Skip to content

Releases: VoX/ocean-overhaul

v0.15.0 — The Living Ocean

12 Jun 04:10
@VoX VoX

Choose a tag to compare

Five features built by the autonomous feature loop, each through design review, adversarial critique, implementation review, and a full gametest gate (121 tests).

Bioluminescent Plankton Blooms

Deep-ocean water now glows in drifting bloom patches — at night the whole column, by day only the lightless depths. Anything swimming fast enough stirs a glowing disturbance trail: players, fish, boats, and most dramatically a charging Megalodon. Pure client-side ambience, zero server cost, budgets respect your particle settings.

Giant Clam Rework

The Giant Clam is now a living block entity: submerged, it grows an Abyssal Pearl over about a Minecraft day, gapes open and brightens when ready, and a right-click harvests it and restarts the cycle. Empty clams drop nothing (silk touch relocates the clam), comparators read pearl-ready, and pre-rework worlds heal automatically on chunk load.

Shore Crab

The mod's first walking and first breedable mob — an amphibious crab on every beach, dry sand and submerged shore floor alike. Breed pairs with kelp, cook the meat (furnace/smoker/campfire), craft the Crab Cake (cooked crab + sea salt + egg — ties golden carrot saturation), and trim armor with the 25% Crab Carapace drop, a new data-driven trim material.

Living Abyssal Coral

Bonemeal a submerged Abyssal Coral Block and it wakes up: living coral slowly colonizes nearby submerged sand, gravel, dirt, clay and crushed coral into lacy glowing mats, bursts outward under bonemeal, self-limits at density, and dies back to Crushed Coral when drained. Trench coral is now renewable — deliberately without touching the Abyssal Pearl economy.

Shipwreck Decor Set

Four crafted-only builder blocks: the iron Anchor, the wall-mounted driftwood Ship's Wheel, climbable Rope that hangs in lines and cascade-breaks from the top, and the weathered Tattered Sail. All waterloggable; recipes built on driftwood, sea salt and tide pearls.

Seahorse

A tiny solitary reef pet in five colors, spawning in warm and lukewarm oceans and drifting toward coral — vanilla reefs and the mod's abyssal corals alike. Bucket it and the color survives the round-trip (named on the tooltip); pour it into an Aquarium to display it. It drops nothing but the occasional bone meal — it's a pet, not food.

Fixes

  • The Megalodon's lower jaw no longer shows mouth-interior texture from behind
  • The Shore Crab's claws end in real pincers instead of stumps
  • Recipe book unlocks for all new recipes; site, README and mod metadata refreshed

v0.14.0 — The Kraken

10 Jun 16:10
@VoX VoX

Choose a tag to compare

The Kraken

A second boss claims the trench: the Kraken, a stationary multi-part puzzle fight.

  • Six independently-damageable tentacles (24 HP each) guard an untouchable 80 HP mantle — attacks on the mantle deflect with a shield thunk until the ring is down. Break all six to open the kill window (the bar turns red; the tentacles never regrow).
  • Grab attack: a tentacle lashes out up to 10 blocks, drags you toward the mantle (the harpoon tether, inverted) and applies Slowness II. Break line of sight to escape. Melee lash up close.
  • Purple whole-fight boss bar — tentacle kills move it, so progress is always visible.
  • Anchored to the seafloor: settles onto the floor where it spawns (tentacles follow sloped terrain) and cannot be displaced.
  • Spawns rarely in deep oceans below sea level −24, never within 48 blocks of another Kraken. Spawn egg included.
  • Drops: 3–5 glow ink sacs (+Looting), a 50% abyssal pearl, and a guaranteed Heart of the Kraken — an epic trophy that grants Conduit Power while held underwater. Not craftable; the only source is the boss.

Under the hood

  • 12 new gametests (74 total, all green) covering ring build, anchor immobility, per-tentacle damage independence, mantle gating, grab physics, loot, NBT round-trip, and spawn rules.
  • Site gains the Kraken mob card + real GUI icons for the new items.

v0.13.0 — The Audit Round: sound, parity & polish

10 Jun 12:15
@VoX VoX

Choose a tag to compare

49 fixes from the round-2 full-feature audit, plus a better plank recipe.

Sound — the ocean speaks

  • The Megalodon has a voice: guardian-family ambient/hurt/death with proper underwater variants, and its 12-damage bite finally lands with a sound
  • Abyssal Lurker gets the same treatment; jellyfish now hurt/die like squid instead of humans
  • Harpoon: trident-grade audio for block sticks and a chime on loyalty return

Behavior & parity

  • The boss despawns when unseen (unless a player has tagged it) and pays boss-tier XP; boss bar uses its proper name
  • Harpoon reaches full trident parity: owner-death drops it instead of voiding it, water drag fixed (it actually works underwater now), stuck-state arming, loyalty-safe aging
  • Impaling now works on all the mod's aquatic mobs; giant clam is silk-touchable; diving kit + Abyssal Fang + harpoon are enchantable and trimmable
  • Tidal 4-piece set bonus and diving-kit effects show on the HUD with explanatory tooltips
  • Vents bubble, stocked aquariums bubble, adjacent tanks render seamlessly, tanks emit comparator signals, buckets work in dispensers
  • Driftwood burns as furnace fuel; five blocks got correct material sounds

Content & QoL

  • New driftwood plank recipe (pindyj): sea salt core + any 8 planks → 8 driftwood planks
  • 86 recipe-unlock advancements — the recipe book finally fills in as you play
  • Stonecutter ancestor cross-cuts, campfire fish cooking

Proof & tests

  • 62/62 gametests (10 new), 334 data files validated
  • Natural worldgen verified in-world: docs/renders/trench-worldgen.png shows the trench generating unstaged in a real deep ocean

v0.12.0 — Ocean Overhaul, properly named

09 Jun 21:55
@VoX VoX

Choose a tag to compare

BREAKING: full identity rename oceanstarteroceanoverhaul — mod id, every registry id, lang keys, packages. Worlds created with v0.11.0 or earlier will lose placed mod blocks/items when upgrading. Done now, before anyone's worlds depend on it.

Also in this release:

  • Helmet sprite touch-up (and regenerated docs/icons to match)
  • Housecleaning: texture painters consolidated under scripts/, docs corrected to verified reality (36 blocks / 68 items / 74 recipes / 12 gametest suites), dead code swept, recipe table caught up
  • All tooling is now checkout-location independent (scripts derive the repo root themselves)

Gates: build green, 52/52 gametests, 322 data files validated.

v0.11.0 — Trench, Apex Gear, Harpoon & Aquarium

09 Jun 20:39
@VoX VoX

Choose a tag to compare

The overnight feature drop, polished and merged.

Features

  • Megalodon Tooth — guaranteed boss drop — and the Abyssal Fang, an apex sword a tier above Tidal (repaired with teeth)
  • Abyssal Trench — bioluminescent deep-ocean worldgen: glowing plankton blocks, abyssal vents and giant clams (guaranteed pearl), with concentrated boss spawns
  • Harpoon — throw it to yank mobs toward you, loyalty-returns to hand
  • Diving Kit — flippers, oxygen tank and deep-sea helmet with worn effects
  • Aquarium — bucket reef fish or jellyfish (variant kept) and display them swimming in a glass tank

Fixes & polish

  • Trench blocks now mine + drop correctly (pickaxe tag), helmet night-vision no longer strobes, salt block unpacks back to salt, lurker spawn rate halved
  • Megalodon gills moved onto the body (both flanks correct), jointed anglerfish lure on the lurker that arcs up-then-forward, mouth-roof teeth fixed
  • Apex sword, harpoon and dive-gear sprite touch-ups

Site & docs

Gates: build green, 52/52 gametests, 322 data files validated.

v0.10.2

08 Jun 23:40

Choose a tag to compare

v0.10.2: code-review fixes (boss lifecycle/loot/depth-band, water-bre…

v0.10.1

08 Jun 22:18

Choose a tag to compare

v0.10.1: tidal armor recolor + deep-ocean cleanup (nautilus/kelp-bric…

v0.10.0

08 Jun 20:49

Choose a tag to compare

v0.10.0: The Depths — anglerfish Abyssal Lurker, deep-ocean worldgen,…

v0.9.2

08 Jun 18:42

Choose a tag to compare

v0.9.2: fix flat tidal armor worn-texture (pindyj) + armor-stand rend…

v0.9.1

08 Jun 17:56

Choose a tag to compare

v0.9.1: jellyfish color variants + emissive glow (pindyj)

5 random color variants on spawn (green/blue/pink/red/orange) via a DataTracker
int (NBT-persisted, assigned in initialize()), each its own hue-shifted texture.
Emissive glow: JellyfishRenderer overrides getBlockLight->15 so it renders
full-bright (stays vivid neon in dark/deep water) — verified emissive by
rendering in a sealed pitch-black tank (the jelly is the only lit thing).
Gametest round-trips the variant; validator + build green. Variants render in
docs/renders/jellyfish-variants.png.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

Co-authored-by: tinyclaw <tinyclaw@claw.bitvox.me>