Welcome to the Craft & Slash Modpack Page! This modpack is designed to be the most immersive and cohesive RPG modpack out there. With a strong fantasy theme, this pack will throw you into a strange world, filled with many dangers and rewards. Fight monsters, tame dragons, forge weapons, loot dungeons, slay bosses, trade villagers, form bonds with civilizations, train skills, or even chop trees and build a house. Your adventure awaits!
This modpack isn't just any modpack! here are some notable features from both the custom development of this pack, and some notable aspects of the mods included:
- Custom built, indestructible in-game areas, including a main hub town filled with quests and traders, as well as expansive and challenging boss dungeons for the most skilled players to tackle. Areas outside of these are still fully destructible for mining and building as usual.
- Several-thousand lines of custom configuration code! After countless hours of work, this modpack has been custom built to cross-integrate all of the mods. Find loot from every mod in every dungeon, craft ores from one mod into item from another, many more custom configurations.
- Custom tooltips! Many new tooltips have been added for items that needed more info presented. Spend less time searching what items do on google and more time playing. More tooltips are added all the time, and you can suggest new ones in the comments if you find an item that isn't very descriptive.
- Lootable corpses! Don't worry about dying, you can always go back and find your items on your body. Short of falling off of the map, your corpse will always be there, and will stay there forever, or until you take your items back. Waypoints will mark your death on the map, so you will never have to consider a death a total loss!
- Mod textures and custom textures! The pack comes with the DokuCraft light texture pack installed by default, with tons of mod support added and many alterations made for a better experience.
- Custom balancing! This mod pack is designed to have the most enjoyable plug-and-play experience. Items from many mods have been altered to work better in the pack, recipes for certain items have been added, changed, or removed to make things more fair, and changes have been made to make some less useful items more important. Every mod is in here for a reason, and these configurations help them work together for a better experience!
Our goal is to be the best RPG/adventure themed modpack out there! However, we can't do that alone! We need your feedback in order to keep working on this pack. Feel free to comment here with any feedback you have, and we will use that to keep making this pack better!
Some feedback that is particularly helpful are:
* Tooltip suggestions. There are many items in game that are not descriptive enough. If you find an item that could be helped by a better tooltip, feel free to let us know and it will be added in the next update! * Balancing issues. If some OP mobs spawn way too much, or some ability is way too punishing etc., let us know! If the community has a problem with certain problem mobs or situations, we'll re-configure things to make for a better play experience for all. * Bug reports. With this many mods running together, there is always a chance for a problem to arise. If you notice any bug, such as ID conflicts or something that isn't loading right, or texture issues, let us know! We'll do our best to fix them.
If you're having trouble running the pack, need help reducing lag, or have some question that this page didn't cover, check out our F.A.Q. HERE! If you have a question that isn't answered there, just post on this page and we'll be sure to answer it!
* Full NPC villager overhaul. A new currency system will be implemented at some point, and villagers from all villages will be updated to trade useful items from all mods. There will also be currency conversion NPCs that can convert this currency to other forms of currency from other mods, such as Millenaire at a constant exchange rate. This currency can then be added to loot tables from mob drops and dungeon chests so that you can get what you want out of your rewards!
* More tooltips! Every update will likely come with more tooltips as we receive more feedback. Our goal is to eventually make the pack completely self-explainatory wherever possible.
* New weapon and armor tiers. Eventually, special tiers of gear will be made. This gear will be craftable using materials found in a variety of dungeons and bought from NPCs etc. in an attempt to reward players who advance in many areas of the game.
* More dungeons and ruins! Eventually, custom dungeons and ruins will be created that will be exclusive to this modpack. These dungeons will have their rewards tuned to fill in various gaps in the mod pack, and possibly even add an element of world lore to tie everything together.
* Official server and public server pack files. Eventually, an official server may be released, which will include tons of exclusive content. Before that though, a ready-to-go server pack will be added so that anyone can start an SMP server in no time!
Our first update is here! We gained the following:
- Waypoint system! The Waystones mod has been added, and though their world generated waystones don't exist in the 1.7.10 version of the mod, I have added in our own system for generating waystones around the world randomly. You now start with an item that lets you teleport to unlocked waystones with a 200s cooldown. -Matmos/Liteloader -Farlanders Mod -Project Zulu Mod -ChunkPurge Mod -The Camping Mod -Sound Filters Mod -Food Details Mod -Village Names Mod -FogNerf Mod (Gonfigured to keep biome fog but improve visability underwater and in lava)
And many new configurations and tooltips, as well as an updated starting inventory (complete with a backpack to manage the clutter!)
- Atum Mod - A new world gen ruin - Atum portals! - Exotic Birds Mod - Obstrophies Mod - Craftguide (added to starting inventory) - Mutant Creatures Mod - Zelda Sword Skills Mod (configured to work with this pack better!) - Some more tooltips and starting gear tweaks!
It's finally here, our biggest update yet! This update adds the following:
- Waystones have been given their own structure to make them more noticeable - 4 new structures have been added, each housing their own portal to either the end, the nether, the twilight forest, atum, or... someplace else...... - More new tooltips! - A new tier of equipment has been added... I wonder where you'll find it?! - Fixed flint! It now drops normally and can be crafted with 2 gravel. - As usual, more tooltips and general balancing. - Updated starting guide book to include some new pages! - Lots of super secret stuff, go explore!
We also got the following new mods:
- AbyssalCraft Mod - New Dungeons Mod - BadMobs Mod (For some balancing things!) - IronChest Mod - Mine & Blade: Battlegear 2 Mod!
First and foremost, I'm loving this mod pack so far. Having Millenaire is something I always look for and rarely find. Thanks for making this.
My experiences so far, new world each time:
1. Start out with a simple base. Chopping down trees. Spawn legendary treant. Dead. (Is this treant a normal thing? Seems a bit OP to drop when you just start out.)
2. Try again. Build small base. Surprised by werewolf. Dead. (Seems this pack does pull any punches.)
3. Try again. More careful harvesting basic resources. Build a simplest of bases while trying to farm food. Floating water elemental attacks. Dead. (I'm guessing it moves like spiders do and I need to build better walls.)
4. Turn on peaceful, go exploring dungeon. Find lots of loot. Find trapped chest. Dead.
5. Try again. Find more loot, avoid trapped chests. Get to bottom of dungeon and get surprised by mobs that spawn on peaceful. Dead. (I'm hoping these only spawn in the dungeons with peaceful enabled.)
6. Turn on god mode. Explore dungeon. Find loot while ignoring all the monsters. Leave dungeons. Not know how to use the bomb bag I found. Blow my self up. Dead.
7. Decide to avoid dungeons, find a nice Millenaire village spawn to live at. Currently still surviving with peaceful turned on. Too scared to do anything else until I have much better armor.
First and foremost, I'm loving this mod pack so far. Having Millenaire is something I always look for and rarely find. Thanks for making this.
My experiences so far, new world each time:
1. Start out with a simple base. Chopping down trees. Spawn legendary treant. Dead. (Is this treant a normal thing? Seems a bit OP to drop when you just start out.)
2. Try again. Build small base. Surprised by werewolf. Dead. (Seems this pack does pull any punches.)
3. Try again. More careful harvesting basic resources. Build a simplest of bases while trying to farm food. Floating water elemental attacks. Dead. (I'm guessing it moves like spiders do and I need to build better walls.)
4. Turn on peaceful, go exploring dungeon. Find lots of loot. Find trapped chest. Dead.
5. Try again. Find more loot, avoid trapped chests. Get to bottom of dungeon and get surprised by mobs that spawn on peaceful. Dead. (I'm hoping these only spawn in the dungeons with peaceful enabled.)
6. Turn on god mode. Explore dungeon. Find loot while ignoring all the monsters. Leave dungeons. Not know how to use the bomb bag I found. Blow my self up. Dead.
7. Decide to avoid dungeons, find a nice Millenaire village spawn to live at. Currently still surviving with peaceful turned on. Too scared to do anything else until I have much better armor.
Once again, thank you for the pack.
Haha, yeah the pack can be a bit unrelenting, though luck really does play a role in it. If it makes you feel better, it used to be waaaaaaay more dangerous, and has been tweaked heavily based on feedback (nearly double or higher spawn rates of everything, even in the daytime lol).
Millenaire isn't in many mod packs because the foreign language files it uses use characters that unpacking programs can't unzip without breaking, which is what the technic launcher does. I had to find my own way of modifying the files to make them compatible with technic. Usually millenaire is only SMP compatible with the modifications people make, and wont work on single player as none of the needed files are client-side after the modifications, but I managed to find a way to make it work on single player.
My advice if you're having trouble and dying a lot is to build a base and a mine, and work on your gear for a bit before you go exploring anywhere too dangerous. Getting an enchanting area up and running helps a ton also.
There are many flying mobs, so fences will never be completely safe unfortunately. The best thing to do is just make sure your gear is good enough to take a few flying mobs out from time to time when they spawn.
It's looking like there will be a good sized server added to the default server listing in the next update for those who prefer the multiplayer experience.
I'll share my experience as well. I have died numerous times like Exelar, creating a new world each time to try to find a relatively safe village to start in. I didn't turn on peaceful or god mode even though in some worlds I have been attacked and killed as soon as my character spawned. I love it
I do have a tip for anyone looking to start an adventure in this mod pack. Start running, sprinting and looking. You are looking for a certain biome called Origin. It will be immediately obvious since it will be filled with "Origin Grass" and "Origin Trees". I managed to find a village in an Origin biome. I don't know if that is lucky or they always spawn in that biome. From my short time in this Origin biome I notice right away that there are no enemies, no towering golems pounding you flat, no mages lifting you into the air and no hordes of archers. I see a few vanilla hostiles on the minimap here and there but can never see them. I believe they are underground and it also seems to me that hostiles might be unable to spawn on Origin Grass.
TL;DR Find an Origin Biome, stay there until you have a decent base built and some resources.
I don't know if it's possible but it would be cool for the mod to always spawn you in an Origin Biome, or at least point the way to the nearest one
Woo! New update! With this update, we get new mods, some config changes, and many bug fixes! Here are all the changes:
The first official server listing is now in the default server list! If you have a server you want added to the list, let me know and I'll check it out!
New Mods:
- Levels Mod (Level up crafted weapons from all mods to give them new abilities)
- Level Up Mod (Adds stats you can level up, see the guide book in-game for details)
- Trade Booth mod (A little something for server owners to play with!)
- GraveStone Mod (Replaces lootable bodies, this will fix many server lag issues, and also fixes some dupe bugs and other glitches)
- Cooking For Blockheads mod (New recipe books!)
Bug Fixes:
- Your weapon/shield equipment menu is now accessible. Press Z to open it (main guide book is updated to reflect this)
- Matmos now actually works. Liteloader was not installed properly before, so it was not even active at all! The volume has also been modified from the default to be more reasonable.
- Bug spawning has been turned WAY down. There were many complaints about the bugs spawning too often, this should now be a non-issue.
Tweaks:
- Legendary armor recipes have been changed slightly to require advancement in The Abyss dimension
- Starting inventory has been adjusted (New cookbooks, new lamp for your tent, less wooden tools to save clutter)
- Several config issues have been changed in general. I can;t even remember them all!
If there are any issues with this update, let me know! The sooner I can fix them, the less people will have to re-update when I do!
Update 2:
A quick fix for some big bugs! This patch fixes the following:
- Bugs and piranhas now NEVER spawn. Ever. You're welcome, server owners. To ban additional mobs, edit the "badmobs.cfg" config file. There is an item in game called "Data Checker" that will give you mob IDs for use with that config by right-clicking the mob. No more mob problems!
- Player inventory is now kept on death, always. This is tested to work with all of the unusual inventory slots we have. The gravestones mod has been kept so that server owners who still want players to use gravestones can simply remove the "keeping inventory" mod and players from the pack will still be able to connect, but will use gravestones instead. This will also keep existing worlds from losing their gravestones, and will keep the dungeons and blocks from the mod, which are really cool anyways!
- Lootable bodies have been removed. I meant to take this out last time, but only took it out of the server files. It is now gone completely.
- Matmos is now confirmed working. Volume is set at 80% by default. Press F7 and move your mouse up or down to adjust ambience volume.
I'll share my experience as well. I have died numerous times like Exelar, creating a new world each time to try to find a relatively safe village to start in. I didn't turn on peaceful or god mode even though in some worlds I have been attacked and killed as soon as my character spawned. I love it
I do have a tip for anyone looking to start an adventure in this mod pack. Start running, sprinting and looking. You are looking for a certain biome called Origin. It will be immediately obvious since it will be filled with "Origin Grass" and "Origin Trees". I managed to find a village in an Origin biome. I don't know if that is lucky or they always spawn in that biome. From my short time in this Origin biome I notice right away that there are no enemies, no towering golems pounding you flat, no mages lifting you into the air and no hordes of archers. I see a few vanilla hostiles on the minimap here and there but can never see them. I believe they are underground and it also seems to me that hostiles might be unable to spawn on Origin Grass.
TL;DR Find an Origin Biome, stay there until you have a decent base built and some resources.
I don't know if it's possible but it would be cool for the mod to always spawn you in an Origin Biome, or at least point the way to the nearest one
This should all be less of an issue now, as player inventory is now kept on death! You'll no longer need to fear exploration and taking risks. There is no way to spawn players in an origin biome, unfortunately. In fact, I would love to set a default starting town for all worlds, but I have yet to find a way to do that while still having the world generate randomly outside of the spawn area.
Work on the market update has been resumed! Due to some crazy bugs, I have scrapped a lot of the work I did already, and am approaching the update differently now.
The plus side, is that now I will have the ability to add more complex features with the new method.
I expect the new update to be done within the next week or two.
This new update is going to be insane! Some features that are being added are:
- A full economy, with well over 100 items you can buy and sell via merchant NPCs
- A hub town, filled with Traders, quests, and some dark secrets
- Dungeons and bosses. Full, immersive dungeons leading up to complex boss fights. Keys to these dungeons drop from rare monsters out in the world, and can be found in loot chests in the world.
- Companions that can be hired to assist you in combat. Having trouble with a boss fight or dungeon? Maybe hiring a golem that can guard you and weaken monsters will do the trick!
- Infrastructure for future updates. This update is being designed in a modular format that will allow future updates to easily expand upon it, adding new bosses, dungeons, quests, NPCs, and allowing me to easily fix issues reported by players, and tweak the balancing.
- Cosmetic pets, secrets, upgrades for existing gear, lotteries, extremely informative guides in the form of NPC dialogue, and so much more!
And all of this is without losing anything from the current content and playstyle of the modpack, this is not a switch to a "pre-built world" model, just adding some content to the current experience.
An important note: Most current worlds will NOT be compatible with the new update! The new update will include pre-made worlds that must be used to start a new world. These worlds are new and random just like a new world, but include many folders and zones needed to properly run the new content, and old worlds and worlds generated by pressing the "new world" button in minecraft will not. That said, it is possible to update existing worlds to include the new content for those who really need to, but this will only be possible for worlds where your important built areas are built far from spawn (several thousand blocks away). However, with the number of balancing changes coming to this modpack, I strongly recommend playing a new world when the update is released anyhow.
Work on the update continues!
It's worth noting that I will be putting a lot of work into making sure that all of the new features work 100% on multiplayer. Things like looting chests in boss dungeons etc. will be able to be done by each player on a server, etc.
Lots of new features are being added still! Skills, followers, different viable combat styles, and bosses with different resistances to each, crazy boss loot, and new weapon types (Who wants to use a greatsword?).
Welcome to the Craft & Slash Modpack Page! This modpack is designed to be the most immersive and cohesive RPG modpack out there. With a strong fantasy theme, this pack will throw you into a strange world, filled with many dangers and rewards. Fight monsters, tame dragons, forge weapons, loot dungeons, slay bosses, trade villagers, form bonds with civilizations, train skills, or even chop trees and build a house. Your adventure awaits!
This modpack isn't just any modpack! here are some notable features from both the custom development of this pack, and some notable aspects of the mods included:
- Custom built, indestructible in-game areas, including a main hub town filled with quests and traders, as well as expansive and challenging boss dungeons for the most skilled players to tackle. Areas outside of these are still fully destructible for mining and building as usual.
- Several-thousand lines of custom configuration code! After countless hours of work, this modpack has been custom built to cross-integrate all of the mods. Find loot from every mod in every dungeon, craft ores from one mod into item from another, many more custom configurations.
- Custom tooltips! Many new tooltips have been added for items that needed more info presented. Spend less time searching what items do on google and more time playing. More tooltips are added all the time, and you can suggest new ones in the comments if you find an item that isn't very descriptive.
- Lootable corpses! Don't worry about dying, you can always go back and find your items on your body. Short of falling off of the map, your corpse will always be there, and will stay there forever, or until you take your items back. Waypoints will mark your death on the map, so you will never have to consider a death a total loss!
- Mod textures and custom textures! The pack comes with the DokuCraft light texture pack installed by default, with tons of mod support added and many alterations made for a better experience.
- Custom balancing! This mod pack is designed to have the most enjoyable plug-and-play experience. Items from many mods have been altered to work better in the pack, recipes for certain items have been added, changed, or removed to make things more fair, and changes have been made to make some less useful items more important. Every mod is in here for a reason, and these configurations help them work together for a better experience!
And tons of custom configurations and modifications!
Our goal is to be the best RPG/adventure themed modpack out there! However, we can't do that alone! We need your feedback in order to keep working on this pack. Feel free to comment here with any feedback you have, and we will use that to keep making this pack better!
Some feedback that is particularly helpful are:
* Tooltip suggestions. There are many items in game that are not descriptive enough. If you find an item that could be helped by a better tooltip, feel free to let us know and it will be added in the next update!
* Balancing issues. If some OP mobs spawn way too much, or some ability is way too punishing etc., let us know! If the community has a problem with certain problem mobs or situations, we'll re-configure things to make for a better play experience for all.
* Bug reports. With this many mods running together, there is always a chance for a problem to arise. If you notice any bug, such as ID conflicts or something that isn't loading right, or texture issues, let us know! We'll do our best to fix them.
If you're having trouble running the pack, need help reducing lag, or have some question that this page didn't cover, check out our F.A.Q. HERE! If you have a question that isn't answered there, just post on this page and we'll be sure to answer it!
* Full NPC villager overhaul. A new currency system will be implemented at some point, and villagers from all villages will be updated to trade useful items from all mods. There will also be currency conversion NPCs that can convert this currency to other forms of currency from other mods, such as Millenaire at a constant exchange rate. This currency can then be added to loot tables from mob drops and dungeon chests so that you can get what you want out of your rewards!
* More tooltips! Every update will likely come with more tooltips as we receive more feedback. Our goal is to eventually make the pack completely self-explainatory wherever possible.
* New weapon and armor tiers. Eventually, special tiers of gear will be made. This gear will be craftable using materials found in a variety of dungeons and bought from NPCs etc. in an attempt to reward players who advance in many areas of the game.
* More dungeons and ruins! Eventually, custom dungeons and ruins will be created that will be exclusive to this modpack. These dungeons will have their rewards tuned to fill in various gaps in the mod pack, and possibly even add an element of world lore to tie everything together.
* Official server and public server pack files. Eventually, an official server may be released, which will include tons of exclusive content. Before that though, a ready-to-go server pack will be added so that anyone can start an SMP server in no time!
Our first update is here! We gained the following:
- Waypoint system! The Waystones mod has been added, and though their world generated waystones don't exist in the 1.7.10 version of the mod, I have added in our own system for generating waystones around the world randomly. You now start with an item that lets you teleport to unlocked waystones with a 200s cooldown.
-Matmos/Liteloader
-Farlanders Mod
-Project Zulu Mod
-ChunkPurge Mod
-The Camping Mod
-Sound Filters Mod
-Food Details Mod
-Village Names Mod
-FogNerf Mod (Gonfigured to keep biome fog but improve visability underwater and in lava)
And many new configurations and tooltips, as well as an updated starting inventory (complete with a backpack to manage the clutter!)
Another update! This update adds:
- Atum Mod
- A new world gen ruin - Atum portals!
- Exotic Birds Mod
- Obstrophies Mod
- Craftguide (added to starting inventory)
- Mutant Creatures Mod
- Zelda Sword Skills Mod (configured to work with this pack better!)
- Some more tooltips and starting gear tweaks!
Just updated again! Many mobs have been nerfed, and spawning (especially during the daytime) has been greatly reduced.
It's finally here, our biggest update yet! This update adds the following:
- Waystones have been given their own structure to make them more noticeable
- 4 new structures have been added, each housing their own portal to either the end, the nether, the twilight forest, atum, or... someplace else......
- More new tooltips!
- A new tier of equipment has been added... I wonder where you'll find it?!
- Fixed flint! It now drops normally and can be crafted with 2 gravel.
- As usual, more tooltips and general balancing.
- Updated starting guide book to include some new pages!
- Lots of super secret stuff, go explore!
We also got the following new mods:
- AbyssalCraft Mod
- New Dungeons Mod
- BadMobs Mod (For some balancing things!)
- IronChest Mod
- Mine & Blade: Battlegear 2 Mod!
First and foremost, I'm loving this mod pack so far. Having Millenaire is something I always look for and rarely find. Thanks for making this.
My experiences so far, new world each time:
1. Start out with a simple base. Chopping down trees. Spawn legendary treant. Dead. (Is this treant a normal thing? Seems a bit OP to drop when you just start out.)
2. Try again. Build small base. Surprised by werewolf. Dead. (Seems this pack does pull any punches.)
3. Try again. More careful harvesting basic resources. Build a simplest of bases while trying to farm food. Floating water elemental attacks. Dead. (I'm guessing it moves like spiders do and I need to build better walls.)
4. Turn on peaceful, go exploring dungeon. Find lots of loot. Find trapped chest. Dead.
5. Try again. Find more loot, avoid trapped chests. Get to bottom of dungeon and get surprised by mobs that spawn on peaceful. Dead. (I'm hoping these only spawn in the dungeons with peaceful enabled.)
6. Turn on god mode. Explore dungeon. Find loot while ignoring all the monsters. Leave dungeons. Not know how to use the bomb bag I found. Blow my self up. Dead.
7. Decide to avoid dungeons, find a nice Millenaire village spawn to live at. Currently still surviving with peaceful turned on. Too scared to do anything else until I have much better armor.
Once again, thank you for the pack.
Haha, yeah the pack can be a bit unrelenting, though luck really does play a role in it. If it makes you feel better, it used to be waaaaaaay more dangerous, and has been tweaked heavily based on feedback (nearly double or higher spawn rates of everything, even in the daytime lol).
Millenaire isn't in many mod packs because the foreign language files it uses use characters that unpacking programs can't unzip without breaking, which is what the technic launcher does. I had to find my own way of modifying the files to make them compatible with technic. Usually millenaire is only SMP compatible with the modifications people make, and wont work on single player as none of the needed files are client-side after the modifications, but I managed to find a way to make it work on single player.
My advice if you're having trouble and dying a lot is to build a base and a mine, and work on your gear for a bit before you go exploring anywhere too dangerous. Getting an enchanting area up and running helps a ton also.
There are many flying mobs, so fences will never be completely safe unfortunately. The best thing to do is just make sure your gear is good enough to take a few flying mobs out from time to time when they spawn.
I'm pleased to say we seem to have found a more stable download host! Expect to be able to install the modpack without all the dropbox errors now!
The chocolate quest jungle ruin crash has been fixed, and Millenaire now works properly on multiplayer!
It's looking like there will be a good sized server added to the default server listing in the next update for those who prefer the multiplayer experience.
I'll share my experience as well. I have died numerous times like Exelar, creating a new world each time to try to find a relatively safe village to start in. I didn't turn on peaceful or god mode even though in some worlds I have been attacked and killed as soon as my character spawned. I love it
I do have a tip for anyone looking to start an adventure in this mod pack. Start running, sprinting and looking. You are looking for a certain biome called Origin. It will be immediately obvious since it will be filled with "Origin Grass" and "Origin Trees". I managed to find a village in an Origin biome. I don't know if that is lucky or they always spawn in that biome. From my short time in this Origin biome I notice right away that there are no enemies, no towering golems pounding you flat, no mages lifting you into the air and no hordes of archers. I see a few vanilla hostiles on the minimap here and there but can never see them. I believe they are underground and it also seems to me that hostiles might be unable to spawn on Origin Grass.
TL;DR Find an Origin Biome, stay there until you have a decent base built and some resources.
I don't know if it's possible but it would be cool for the mod to always spawn you in an Origin Biome, or at least point the way to the nearest one
hey dude it would be awwsome if we maybe could play some minecraft skyfactori modded together u upp with that?
2 new updates! Here are the notes:
Update 1:
Woo! New update! With this update, we get new mods, some config changes, and many bug fixes! Here are all the changes:
The first official server listing is now in the default server list! If you have a server you want added to the list, let me know and I'll check it out!
New Mods:
- Levels Mod (Level up crafted weapons from all mods to give them new abilities)
- Level Up Mod (Adds stats you can level up, see the guide book in-game for details)
- Trade Booth mod (A little something for server owners to play with!)
- GraveStone Mod (Replaces lootable bodies, this will fix many server lag issues, and also fixes some dupe bugs and other glitches)
- Cooking For Blockheads mod (New recipe books!)
Bug Fixes:
- Your weapon/shield equipment menu is now accessible. Press Z to open it (main guide book is updated to reflect this)
- Matmos now actually works. Liteloader was not installed properly before, so it was not even active at all! The volume has also been modified from the default to be more reasonable.
- Bug spawning has been turned WAY down. There were many complaints about the bugs spawning too often, this should now be a non-issue.
Tweaks:
- Legendary armor recipes have been changed slightly to require advancement in The Abyss dimension
- Starting inventory has been adjusted (New cookbooks, new lamp for your tent, less wooden tools to save clutter)
- Several config issues have been changed in general. I can;t even remember them all!
If there are any issues with this update, let me know! The sooner I can fix them, the less people will have to re-update when I do!
Update 2:
A quick fix for some big bugs! This patch fixes the following:
- Bugs and piranhas now NEVER spawn. Ever. You're welcome, server owners. To ban additional mobs, edit the "badmobs.cfg" config file. There is an item in game called "Data Checker" that will give you mob IDs for use with that config by right-clicking the mob. No more mob problems!
- Player inventory is now kept on death, always. This is tested to work with all of the unusual inventory slots we have. The gravestones mod has been kept so that server owners who still want players to use gravestones can simply remove the "keeping inventory" mod and players from the pack will still be able to connect, but will use gravestones instead. This will also keep existing worlds from losing their gravestones, and will keep the dungeons and blocks from the mod, which are really cool anyways!
- Lootable bodies have been removed. I meant to take this out last time, but only took it out of the server files. It is now gone completely.
- Matmos is now confirmed working. Volume is set at 80% by default. Press F7 and move your mouse up or down to adjust ambience volume.
Come play the pack, it is better than ever!
This should all be less of an issue now, as player inventory is now kept on death! You'll no longer need to fear exploration and taking risks. There is no way to spawn players in an origin biome, unfortunately. In fact, I would love to set a default starting town for all worlds, but I have yet to find a way to do that while still having the world generate randomly outside of the spawn area.
The witch crash has been fixed, and the levels and level up mods have been removed!
Work on the market update has been resumed! Due to some crazy bugs, I have scrapped a lot of the work I did already, and am approaching the update differently now.
The plus side, is that now I will have the ability to add more complex features with the new method.
I expect the new update to be done within the next week or two.
This new update is going to be insane! Some features that are being added are:
- A full economy, with well over 100 items you can buy and sell via merchant NPCs
- A hub town, filled with Traders, quests, and some dark secrets
- Dungeons and bosses. Full, immersive dungeons leading up to complex boss fights. Keys to these dungeons drop from rare monsters out in the world, and can be found in loot chests in the world.
- Companions that can be hired to assist you in combat. Having trouble with a boss fight or dungeon? Maybe hiring a golem that can guard you and weaken monsters will do the trick!
- Infrastructure for future updates. This update is being designed in a modular format that will allow future updates to easily expand upon it, adding new bosses, dungeons, quests, NPCs, and allowing me to easily fix issues reported by players, and tweak the balancing.
- Cosmetic pets, secrets, upgrades for existing gear, lotteries, extremely informative guides in the form of NPC dialogue, and so much more!
And all of this is without losing anything from the current content and playstyle of the modpack, this is not a switch to a "pre-built world" model, just adding some content to the current experience.
An important note: Most current worlds will NOT be compatible with the new update! The new update will include pre-made worlds that must be used to start a new world. These worlds are new and random just like a new world, but include many folders and zones needed to properly run the new content, and old worlds and worlds generated by pressing the "new world" button in minecraft will not. That said, it is possible to update existing worlds to include the new content for those who really need to, but this will only be possible for worlds where your important built areas are built far from spawn (several thousand blocks away). However, with the number of balancing changes coming to this modpack, I strongly recommend playing a new world when the update is released anyhow.
Work on the update continues!
It's worth noting that I will be putting a lot of work into making sure that all of the new features work 100% on multiplayer. Things like looting chests in boss dungeons etc. will be able to be done by each player on a server, etc.
This is a fun pack, I'm looking forward to starting a new world in the next update.
Lots of new features are being added still! Skills, followers, different viable combat styles, and bosses with different resistances to each, crazy boss loot, and new weapon types (Who wants to use a greatsword?).