This mod is no longer being worked on. I am currently working on a new mod (for 1.15) which incorporates some of the features and ideas from this one.
A wiki is currently being worked on. You can check it out here (fandom). There is not much on it.
- Metal Workbench (for crafting a few metal items, will have more functionality in the future)
- Copper Pulverizer (turns ingots/nuggets/ore into dust, for use in alloyer)
- Copper Alloyer (creates metal alloys)
- 10 metal alloys, all of which have tool sets (Molybdochalkos (lead and copper), Cast Iron (iron and quartz), Siderargyros (iron and silver), Argyrochalkos (silver and copper), Siderochalkos (iron and copper), Chrysochalkos (gold and copper), Bronze (copper and tin), Brass (copper and zinc), Siderochrysos (iron and gold), Electrum (gold and silver))
- Bronze and Siderochalkos Armor sets
- Copper, Iron, and Tin plates, made at the workbench, and used to craft the pulverizer and alloyer
- Dust and small dust piles for all metals
- Added tool and armor settings to config (a restart is required for edits to them to take effect)
- Added durability settings for many vanilla items to config
- Experience amounts
- Ore rarities, including vanilla ores
- Reduced durability of many items, can be edited in the config
- Damage Calculation, note that the changes are very small, they mainly effect much higher armor values than are present in this mod
- Copper textures
- Titanium Armor texture
- Zircon Texture
- Onyx/Red Onyx tool textures
- Onyx/Red Onyx tool recipes, they now require bones instead of sticks
- It is fairly easy to get a bunch of xp with little effort by pulverizing ingots, then smelting the powder, etc. However, since much faster xp farms exist, I have decided not to try to do anything to prevent this.
- Small dust piles cannot be crafted into large dust piles and vice versa. This will be changed in the next big update.
- The new Rhodium, Osmium, and Iridium block textures are not animated, despite Ruthenium, Palladium, Platinum, and the previous block textures being animated.
version 0.0.1.2038 (June 25th 2018):
-named scaffolding and creative tabs
-made scaffolding flammable
version 0.0.1.2037 (June 24th 2018):
-improved accuracy of the darkstone bow
-fixed problems with slabs added by this mod
-they no longer have 0 hardness and blast resistance
-they now drop themselves
-fixed problems with red and black onyx generation in the nether
-they no longer use cinnabar's generation settings
-increased copper ore spawning rate
-decreased tin, lead, zinc, anthracite, iron, and coal ore spawning rates (by a little bit)
-fixed issue with overriding gold ore spawning in the mesa (it shouldn't prevent all gold ore from spawning in the mesa, but probably does some weird stuff with messing around with gold ore spawning on the customized world type)
-added an iron rod (crafted in the same way as a titanium rod)
-added tool sets for Ruthenium, Rhodium, Palladium, Osmium, Iridium, and Platinum, which are crafted using iron rods
-added scaffolding block
-an ugly and very cheaply crafted block with 0 blast resistance and hardness
-crafted with 4 planks in the corners, 4 sticks on the sides, and an iron nugget in the middle
All tool stats can be edited and seen in the config.
From top to bottom, (left) Molybdochalkos, Cast Iron, Siderargyros, Argyrochalkos, Siderochalkos, (right) Chrysochalkos, Bronze, Brass, Siderochrysos, Electrum:
From top to bottom, Ruthenium, Rhodium, Palladium, Osmium, Iridium, Platinum:
Much more powerful and slightly slower than the wooden bow
All armor stats can be edited in the config.
Used for several specific metal recipes, such as plates, and the copper alloyer and pulverizer
Used to grind ingots/nuggets/ore into dust
Used to make the various alloys.
There are 32 ores that generate naturally:
Copper, Anthracite, Nickel, Zinc, Tin, Lead, Silver, Onyx, Titanium, Uranium, Thorium, Zircon, Bismuth, Darkstone variants for these five, Ruthenium, Rhodium, Palladium, Darkstone variant for Silver, Osmium, Iridium, Platinum, Darkstone variant for gold, Red Onyx, Cinnabar, Nether variants for Red and Black Onyx, end variant for Anthracite, Amethyst.
Found rarely in large veins near bedrock, often with several veins of ore in it.
32 Blocks for the crafting materials:
A cheap block, quickly broken and quite flammable
Darkstone brick, slab, stairs, and darkstone slabs and stairs:
Darkstone bricks are made from reforged darkstone
Ore chunks (drop from ores):
Nuggets, ingots, and crystals:
Iron, Tin, and Copper plates:
Darkstone Shard, Reinforced Darkstone Shard, Reforged Darkstone, Darkstone, Titanium, and Iron Rods:
Molybdochalkos (lead and copper) (3:1)
Cast Iron (iron and quartz) (1:1)
Siderargyros (iron and silver) (1:2)
Argyrochalkos (copper and silver) (2:1)
Siderochalkos (iron and copper) (2:1)
Chrysochalkos (copper and gold) (1:2)
Bronze (copper and tin) (3:1)
Brass (copper and zinc) (1:1)
Siderochrysos (iron and gold) (2:1)
Electrum (gold and silver) (1:1)
This mod also edits the damage calculation, reducing the effectiveness of armor. This can be changed in the config.
Feel free to make a mod review/showcase. If you do, please send me a link.
Next Version Progress:
Added Chromium, Manganese, Vanadium, Niobium, Molybdenum, and Cobalt ores, blocks, ingots, plates, and nuggets.
Added 6 alloys:
Hepatizon: Electrum and Bronze
Chromium Steel: Chromium and Iron
Manganese Steel: Manganese and Iron
Srythium: Vanadium and Niobium
Invar: Iron and Nickel
Pewter: Tin and Lead
Pewter, along with molybdochalkos and brass, will be used in item transport machines
Hepatizon will be used in armor and tools
Chromium steel will be used in tools, and will have some use in machines
The other three alloys will be used in various machines.
Added Hepatizon Tools:
Hepatizon tools have lower durability than diamond, but are faster and have higher damage and enchantability.
Added Chromium Steel Tools:
Chromium steel tools have stats mostly in between hepatizon and diamond, but have higher damage than both.
Added Cobalt Tools:
has stats mostly in between chromium steel and hepatizon, but low durability.
Added the Bronze Furnace:
(lit on right, unlit on left)
Takes 6.25 seconds per item (instead of 10 like normal furnace). The experience is stored in the furnace, and can be collected by clicking on the experience gauge, which also displays how much experience is in the furnace. It also outputs slag.
This is the gui for the furnace:
on the left is where the slag is output (the slag texture is not final). on the right is the experience meter. it goes up as items are smelted, and when you click on it, it empties, giving you experience. The maximum amount of experience that it stores may change.
Added the Molybdochalkos Alloyer:
This alloyer has nine input slots, instead of four, but takes slightly longer to sinter metals and requires more fuel per operation. This will have an experience gauge, like the bronze furnace.
Added the Chromium Steel Extractor:
This machine extracts metal from slag.
Added the Scorpion:
Attacks with claws, and tail (which applies poison), has medium-fast speed, health and damage, and low armor. It is affected by Bane of Arthropods. The tail attack can be dodged, as the animation starts a quarter of a second before it hits. It spawns commonly in desert and forest biomes, and less commonly in slightly colder biomes. it does not spawn in cold biomes. It will drop a scorpion stinger on death (potentially other items as well), which will be used to craft poison arrows, enabling the player to get arrows that inflict poison before fighting the ender dragon.
This mob is unfinished, I still need to add drops.
Added the Armored Scorpion:
Attacks similarly to the scorpion, but its tail attack applies wither and slowness instead of poison. It is slower than the scorpion, but has high armor, health, and damage. It also has an attack where it charges at the player, which it only does if the player is far away. It spawns uncommonly in colder biomes, and will spawn in place of the normal scorpion. It will drop a scorpion stinger on death, which will be used to craft arrows that inflict wither and slowness, as well as scrap metal, from which metals can be extracted.
This mob is unfinished, I still need to add drops.
Added the Stone Brute:
Can be considered a miniboss, has a massive amount of health, lots of armor, and hits like a truck, dealing both large amounts of damage and knockback, but is also quite slow and easy to outrun. The uppercut attack can be avoided, as the animation starts 8 ticks before it hits. If you run out of range during this time, it will not attack you. It spawns uncommonly in the extreme hills and stone beach biomes. Its melee attack is an uppercut (shown in second picture), which deals a lot of knockback, and it will have a ranged attack where it throws a boulder at its target.
This mob is unfinished, I need to add the ranged attack (plus the animation and boulder model and entity) as well as its drops.
Messed around with mob spawning, increasing the mob cap, will allow this to be enabled in the config, and will add the increase in the mob cap to be changed in the config, but I do not plan on adding an option to lower the mob cap.
-Fixed all axes of alloyed metals having the same attack speed and damage
-Increased Iron, Copper, and Nickel default ore spawn rates (slightly), lowered diamond and redstone default ore spawn rates
To do list (not a complete list of things I want to do before the next update, just a list of things I am currently working on/will work on in the near future):
- Make the copper alloyer produce scrap metal, which, similarly to slag, will be processed by other machines
- Add some machines for processing slag/scrap metal.
- Add a machine that is similar to a hopper, but can pull items out of the side and tops of blocks.
- Add a mob, a robotic drone that mostly stays in place and on the ground, but hovers up when a player gets close, and fires lasers (or other projectiles).
Next Version/Next Few Versions:
-Add various machines for extracting things from slag, scrap metal, and other things, and machines for processing ore.
-Add some mobs, such as: a crab (hostile), a mushroom enemy (will probably be for a new dimension), a stronger variant of the blaze, a large rock monster boss, a wyvern enemy, and a mosquito enemy.
-Add several dimensions, starting off with a dark and sort of corrupted version of the overworld, that has new mobs (hostile and passive), new structures, and new ores.
This mod is amazing but a lot of the ores are kinda useless.
Thanks for the feedback. I understand that this is kind of a big problem with the mod. I am working on making some of the more useless materials more useful. For instance, nickel will be used to make invar, which will be used to make some machines. But others, such as uranium, thorium, and bismuth, will remain relatively useless for longer, as the plans that I have require other things to be added to the mod.
The feeling of finding your work on those websites.
Just the feeling of finding your mods on those websites is extremely
discouraging for many people. Lets say that you wrote a book. The day
after, you see the book in a shop, with a big "9books" logo on the front
page. You haven't even been notified. How would you feel? You then read
the books ToS, and see that "9books" is claiming to own your book! This
is extremely discouraging.
Outdated versions. When users find a bug,
they then go to the mod author to report it. The problem is, that the
bug was fixed 2 months ago! This is very annoying for both the author
and the user.
Wrong Minecraft versions. Those websites
are marking the mods as working with wrong Minecraft version. They do
this to get more downloads. The user will then go to the mod author and
Possible malware. Mods from those sites are untrustable, and may contain malware.
Making money of other peoples work. Those
sites are placing other peoples mods behind AdFly links, and other ads,
and are directly earning money on other peoples work!
Stealing money. When many people download
from those sites instead of the official sites, the author loses
revenue. Modders don't earn much from their mods, but small amounts of
money can be a big motivation.
Stealing downloads. Maybe one of the most
encouraging things about making mods, is seeing your mods getting lots
of downloads. When many users download from those sites instead of the
official sites, the author loses many of downloads from his/her server.
This is extremely discouraging for the modder.
Superb mod, thks u
Btw, is Minecraft11.com good website? I've downloaded many nice mods in that.
Do not download mods from sites other than these forums, CurseForge, or modders' websites. Like V5 mentioned, mods downloaded from those "unofficial" sites may contain malware/spyware and also lowers the amount of money that the original modder earns from their work.