Built and centered on the increase challenge and complexity of MineFantasy I, this add detailed and advance magic mods, more adventure content, and various other mods to enhance farming, storage, decoration, etc.This mod pack allow for a challenging survival experience based on the stone age through middle ages, a world adventure in, and a bit of complex and mysterious magic.
The modpack has now been tested in SSP and SMP and I'm declaring done -- no, not in a bad way, not over, but in a good way, complete. It already has high system requirements (I recommend 2 GB, but 1.5 GB should do.) Please no more suggestions.
Note that it seems to be much easy on CPUs when run from the Minecraft Launcher than the Technic Launcher, though I don't know why.
Imagine a world of scattered friendly villages, treacherous wildnesses, and deadly but rewarding dungeons of various kinds. A world of adventure, but also of place of friendly face and peaceful pasture, and a place to build -- a patchwork of safety and excitement. A world where magic and metal meet, where greater reality combines with magical fantasy, where crafts are made over anvils, tailors benches, cutting-board, tannings racks, fire pits, and even the occasional crafting table. A world where different gear has both pros and cons and tactics are as important as possession in a fight. Most of all, a world where ancient and medieval fantasy comes to life.
There are also some intentional nerfs to balance mods against each other and to keep with the ancient and medieval theme: (1) airships are disabled (because, its not steam-punk), (2) staves from Lycanite's mobs can't be crafted, (3) cardboard can't be crafted, (4) the MCA monarch's crown can't be crafted, (5) many vanilla items can't be crafted because of MineFantasy hardcore crafting and hardcore iron (which effects modded constructions; remember, vanilla tools and weapons are special artifacts and you'll have to get them from mobs or dungeons if you need them!).
The modpack comes with the craft guide mod, so many recipes are available by pressing G; on the keyboard. Unfortunately, forging, alloying, and tailoring recipes from MineFantasy are not shown. For this you can find a guide PDF in the MineFantasy jar. But, this is buried in the Technic folder, but since its buried in the technic folder, so for your convenience I am putting a copy here:
Also, a guide to getting started is here, though a few things are out of date:
(Also don not use the other video in the series, they are too out of date to be useful.)
MineFantasy is set to use its hardcore options, so many vanilla recipes (and some mod recipes) are disabled. If needed (and sometimes when not) vanilla items can be found as loot or mob drops.
The Backpack mod is configured to use its special slot. Press Control-B to place the backpack in it slot or remove it, or just B; to access the backpack (it cannot otherwise be accessed). Only one backpack can be held in the inventory (so to can be carried, one worn and one in inventory). Only small backpacks can be crafted.
Placing wands or booze into some MineFantasy blocks (which show the item) can crash and break your world -- you've been warned, don't do it.
Use / Permissions / Legal
This mod pack must fit the permission, generic or specifically granted, of all the mods it contains. As a result it cannot be mirrored, copied, or hosted anywhere else, or otherwise distributed in any other way. No derivative packs can be made; if you want to make one you must get permission from each mod author yourself. This cannot be linked through any ad.fly or other form of advertising, or in any other way use it to make money -- in no way, including by donations, can you make money for distributing the mod pack or otherwise for granting use of it. Please respect the right of all the modders and permissions that have been granted. For mod specific information see the individual mod pages, I cannot give you rights I was never given and so we all must follow the most restrictive rules (and all rules) that come with any of these mod -- I cannot grant you rights I did not receive! I cannot give rights I was given by special permission, either, as only the authors of the specific mods can do that. Thus, no copying, mirroring, or money-making can be permitted.
(If you want to use this for a server or map but need to change the configs, a zip of the config directory can be made available as long as none of the actual mods are in it.)
I don't think "not making money in any way" includes Youtube (I hope I'm not being presumptuous in that), who in there right mind would complain about the publicity. I do want it understood I can't give permission I did not receive myself, though.
I don't think "not making money in any way" includes Youtube (I hope I'm not being presumptuous in that), who in there right mind would complain about the publicity. I do want it understood I can't give permission I did not receive myself, though.
I thought that's basically what I said, though I may have said it in the most confusing way possible.
usually on the mods thread it has permissions. I just recommend that you give them credit, more professional. I was also surprised when some people don't want their mods in modpacks, but some people just don't. I am just saying this because they casn legally say to take their mod out.
Re-added Thaumcraft (which is pre-release test versions but later removed) and added Highlands (which makes memory usage a bit high, but I don't see any actual problems, though running with 2GB might not be a bad idea if you have it to spare).
Having done that I'm calling this done -- its pretty much the way I wanted it. I may release small update to keep up with any bug-fixes in individual mods, but basically this is done and ready for the big time ;-)
P.S.: One problem though: I've recently found there is an adventure map with the same name as this. I googled "Forge of the Ancients" and it looked like the name was not used elsewhere. Unfortunately, I recently typed the name into Youtube and it seems there are videos from a year ago for the adventure map! I'd hate to change the name (again! and after release this time!) but I'm considering it may be needed -- I suck at naming things, so I'm open to suggestions.
Re-added Thaumcraft (which is pre-release test versions but later removed) and added Highlands (which makes memory usage a bit high, but I don't see any actual problems, though running with 2GB might not be a bad idea if you have it to spare).
Having done that I'm calling this done -- its pretty much the way I wanted it. I may release small update to keep up with any bug-fixes in individual mods, but basically this is done and ready for the big time ;-)
P.S.: One problem though: I've recently found there is an adventure map with the same name as this. I googled "Forge of the Ancients" and it looked like the name was not used elsewhere. Unfortunately, I recently typed the name into Youtube and it seems there are videos from a year ago for the adventure map! I'd hate to change the name (again! and after release this time!) but I'm considering it may be needed -- I suck at naming things, so I'm open to suggestions.
You need something with Battle or Hardcore or Magic in it.
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The recipe mod you have, doesn't make what it supposed to make. The pickaxe recipe does nothing and I looked in the recipe book!
Thought I might tell you
The recipe mod you have, doesn't make what it supposed to make. The pickaxe recipe does nothing and I looked in the recipe book!
Thought I might tell you
If its the one that looks like a vanilla wooden axe, that recipe shouldn't be there. I've never had a problem with the recipe guide before. I suspect the problem is somethng to do with Natura -- it shows Natura sticks, and its hard to take those recipes out, since it doesn't get along with Minetweaker. I may just have to remove Natura.
EDIT: Confirmed, Natura is what was causing the problem. I really hate to remove a mod after its in, since it could break things for those who update, but Natura is not really important to the pack as a whole and may have to go (I'll miss its berry bush blocks).
OK, its looking a little bloated in terms of system requirements:
1. Basic: Low requirements (close to vanilla), most difficult (little escape from core MineFantasy challenges); server friendly. Little beyond MineFantasy except decorative stuff and some map-type utilities.
2. Civilized: Moderate requirements, easiest because you will be able to use villages as safe havens. No magic mods, lots of village mods, and Ancient Warfare.
3. Magic: For real fans of high fantasy, magic, adventure, and exploration. High requirement (require a beefy computer, not really good for servers other than maybe 2-3 people in an adventure map setting were one ever made). Lots of magic, highlands biomes, no village related mods (and no ancient warfare).
The full setting, everything to and for everything, is probably not such a good plan.
Apologies for the recent flurry of changes; this should settle down now. I don't plan on anymore updates unless its for (1) a new stable version of Lycanite's Mobs, Witchery, or (less likely) Doomlike Dungeons, (2) a version of chisel that both fixes the duplication bug and cannot change iron into wrought iron, or (3) a major bug or conflict is found. There should be no more mod removals, and probably no new mods added either now. So, this time, really, done!
Built and centered on the increase challenge and complexity of MineFantasy I, this add detailed and advance magic mods, more adventure content, and various other mods to enhance farming, storage, decoration, etc.This mod pack allow for a challenging survival experience based on the stone age through middle ages, a world adventure in, and a bit of complex and mysterious magic.
The modpack has now been tested in SSP and SMP and I'm declaring done -- no, not in a bad way, not over, but in a good way, complete. It already has high system requirements (I recommend 2 GB, but 1.5 GB should do.) Please no more suggestions.
Note that it seems to be much easy on CPUs when run from the Minecraft Launcher than the Technic Launcher, though I don't know why.
Imagine a world of scattered friendly villages, treacherous wildnesses, and deadly but rewarding dungeons of various kinds. A world of adventure, but also of place of friendly face and peaceful pasture, and a place to build -- a patchwork of safety and excitement. A world where magic and metal meet, where greater reality combines with magical fantasy, where crafts are made over anvils, tailors benches, cutting-board, tannings racks, fire pits, and even the occasional crafting table. A world where different gear has both pros and cons and tactics are as important as possession in a fight. Most of all, a world where ancient and medieval fantasy comes to life.
There are also some intentional nerfs to balance mods against each other and to keep with the ancient and medieval theme: (1) airships are disabled (because, its not steam-punk), (2) staves from Lycanite's mobs can't be crafted, (3) cardboard can't be crafted, (4) the MCA monarch's crown can't be crafted, (5) many vanilla items can't be crafted because of MineFantasy hardcore crafting and hardcore iron (which effects modded constructions; remember, vanilla tools and weapons are special artifacts and you'll have to get them from mobs or dungeons if you need them!).
Downloads
Technic Page
Non-Technic direct downoads
Adventures of the Ancients Direct Download
Server Package
(Note: Its a good idea to run this modpack with 2Gb (or more) if you have it.)
Mods Used
MineFantasy by AnonymousProductions
Battlegear2 by Nerd_Boy and Oliv1er
Minecraft Comes Alive by WildBamaBoy and SheWolfDeadly
GrowthCraft by Gwafu
Ancient Warfare by Shadowmage4513
Dynamic Sword Skills by coolAlias
Enviromine by TimbuckTato (unofficial version with minor hacks by JaredBGreat)
Magic:
Witchery by Emoniph
Thaumcraft by Azanor
Setting (Nature):
Village Tavernby AngleWyrm
Pams Clay Spawn by MatrexsVigil
Highlands by sdj64
Setting (Adventrue):
Doomlike Dungeons by JaredBGreat (aka, BlackJar72)
New Dungeons by Slidedrum (GotoLink update)
The Ruins by AtomicStryker
Roguelike Dungeons by Greymerk
Mobs:
Lycanites Mobs by Lycanite
Dungeon Mobs by GnomeWorks
Building, Storage, and Decor:
BiblioCraft and BiblioWood for Highlands by Nuchaz
CraftHeraldry by Vazkii
ArchimedesShips by BalkondeurAlpha
Better Storage by copygirl
Carpenter's Blocks by Mineshopper
Chisel by AUTOMATIC_MAIDEN
Statues by AUTOMATIC_MAIDEN
Custom Flags by Nerd-Boy
MinePainter by Hypercross
DecoCraft by RazzleberryFox
Fun and Useful Toy and Utilies:
DynamicLights by AtomicStryker
DamageIndicators by rich1051414
MapWriter by mapwriter
Backpacks by Eydamos
CraftGuide by Uristqwerty
MineTweaker by StanH
Treecapitator by DaftPVF
Bspkrscore by bspkrs
For Servers and Map-Makers:
Custom NPCs by Noppes
Help Getting Started
MineFantasy Manual
Also, a guide to getting started is here, though a few things are out of date:
(Also don not use the other video in the series, they are too out of date to be useful.)
MineFantasy is set to use its hardcore options, so many vanilla recipes (and some mod recipes) are disabled. If needed (and sometimes when not) vanilla items can be found as loot or mob drops.
The Backpack mod is configured to use its special slot. Press Control-B to place the backpack in it slot or remove it, or just B; to access the backpack (it cannot otherwise be accessed). Only one backpack can be held in the inventory (so to can be carried, one worn and one in inventory). Only small backpacks can be crafted.
Placing wands or booze into some MineFantasy blocks (which show the item) can crash and break your world -- you've been warned, don't do it.
Use / Permissions / Legal
This mod pack must fit the permission, generic or specifically granted, of all the mods it contains. As a result it cannot be mirrored, copied, or hosted anywhere else, or otherwise distributed in any other way. No derivative packs can be made; if you want to make one you must get permission from each mod author yourself. This cannot be linked through any ad.fly or other form of advertising, or in any other way use it to make money -- in no way, including by donations, can you make money for distributing the mod pack or otherwise for granting use of it. Please respect the right of all the modders and permissions that have been granted. For mod specific information see the individual mod pages, I cannot give you rights I was never given and so we all must follow the most restrictive rules (and all rules) that come with any of these mod -- I cannot grant you rights I did not receive! I cannot give rights I was given by special permission, either, as only the authors of the specific mods can do that. Thus, no copying, mirroring, or money-making can be permitted.
(If you want to use this for a server or map but need to change the configs, a zip of the config directory can be made available as long as none of the actual mods are in it.)
Dsicord Channel: https://discord.gg/AsTD3TD
Also, making a forge server just requires the removal of Dynamic Lights in the server mods. And it works fine
I thought that's basically what I said, though I may have said it in the most confusing way possible.
I'd hate to change names again, and its not surprising -- I fear if the names no lame isn't already being used somewhere!
Having done that I'm calling this done -- its pretty much the way I wanted it. I may release small update to keep up with any bug-fixes in individual mods, but basically this is done and ready for the big time ;-)
P.S.: One problem though: I've recently found there is an adventure map with the same name as this. I googled "Forge of the Ancients" and it looked like the name was not used elsewhere. Unfortunately, I recently typed the name into Youtube and it seems there are videos from a year ago for the adventure map! I'd hate to change the name (again! and after release this time!) but I'm considering it may be needed -- I suck at naming things, so I'm open to suggestions.
You need something with Battle or Hardcore or Magic in it.
P.S. I'm f*cking useless at this
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Thought I might tell you
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If its the one that looks like a vanilla wooden axe, that recipe shouldn't be there. I've never had a problem with the recipe guide before. I suspect the problem is somethng to do with Natura -- it shows Natura sticks, and its hard to take those recipes out, since it doesn't get along with Minetweaker. I may just have to remove Natura.
EDIT: Confirmed, Natura is what was causing the problem. I really hate to remove a mod after its in, since it could break things for those who update, but Natura is not really important to the pack as a whole and may have to go (I'll miss its berry bush blocks).
1. Basic: Low requirements (close to vanilla), most difficult (little escape from core MineFantasy challenges); server friendly. Little beyond MineFantasy except decorative stuff and some map-type utilities.
2. Civilized: Moderate requirements, easiest because you will be able to use villages as safe havens. No magic mods, lots of village mods, and Ancient Warfare.
3. Magic: For real fans of high fantasy, magic, adventure, and exploration. High requirement (require a beefy computer, not really good for servers other than maybe 2-3 people in an adventure map setting were one ever made). Lots of magic, highlands biomes, no village related mods (and no ancient warfare).
The full setting, everything to and for everything, is probably not such a good plan.
Server
There is a small official server. More information can be found on the server's topic page:
http://www.minecraft...fantasy-server/
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