
The Aether II
The Iconic Dimension Mod Returns! Step into a renewed and expanded Aether Dimension with The Aether II!
- Загрузки
- 52K
- Подписчики
- 540
- Обновлён
- 17 июня 2026 г.
- Лицензия
- Custom
Опубликован 14 ноября 2022 г.

☁️ The Iconic Dimension Mod Returns! ☁️
Step into a renewed and expanded Aether Dimension with The Aether II! The sequel to the quintessential dimension mod. Begin your journey with a Glowstone Portal and Water, and ascend to The Aether's Holy Isles for a new and exciting adventure!
The Aether II adds an entirely new dimension to the game based on the original Aether Mod made by our team back in 2011, and works as a sequel to the recent remaster of The Aether Mod. This new take on the classic dimension revamps the concept with brand-new biomes, mobs, progression systems, structures, and much, much more!

Welcome to the historic Holy Isles, the ancestral home of The Aether's Valkyries. This part of The Aether's world consists of beautiful landscapes, high winds, vast oceans of cloud, and deep, mysterious caves. Explore these islands and uncover the secrets of the forgotten ruins and drive evil from the hearts of its many dungeons.
The Aether's world has its own set of native materials like Skyroot, Holystone, Zanite, and Gravitite. Craft new equipment with supernatural abilities, farm new fantasy animals, and establish epic builds across the dimension's breathtaking world! The Aether II is a chance to start fresh and enjoy a new survival adventure exploration experience.

Gameplay in the Holy Isles is centred around survival adventure, with vanilla-esque survival progression featuring new ores, new utility blocks, a large suite of blocks to build with, structures to explore and loot, and many new mythical mobs. But it doesn't stop at just vanilla mechanics. The Aether II features multiple new gameplay and progression mechanics that expand and enrich the adventure.

At the heart of these new mechanics is the Traveller's Guidebook, a new, expanded player GUI. Accessing the Guidebook gives players the ability to equip new gear types to custom inventory slots, check gameplay and lore information about discoveries around the dimension, and eventually track various progression markers and plan out navigation routes through the world.
Discover new core gameplay mechanics that enhance the survival adventure experience and invest in new material progression to upgrade your equipment and stats to make yourself more powerful against the Aether's monsters and enemies.
The mod's new mechanics include:
- Equipment Abilities
- Armor Set Bonuses
- New Equipment Slots
- Weapon Damage Types
- Enhanced Status Effects
- New Utility Blocks
- Guidebook Bestiary
- Flying Mounts
- Unique Dungeon Loot

The Holy Isles are made up of four main biome themes, each of which is made up of a handful of individual biome designs.

Highfields Biomes
- Flourishing Field
- The classic Aether landscapes of rolling floating hills, open fields, sparse trees, and plentiful fauna.
- Verdant Woods
- Dense forests of Skyroot Trees that offer respite from the harsh sun and powerful winds of The Aether.
- Shrouded Forest
- Skyplane forests so tightly packed together that the surface is veiled in darkness, the canopy above has become a moss covered sanctuary.
- Shimmering Basin
- Large, open lakes and clear skies combined with low island heights make this biome a perfect point for travelling between islands and the Cloud Sea.

Magnetic Biomes
- Magnetic Scar
- Jagged Hills and valleys made up of natural terrain and giant pillars of the magnetic metal, Ferrosite.
- Turquoise Forest
- Skybirch trees and Ferrosite Sand protected by tall narrow pillars of Ferrosite metal.
- Glistening Swamp
- Giant Mushrooms and Greatroot Trees surround mineral rich water deposits
- Violet Highwoods
- Tall Wisptop Trees with dense mossy foliage on the surface, travelling across the canopy is made easy by Gliders and Aerbunnies

Arctic Biomes
- Frigid Sierra
- Tall mountaintop islands coated in deep snow and ice, one of the most harsh environments for The Aether's ecology to adapt to
- Enduring Woodland
- Skypine Forests protect the underlying ecosystem from the harsh snow and wind, making this a safe haven for many animals in The Aether's arctic
- Frozen Lakes
- Wide open sheets of ice may look to be easy to traverse, but hidden fragile ice pockets give way to unsuspecting travellers
- Sheer Tundra
- Rocky moss covered isles with frozen ground, the lack of trees give way to open landscapes

Special Biomes
We also have multiple special rarer biome types in development, currently an early version of the Irradiated Biomes are implemented. In the future these islands will have plenty of unique environmental storytelling content and loot to find. And we'll also be implementing a special Cloud Ocean biome known as The Expanse, populated by fleets of Cloud Ships, Pirates, and resource rich sunken islands.

The Aether's Holy Isles are also home to some useful and interesting structures. Currently, the suite of explorable structures is quite small, but we plan to add a large variety of buildings, ruins, monster dens, and settlements to discover and explore in future alpha builds.
Alongside a few miscellaneous structures that offer small caches of loot and environmental variety, our main utility structure at the moment is the Traveller's Outposts. These are small community hubs built around ancient Valkyrie ruins that will eventually be populated by multiple unique NPC characters, but for now mainly is used for its Outpost Campfire.
Interacting with this Campfire will activate it as an additional respawn point on top of where you last slept. While exploring The Aether's world you can stop by any Outposts you find, then if you happen to fall in battle you can choose to respawn not at your base but at your latest visited Outpost. Regularly stopping by Outposts allows you to get back in the action as quick as possible.
In the future, we'll have an Outpost NPC that runs a Moa Carriage service which will let you fast travel between Outposts or back to your home base for a small fee.

Take to the skies on your own flying mount with Moas!
Moas return in The Aether II with updated visuals and reworked mechanics. To tame your own Moa you'll need to find a Wild Egg in a Moa Nest, unfortunately the parents won't be happy with your intrusion and will defend their nest. Try to quickly steal their Egg and bring it back to your home base. Place the Wild Moa Egg on a block of Woven Skyroot Sticks, and it will eventually hatch into a Baby Moa!
Feed your Baby Moa Aechor Petals or Moa Feed when it's hungry and after three rounds of feeding it will grow into a Tamed Adult Moa! Craft a Moa Saddle and equip it to your Moa and you'll be able to take to the skies!
The current mechanics are Work in Progress but in the future Moa flight will give you fun and engaging flight and gliding mechanics that make travelling to the far reaches of The Holy Isles easy and fun!

To gain access to late game materials and utilities, you'll need to venture below the Cloud Sea of The Aether's Holy Isles into the area known as The Undercloud.
Beneath the safety net of the Cloud Sea there's nothing between you and the void below, falling down without proper protections could prove fatal. Careful traversal around these open air cave systems is key to gathering stronger resources like Arkenium, Gravitite, and Corrobonite.
The Undercloud is made up of a new stone material called Undershale, which is harder than Holystone and requires a better pickaxe to mine, so make sure to upgrade your equipment on the surface before venturing down below.

While exploring The Aether's Holy Isles you may stumble across a mysterious lost structure. The Aether is home to many perilous Dungeons filled with unique hostile mobs, rare loot, and intimidating Bosses! Test your skills and your gear by challenging any Dungeons you find on your adventure and claim powerful uncraftable items as your reward.
Currently, we have one Dungeon implemented, The Sentry Ruins, a reimagining of the original mod's Bronze Dungeon. Explore these mysterious underground facilities haunted by menacing mechanical creatures and discover the sleeping Slider, a giant block of solid rock that comes to life when disturbed to defend its resting place and precious cache of ancient relics.
Over the course of Alpha development we will be implementing numerous new Dungeons, including reimaginings of the Dungeons from the original mod as well as multiple brand-new Dungeon concepts.

The Aether II adds new materials and utilities intended to extend the late game progression without relying on randomised elements like Enchanting. Most of these centre around the Arkenium Forge utility block, which lets you linearly upgrade your crafted equipment by Reinforcing them with Arkenium. Higher level Reinforcement requires a rare ore, Corrobonite, which can only be mined with Gravitite tier pickaxes.
Fully upgraded equipment and loot items come with Charm Slots. Charms are loot items that apply specific upgrades to a piece of equipment, such as increasing damage dealt by weapons or the mining speed of tools. You can equip a Charm to a compatible slot via the Arkenium Forge to permanently apply the upgrade to the item.
The Sentry Ruins come with a small pool of lootable Charms to test out this progression system, so try to gather as many pieces of Loot Equipment and Charms to create the most powerful gear in the mod!

The Aether II is in early development, so new content and changes will be published frequently!
The following is a brief list of some of the content that we're planning to develop in the near future as we publish new alpha builds:
- Infected Guardian Tree Dungeon
- Lost Valkyrie Temple Mini-Dungeon
- Primordial Foundry Dungeon
- Sun Acolyte Hideout Mini-Dungeon
- Bandit King's Fortress Dungeon
- Environmental Atmosphere and Mechanics
- Biome Specific Environmental Mechanics
- Biome Specific Mobs
- Additional Miscellaneous Structures
- Additional Undercloud Biomes
- Undercloud Specific Mobs
- Outpost NPCs
- Settlements
- Non-Dungeon Loot items
- New Moa Mechanics
- Guidebook Status Screen
- Patreon Cosmetic Rewards
☁️ Coming Soon ☁️
☁️ Join the Conversation ☁️
Come join our Discord server to chat with a growing community of over 10,000 members!
Have a question for the developers? Need help setting the mod up? Found a bug? We have dedicated support and development channels for the mod! Or maybe you just want to chat about the mod or organise play sessions on our official server? The Aether Discord is the place to be! Our friendly staff and welcoming community will make sure you feel at home with us!

☁️ Support The Aether Team ☁️
Without your support, making the mod wouldn’t have been possible. Please consider pledging to help fund development! Every pledge goes directly towards development and enables us to continue doing what we love most.

☁️ Contributing to the Project ☁️
Looking to contribute to the mod? The Aether II is open source, meaning anyone who is interested is able to contribute code to help out the project! More info about this can be found on our GitHub Repository.
Both our Translation and Code Contribution credits can be found on our GitHub repository.
Центр версий
7 версийЧенджлог
26.1.2-alpha.4-neoforgeБета26.1.2 · 17 июня 2026 г.
The Aether II - NeoForge - 26.1.2-alpha.4
Additions
- Add Rustic Arkenium Bars, a darker decorative counterpart to Arkenium Bars
- Add Gel Blocks, a sticky storage block for Swet Gel that is also created from fluid collisions between Water and Alkahest
- Add Holystone and Brexallen Vases, lootable blocks that can be found in new structures
- Add Shifting Glass, a tool item found in loot that can be used for directional dashing
- Add advancement for using Shifting Glass
- Add Aerbunny Bell, a craftable companion item that can be used to keep a tamed Aerbunny in to retrieve and deploy
- Add Resonant Stone, a material item found in loot used for crafting the Aerbunny Bell
- Add advancement for using an Aerbunny Bell
- Add the Prismallard, a duck-like creature that spawns at bodies of water in Highfields biomes. When scared, it'll intimidate predators by displaying it's plumage
- Add Prismallard Feather
- Add Prismallard Egg and Fried Prismallard Egg
- Add Prismallard Leg and Prismallard Roast
- Add Ancient Henges, a rare structure found in Magnetic biomes
- Add Veradexian Aqueducts, an uncommon structure found in Shimmering Basin biomes
- Add Brexallen Ruins, a common underground structure
- Add Undercloud Mineshafts, another underground structure
- Add a new data-driven
item_reinforcementregistry, which is used for determining the attributes that are changed for a given item per reinforcing tier - Add an internal sound instance that merges given stereo audio channels into a single mono audio channel; this will be used in the future for playing Engraved Discs from a block location
- Add lots of new tags and Aether II content to existing Vanilla, NeoForge, and common
ctags - Add a config screen
- Update Cumulus to 2.0.15; disallows world modification when world is previewed, allows double clicking menu entries for selection, fixes button render issues, fixes config entries missing translations, fixes mixin refmap warning
- Update Nitrogen to 1.3.5; fixes mixin refmap warning
Changes
- Reinforced items' durability bar now darkens with damage, as opposed to staying the same color regardless of durability left
- Aerbunnies now follow the player when tamed
- Aerbunnies can now receive external damage from hazards and enemies, excluding player-sourced damage and block suffocation damage
- An Aerbunny on the player's head will now display it's health above the hotbar
- Updated Swet assets to be brighter and shinier
- Irradiated Chunks can now purify into a wider array of output item groups including: log blocks, raw stone blocks, processed ore items, and some additional crafting materials
- Irradiated Armor purification output now includes pendants
- Irradiated Weapon purification output now includes tiered crossbows
- Irradiated Tool purification output now includes Zanite Shears and tiered shields
- Irradiated Dust now works as a fuel for the Holystone Furnace
- Golden Amber Blocks now work as a fuel for the Amber Hourglass
- Isolate Hesperose and Tarabloom flower generation to Highfields biomes
- Immolation effect buildup can now be reduced by drinking Water Vials and getting in water
- Isolate Lilichime, Poasprout, and Pluracian flower generation to Magnetic biomes
- Isolate Satival Shoot generation to Arctic biomes
- Rework Trunk block generation on trees to look more dynamic
- Rework Aether Bush and Blueberry Bush generation to look more natural
- Rework flower generation in the Flourishing field to occur in noise-based patches and "trails"
- Rework tree generation in the Flourishing Field to be in groups as opposed to individual trees, and generate Aether Ferns around these groups
- Use emissive rendering for spots and gills of Magnetic Shrooms and Magnetic Shroom Blocks
- Brighten the shadow rendering on Skyplane Leaves, Bryalinn Moss Flowers, Holpupeas, and Tarahesp Flowers
- Adjust lightmap color of the Holy Isles dimension
- Disallow putting Engraved Discs in Jukeboxes; a special equivalent will be implemented in the future
- Change the
spawn_in_aetherandexperimental_dungeon_contentconfig options to be common configurations as opposed to server configurations
Fixes
- Fixed Gravitite tools and weapons not having the correct stat upgrades at Reinforcement III
- Fixed Gravitite tools' ability being able to pick up blocks it shouldn't and not updating placed blocks properly
- Fixed enchantment prevention for Aether II's equipment not working
- Fixed 3D noise blobs of Mossy Holystone, Packed Ice, Ferrosite, Irradiated Holystone, and Ichorite not generating correctly in their respective biomes
- Fixed Aether II's saplings creating vanilla Dirt when grown and not Aether Dirt
- Fixed Vase blocks in Small Veradexian Ruins not having the
crackedblock state - Fixed leaf particles not being spawned when walking through Aether Bushes
- Fixed Bone Meal and Swet Gel being usable on Tall Aether Grass, since there is no additional growth state
- Fixed Irradiated Dust not having a usage animation
- Fixed landing on Aerclouds playing the fall damage sound even though fall damage is prevented
- Fixed the Guidebook descriptions screen not having a properly darkened background
- Fixed the alpha information screen not having a properly darkened background
- Fixed Aerwhales and Zephyrs getting stuck on aerclouds
- Fixed animals having trouble pathfinding when tempted by food and when breeding
- Fixed Aerbunnies being able to jump even when sitting down
- Fixed visual sync issues with mounts and vehicles on multiplayer servers
- Fixed visual sync issues with accessories, latched Swets, stuck projectiles, and Aerbunnies on servers
- Fixed the unfold animation not playing when Cloud Skiffs are placed
- Fixed insect fold and unfold animations not playing correctly at the right times
- Fixed hovering block entities created by Gravitite tools' ability being rendered in complete darkness
- Fixed Aether II's armor sets not rendering properly on baby humanoid mobs
- Fixed Aether II's title screen music not looping properly
- Fixed music playing at the same time as Aether Portal sounds
- Fixed the Vertigo advancement being granted even when the player has not hit the ground
- Fixed aether II's key mapping category missing a translation key
- Fixed Corrobonite Crystals and Glint Gemstones being incorrectly included in the
gems/zanitetag - Fixed some recipes accidentally being placed in the
minecraftnamespace - Fixed a mixin refmap warning error occurring on game startup
- Fixed some bugs with Sodium, Iris, and Complementary Shaders Reimagined compatibility; this includes snowy plant rendering, waterfall void fade rendering and tinting (only with Sodium), and Moa and Aerbunny rendering
Experimental Dungeon Content
[Note: Infected Guardian Tree structure must be spawned in using commands; following blocks and items need to be enabled in the mod's config]
- Added Prayer Candle
- Added Guardian Pew
- Added Guardian Donation Box
- Added Abandoned Bag
- Added Fungal Cache
- Added Sage Chest
- Dead Ends of the Infected Guardian Tree structures have been given more variation to give a dungeon a more natural appearance on the exterior
26.1.2-alpha.3.1-neoforgeБета26.1.2 · 5 мая 2026 г.
The Aether II - NeoForge - 26.1.2-alpha.3.1
Additions
- Add a backend Healing Overflow effect to save the Healing Stone's extra hearts after logout
- Add biome color and structure icon support for maps like https://map.jacobsjo.eu/
Changes
- Rename Carrion Pull backend-effect to Carrion Trap
- Rename
mob_effect/typedtag tomob_effect/milk_doesnt_clearto represent the proper purpose of the tag - Put more of Aether II's effects into the
milk_doesnt_cleartag
Fixes
- Fixed a crash from throwing a glider item out of the player's inventory
- Fixed a crash when running the mod with SpongeNeo
- Fixed a crash when trying to break blocks in the world using Integrated Tunnels
- Fixed non-dyeable gloves from rendering the base texture as completely black
- Fixed the top face of mossy leaves not rendering properly
- Fixed advancement names not having unique colors on dedicated servers
- Fixed /clear command and creative mode inventory screen deletion slot not clearing accessory items
- Fixed Aerbunnies not staying on the player's head when falling out of the Aether in a vehicle
- Fixed Copper Torches not igniting Hestveil blocks
26.1.2-alpha.3-neoforgeБета26.1.2 · 30 апреля 2026 г.
The Aether II - NeoForge - 26.1.2-alpha.3
Ported the mod to 26.1.2 Made various improvements to the code-base during porting
Additions
- Added Golden Wyndberry, which can be used to stop baby mobs from aging and is obtained by feeding Golden Amber to a Carrion Sprout
- Added an advancement for feeding Golden Amber to a Carrion Sprout
- Added Arkenium Chip item
- Added a server config option
"Spawns the player in the Aether"to allow spawning in the Aether at the start of the world
Changes
- Adjusted recipes of Arkenium Chains and Lanterns to be closer to the vanilla recipes
- Increased crafting output for crafting Arkenium Chains from 2 to 3
- Increased crafting output for crafting Arkenium Bars from 16 to 32
- Arkenium Chips can be used to craft Nametags
- Holystone Quartz Ore will now drop a renamed item "Aether Quartz" instead of Nether Quartz; the item can be converted back into Nether Quartz in the crafting grid
- Renamed Ice Pendant to Icestone Pendant
- Icestone Pendants will now place regular Frosted Ice instead of Arctic Frosted Ice when used in the Overworld
- Icestone Pendants can now be reinforced
- Aerbunnies now dither sooner when looking upwards with them equipped
Fixes
- Fixed in-world freezing recipes not respecting biome checks properly
- Fixed summoning Mannequin entities crashing the game
- Fixed replacing the leaves model causing a crash
- Fixed Moa Eggs having a brighter breaking texture than other blocks
- Fixed item renders above the Altar having breaking textures
- Fixed glowing parts on deployed Hammer of Demolition head piece model not rendering as emissive
- Fixed pendants having the wrong third person model
- Fixed inconsistencies with portals being able to be built
- Fixed Aether Portal particles being incorrect
- Fixed Sentry Brick double slabs not rendering
- Fixed Holystone Smoker sounds and subtitles
- Fixed incorrect glint for irradiated items
- Fixed Music Player not stopping when out of inventory
- Fixed transparency rendering of Tangled Branches and Guardian Leaves
- Fixed locked and dungeon doorway blocks not being applying a darker tint to the block they copy
- Fixed locked and dungeon doorway blocks not taking all the properties of the block they copy
Experimental Dungeon Content
[Note: Infected Guardian Tree structure must be spawned in using commands; following blocks and items need to be enabled in the mod's config]
- The central core of the Infected Guardian Tree structure is now covered by terrain
- Implemented a noise based infected block processor to the structure
- Added decorational features to the entrance of the guardian tree structure
- Made various miscellaneous improvements to the guardian tree structure generation
- Rotshrooms are now placeable on locked guardian blocks
1.21.11-alpha.2.1-neoforgeБета1.21.11 · 14 апреля 2026 г.
The Aether II - NeoForge - 1.21.11-alpha.2.1
Additions
- Added Arkenium Bars; these come in one regular and 3 Artisan's Bench variants
Changes
- Charms can now be applied to pendants
- Buffed Neptune Armor set-bonus
- The Sentry Boots zephyr protection ability is now mentioned in the item's tooltip
- Tamed animals will no longer die when falling out of The Aether
Fixes
- Fixed Bedrolls exploding when used
- Fixed head rotation of bestiary entity renders being wrong
- Fixed guidebook health display sometimes being inaccurate
- Fixed Skybirch Saplings not growing
Experimental Dungeon Content
[Note: Infected Guardian Tree structure must be spawned in using commands]
- Fixed some Infected Guardian Tree room connection issues
- Reduced average amount of Guardian Tree rooms
- The Guardian Tree is no longer made-up of placeholder blocks
1.21.11-alpha.2-neoforgeБета1.21.11 · 7 апреля 2026 г.
The Aether II - NeoForge - 1.21.11-alpha.2
Ported the mod to 1.21.11
Additions
Added Veradexian Ruins structure; an uncommon structure made of a cluster of ruins, generating all across The Aether
Added Veradexian Library structure; a rare variant of the Veradexian Ruins with a hidden library in the basement. This structure is exclusive to dense forest biomes (Both Veradexian Ruins and Library come in a temperate and an arctic variant to adjust the structure's block palette to the arctic environments)
Added Irradiated Bunker Remnants structure; a structure exclusive to the irradiated biomes consisting out of 1-2 bunkers ruins
Added Irradiated Settlement Remnants structure; another irradiated theme exclusive structure
Added Animal Den structure, a small den structure generating inside forests. The den is currently uninhabited but this will change in the future
Added Skyroot Barrel
Added Holystone Smoker
Added Aether Shelf variants
Added Veradexian Vase; a vanilla like decorated pot block with unique visuals
Added Animal Stash block; a chest like container with a different model that will retain its open state when opened once
Added Ice Pendant; an accessory that temporarily freezes liquid blocks when stepped above
Added Charm of Reach I; a new tool charm that will increase a player's block interaction range
Added a config for enabling experimental dungeon content
Implemented a working world gen continentalness value that will later be used by the expanse biome
Changes
Made magnetic biomes more common
Gave magnetic biomes a unique terrain generation
Microbiomes will occur less often now
Slightly tweaked generation rates of existing structures
Made Amberoot trees a bit more common in magnetic and arctic biomes
Improved snow generation in arctic biomes to have less chunk border cut-offs
Rebalanced build-up effect durations; previously most effects triggered so rarely due to low build-up making them seem bugged. Because of this a lot of mobs were way easier to defeat than they were meant to be. We do appreciate feedback on these changes.
Cockatrice will now deal venom build-up with melee attacks
Aechor Plants and Carrion Sprouts no longer spawn if there is a block above them
Reduced flying monster spawn rates
Adjusted Zephyr spawn costs
Reduced Zephyr follow range from 35 to 30
Reduced Zephyr flying speed from 0.1 to 0.07
Nerfed Zanite Armor attack speed bonus from +0.3 to +0.15
Nerfed Charm of Dexterity I attack speed bonus from +0.25 to +0.15
Nerfed Charm of Resistance I knockback resistance bonus from 25% to 10%
Renamed Spears to Pikes
Pendants are now repairable
Added pendants to the Irradiated Chunk loot table
The Aether II Spawn Eggs creative inventory tab is now sorted by category instead of alphabetically for vanilla parity
Fixed Aether Portals created in The Aether spawning in mid-air in the overworld
Removed Quicksoil from the portal whitelist
Raised cloud height from y256 to y320
Irradiated biome fog is less intense now
Fixes
- Fixed Irradiated Holystone and Marbled Ichorite Stairs, Slabs and Walls not having an assigned tool and not dropping anything
- Fixed tree nest Moas sometimes generating inside the tree's log
- Fixed a rare crash with the shrouded forest mossy tree feature
- Fixed Zanite Pendant lacking its ability tooltip
- Fixed Wisproot and Greatroot Planks map colors being inaccurate
1.21.8-alpha.1.1-neoforgeБета1.21.8 · 8 марта 2026 г.
The Aether II - NeoForge - 1.21.8-alpha.1.1
Changes
- Moa Feather and Moa Egg textures have darker outlines.
- Stripped Greatroot Log textures no longer have noticeable tiling.
Fixes
- Fix entity crashes in certain language locales due to incorrectly handling lowercase conversions for some data IDs.
- Fix Neptune Armor and Sentry Boots breaking when right-clicking to equip.
- Fix desynced block motion when levitating a block with a Gravitite Tool.
- Fix Aerbunnies sometimes choosing to go in one direction and not stopping.
- Fix some recipes replacing vanilla recipes in the Minecraft namespace.
- Fix Aether Grass Blocks having tinted particles.
- Fix leaves textures that use snowy or mossy overlays sometimes becoming visually corrupted after reloading resource packs.
- Fix Brettl Grass Bundle blocks not boosting Campfire smoke signals.
- Fix the Artisan's Bench not showing up as a stonecutting recipe block in JEI.
The Aether II - NeoForge - 1.21.8-alpha.1
Initial Alpha Release
1.21.8-alpha.1-neoforgeБета1.21.8 · 1 марта 2026 г.
The Aether II - NeoForge - 1.21.8-alpha.1
Initial Alpha Release
Комментарии
Загружаем…

