Basic description
TragicMC is meant to add more difficulty through content, rather than through modifying core gameplay aspects like other mods. Essentially, it is best to play TragicMC with as few mods as possible although it should be compatible with most other mods.
If you have any ideas, feedback or constructive criticism you'd like to give, you can always post your suggestion here or Private Message me if you don't feel comfortable sharing in the forum.
What TragicMC adds:
- Dimensions that each contain their own biomes, blocks and creatures
- Lots of mobs and tough Boss fights that have their own unique mechanics to deal with
- A lot of items and new blocks, including some interesting weapons and magical items
- A special energy system that allows you to use special abilities
- New enchantments and potion effects to give a bit more interest to combat
TragicMC Wiki:
There is a Wiki for TragicMC located here, it is still a Work-in-Progress (as is the mod) but it has a ton of useful information that you can use to ease your TragicMC experience. Also shoutout to CommodoreAlpha for his large amount of work done on it. Currently it is only partially updated for TragicMC 2 and the original mod.
Screenshots:
For TragicMC 2:
Showcases:
Downloads:
The links here are the only "official" ones for the mod. These links are adflly links, do not click anything below the header, wait until it says "Skip Ad" in the top right and click on that and it will continue to the actual file location.
TragicMC - MC 1.6.4
Last release version: 1.5.2 (Final)
Download from CurseForge.
TragicMC 2 - MC 1.7.2 & 1.7.10
Last release version: 2.46.2876 (Hotfix - Final)
Download from CurseForge.
TragicMC 2 - MC 1.8 & 1.8.9
Latest release version: 4.52.3327
Download from CurseForge.
TragicMC 3 - MC 1.10.2 & 1.12.2
Latest Release: 1.57.5258 for 1.12.2, 0.51.4825 for 1.10.2
Download from CurseForge.
Download steps:
1. Ensure that you download Forge, TragicMC will not work without Forge. Get the latest recommended/stable build from here.
2. Validate that you have a clean installation of Minecraft, then run the version from the Launcher of the version you would like to play. After that, install Forge and run the same version with only Forge installed.
3. Download the correct version of TragicMC for the version you would like to play and place it inside the "/mods" folder inside of your .minecraft directory.
4. Load Minecraft with Forge and load up a world with TragicMC to ensure of no errors. If no errors are found then enjoy, otherwise post here with your crash report.
Recipes:
TragicMC has a lot of recipes so it's recommended that you use a recipe mod like NEI or JEI that allows you to see the recipes on the fly. JEI is recommended for 1.8.9+.
Game Crashes or Bugs:
If your game crashes and you think TragicMC is the cause, please post your crash report here and I'll reply to you as soon as possible (I get notified every post so it shouldn't be too long of a wait unless I'm not home). If you need help with getting a crash report or finding the Forge logs, this post, though outdated should help point you in the right direction.
Use of Code and Mod Pack permissions
The code for the mod is available under the GPLv3 License, basically if you copy or use any of the code, credit me, and you can't charge for distribution of the mod if you choose to distribute it (unless you're using my Adfly links, which upholds to the license). You are free to use this mod in any Mod Packs and to distribute it within them as previously stated. As a courtesy, it'd be cool if you could message me that you're using it in one just so that I get the head's up. If you'd like to see the raw code, you can view it on GitHub. The code for TragicMC 3 is currently unavailable for public viewing and is not under a license.
Donation link:
If you want to donate, click here. This isn't ever required but it's nice since I'm spending hours working on this thing for free.
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Is it possible at this point to make the output of a recipe variable ? I can't think of a way, but maybe a good idea for future versions ? At least variables for the amount produced ??
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Seriously ? dude...come one...the TITLE even says POWERED by Battlegear... *sigh*
Anyways, idk if I said it already, but this indev stuff looks awesome, I really want some class/RPG stuff in my minecraft, especially with what BG2 already has available...awww man...can't wait !
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I am not even a MC modder and I'm sick of extremely unthoughtful, rude and plain immature comments like this. Not even a "please" just a "hey do this ! Nevermind the fact it would be a ton of work in the opposite direction of what the majority would call progress, not to mention completely illogical; oh and you happen to be on a break from modding..." Pardon me while I shoot off this super rude demanding comment after having not read more than half the op and none of the comments, I'll be back in exactly 38 hours to complain about how shocked I am that you haven't fulfilled my demands yet...
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How have I never seen this before ? great job, it should be more popular. MC is really missing good NPCs/trading etc
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That is the rudest most childish post I have seen in some time. To all you other knuckleheads asking about updates, take more than a split second to look and you would notice literally ONE post (or two) above you is the answer you need. Geez people...
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That ^ is why I stuck with Timescaler before 1.7.10. I use IGI religiously. I also really like Bibliocraft's clocks which are not synced with your timescale, and I get really tired of sleeping more than once to make it morning. There's also just generally issues with anything that depends on time, Calnedar GUI, rotting mecchanics, crop growth (albeit this one is probably full of many many variables), Project Zulu's Nightbloom's (they're supposed to only open at night and emit light) etc etc etc... Sorry to sound like I am only full of complaints, but I just don't see the point of changing timescale if nothing uses the new scale you've set. Wootguy posted his code, maybe you can take a look at it ? But his mod worked perfectly IMHO for all of the things i've listed above...I cant STAND vanilla minecrafts super fast days, when you have biome adding mods, or world gen adding mods, it seems like you cant even BEGIN to do anything without days and days going by, worrying about night spawns, etc. But having to never be able to use calendars, never having the right day/time show, having nightblooms open at noon, having to sleep multiple times to skip the night...These all add up to make the game somewhat irritating feeling...Its two evils and we have to choose the lesser for now...Admittedly, using your mod currently is ALOT less annoying than vanilla...
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A cart with a much larger inventory like the ones Iron Chests' provide would actually be useful. And for my ultra hardcore pack, it would make carts the perfect tool I have been looking for. I want "realistic" mining. As in no one is going to mine out a massive ore deposit in one trip, stick it all in their pocket and walk home to build an entire industrial revolution from said deposit. With custom ore gen, and some hardcore mods that make stack sizes tiny on ore (4) and limited carry weight, before your carts, minecarts were a must. But they require ore in the first place. And building an entire track system for each mine is almost silly, not every single vein is worth laying track to. A general central track mixed with your much more mobile carts is exactly what I wanted, but again, its far too tempting to just grab a backpack or box or whatever.
I feel I have over explained myself once again. Anyhow, if you could perhaps find a way to make either an Iron Chests addon for your carts, or make your own larger chests for carts, I'd be very grateful. If not, trust that I will still be using them anyway. And good job on ALL of these mods. WIsh I had found them sooner. Many are small idea I had myself, thus you've fulfilled very many "ooh, I wish that I could..."s for us all
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