgrading

  • The mod and the apworld are released together. Use them as a matched set.
  • Requires Archipelago 0.6.7 or newer.
  • New YAML options keep_inventory, keep_inventory_pool_size and inventory_lock.
    Take them from the new template. Leaving them out gives you the defaults.
  • Unlock tiles only get their Archipelago colour on seeds generated with v0.6.0.
  • Regenerating a v0.5.1 seed with v0.6.0 gives a different placement. Finish existing
    seeds on the version they were generated with.

v0.5.1

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@github-actions github-actions released this 26 Aug 10:57
37bf9b1

AEMinecraft v0.5.1

A maintenance release: one generation failure fixed, and a round of corrections to the
logic that decides when a check is reachable.

Fixed

Generation failed with BlazeandCave's Advancements Pack and challenge_sanity: all.
Any seed combining those two options crashed during generation and produced no output.
The cause was a loop in the logic for BACAP's "Super Challenges" tab. These seeds now
generate normally. Other challenge_sanity settings were never affected.

Improved

Sixteen checks no longer come for free. Each of them could previously be completed
without owning anything the randomizer had placed, which let progression open up earlier
than intended. They now ask for what the game actually requires — among them:

  • items that can only be collected with shears or Silk Touch, such as glow lichen,
    dead bushes, grass, ferns, vines and mushroom blocks
  • nether wart, which only grows inside Nether Fortresses and Bastion Remnants, and
    previously opened the entire brewing tree on arrival in the Nether
  • wither roses, which require defeating the Wither
  • string from cobwebs, and carved pumpkins

Tool requirements are now read directly from the game files, so they stay correct as
Minecraft changes.

Upgrading

  • The mod and the apworld are released together and should be used as a matched set.
  • Seeds generated with v0.5.0 are unaffected and can be finished as they are.
  • Because the logic is stricter, regenerating an existing v0.5.0 seed with v0.5.1 will
    produce a different placement. Generate a new seed rather than expecting the old one to
    be reproduced.
  • No YAML changes are required.

v0.5.0

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@github-actions github-actions released this 22 Aug 22:01
041afe7

AEMinecraft v0.5.0

The big one: you can play with friends now, and your world no longer stops being playable
when Archipelago isn't reachable.

Grab both files below — the mod .jar and the .apworld — from this same release. They have to
match.


Play with friends

A Minecraft world is one Archipelago slot, and now a whole group can play that slot together, on
LAN or on a dedicated server.

  • Everyone's progress counts as the run's progress. Advancements are shared — including
    half-finished ones, so your thirty biomes and your friend's ten add up to Adventuring Time.
    A check is sent once, by whoever gets there first.
  • You still get your own rewards. Everyone completes the shared advancement for real, so
    everyone opens their own BACAP reward chest and gets their own trophy. Filler buffs go to every
    player too, including the ones that arrived while you were logged off.
  • Traps hit the people who are actually there, and are never banked up to dump on whoever logs
    in next.
  • DeathLink is proportionate. A death arriving from another world takes one random player, not
    the whole server. Operators can switch it off for the run with /aem deathlink off.
  • Log in late, or first after a restart, and you're caught up on everything the run has done.

Running a dedicated server takes one config file. Setup guide: docs/setup_en.md, "Playing With
Friends".

Keep playing when Archipelago isn't there

Once your world has connected once, it remembers what it needs. After that:

  • The room being down — or dropping mid-session — doesn't end your run. You keep playing.
  • Everything the world decides for itself keeps working exactly as strictly as before: locks,
    advancements, the tracker, the in-logic indicator.
  • Checks you earn while offline are saved in the world and sent the moment you're back. They
    survive restarts and crashes.
  • What waits for the link is what genuinely needs it: items other worlds send you, and Archipelago
    chat.

/aem status tells you where you stand; /aem reconnect gets you back on and flushes what you
earned.

Good for async games, flaky connections, and playing on a plane.

⚠️ The game is now called "AEMinecraft"

It used to be Minecraft [AEM]. Before you play v0.5.0:

  1. Update the mod jar and the apworld together. An older jar can't join a v0.5.0 room — it
    still introduces itself by the old name.
  2. Update your YAML: the game: line and the option-block heading both become AEMinecraft.
    The template.yaml attached to this release is already correct.

Seeds you generated with an older apworld need the older mod, so finish those runs before you
upgrade.

Fixes you'll notice

  • Traps can hurt you; they can't rob you. No more losing your inventory or waking up to your
    base rearranged. They also space themselves out and don't all fire at once when you reconnect.
  • The finder bar points at what's near you, not near world spawn, and comes back after a
    reconnect instead of disappearing for good.
  • Chat behaves. Messages you type are no longer swallowed as Archipelago commands.
  • The randomizer understands advancements much better. Requirements that used to read as free
    — enchantments, damage types, mob variants and mounts, where a block is placed, what a container
    holds, brewing, BACAP's potion goals — are now understood properly. In practice: fewer checks
    that look reachable and aren't, and fewer that let you skip past a gate you were meant to open.
  • Spears are gated by Knowledge: Spear Handling, as they always should have been.
  • A raid won't start until every raid mob is unlocked, and your Bad Omen is kept rather than
    quietly spent.
  • Locked mobs no longer take up the mob cap, so the mobs you can meet actually spawn.
  • New: /aem structures lists structures held back by locks, and can recover them.

Requirements

Minecraft 26.1.2, Fabric Loader 0.19.2+, Fabric API, Archipelago 0.6.7+.
BACAP 1.20.3 is optional.

Something look wrong?

Multiplayer and offline play are new, and a couple of the lock fixes are freshly baked — if you see
a locked mob riding another, a raid misbehaving, or anything odd after a reconnect, please open an
issue with your YAML and what you were doing.