Test Version Alpha_1.8.5(1.5.2)
MineFantasy takes minecraft gameplay and spans out some of it's elements to both give a wider gameplay experience and add a middle-aged progressive concept to it. The range of additions adds to aesthetics, buildings, crafting, smelting, hunting, PVP, trading, server community, and combat cunning. making preperation a great advantage to anything. Many elements are more hardcore now, and will require some thought, meaning the clumbsy all brawn players would fall to the more strategic ones.
Throughout gameplay survival. you will progress through the tech of the age. starting in the bare stone age. you will go in search for material until you're set up with a solid setup of mainly steel, or iron. (steel and iron are 2 milestones in gameplay). The content not only adds aesthetics, but creation of these rooms and facilies are required to create other items. meaning your minecraft worlds would be needing additional projects to construct, from tanners, smithies, hound kennels, refineries, bloomeries, and so on... the wide range of equipment aims to require whole armouries with a loadout for each purpose. turning pvp especially into a tactical planned battle of cunning and battlefield advantages.
Requests or more info on updates can be found here
This mod now uses the Mod Update Manager, Enabling you to be informed of updates as they come out while playing, However this is currrently down.
Right now, the mod is prepping for a beta stage. (at the point of beta; the mod should have all plans and aims locked in, meaning there's a lot of time changing content until it seems fit. In the meantime; a lot of things will change, and sometimes change again. from this; most releases will be sent in posts. Also I'm skipping 1.6, as updating to an MC version is best on a standard version. and the mod is too unstable for that, it's likely everything will clear up by 7. I am working on this less; so that kind of slows it down too. in the meantime; changes will be made in special versions, no official releasing will be out soon, and when a standard version is out, it will be way different.
1.8 is a big update, so the main page has changed a lot. report if anythings missing
21/2/13: for extension developers
The API has been tested and seems to work fine. Now some of the less related content can be moved to their own expansions.
This will allow content like magic, herbalism, furniture and further mob implementations into separate areas. with this mod focusing mainly on progression. while branching out very slightly.
I've decided to use IRC now. (nothing fancy, just a plain unsustained channel). /join #Mine_Fantasy for it
Why just have perfect leather just drop from an animal; Hide is now dropped instead. The tanning process not only makes leather more abundant. but adds an interesting new process for everyday use. with a satisfying result of a few bits of leather from a simple cow skin
Why make flimsy old tools on a big wood block with tools painted on the side. with twigs and ingots? Forging is the way to make tools properly and with care. By hammering a block you can properly craft superior tools for your mining needs and find more valuable uses for these tools.
What's all this experience junk and these petty little orbs wasting space. Runes make enchanting a breeze. and allow you to choose what you want.(they may suck now, but eventually thed be a more mystical way of obtaining these)
Just randomly shoving ore into a box of stone isn't really interesting. no matter. there's a larger range of propper smelters out. allowing the mixing of alloys into more tools, means of heating them for use and great refineries for realistically obtaining steel.
The armour system in Minefantasy not only ranges in protection and durability; but suits are also categorised into Armour class. The armour class ranges in 4 tiers
Light: For everyday use(No penalty)
Medium: For traveling(Small penalty)
Heavy: For defense/heavy assault(Debilitating)
Plate: For Heavy Defense(Highly Debilitating)
The effects from heavier armours will slowly increase exhaustion, slow down speed, reduce knockback, and with some armours, disable sprinting.
Armours can also gain resistances to elemental effects set. including fire, frost, shock, arcana, corrosion and physical
Weapons can give a range of player bonuses when used. both offensive and defensive:
The stealth system isn't very good; but (for compatibility reasons) will not be extensively featured(so don't recommend ideas. they will likely be unfeasible)
You can remain undetected by mobs. while players are just as easy to spot you as normal.
While undetected. mobs won't target you. they are effected by:
Distance to observer
Standing still reduces noise as much as sneaking. but worn armour will make noise on any movement(except light armour)
You can gain bonus damage from certain conditions
Flanking: When behind targets, you do more damage
Sneak attacks: you will land criticals when behind and undetected
You might notice some new plants generating over the land. These herbs will generate randomly, no information is available on the main page. Instead; you right click an unharvested herb with a regular book, this will create a herb book that will display uses of the herb, click it to unlock it's info, if the info is already inside, it will display the entry. Put a book and a herb book on a crafting grid to copy them. All herbs are used in regular brewing purposes(for now) they might be used elsewhere later.
There is a wide range of content from all fields in this mod. mainly to create a goal to proceed through medieval technology. aswell; to sidetrack and play with your newly found items. some changes have been made to the game itself. Firstly you can't mine iron ore with stone. you would have to use an iron equal to mine it by creating a bronze pick and setting up a simple shop (basically go through the bronze age before the iron age). There's also other systems such as flanking, sneak attacks and a basic stealth system set up to give players their own advantage to use with lighter armours and strategy.
Minefantasy adds generations of all sorts to gameplay; each giving it's own amount of uses. some being core components in gameplay; others simply being use for further aesthetics.
These ores vary between chunks, meaning different areas are more rich than others
There is not an NEI plugin created by minalien
These small and basic items have a use in multiple fields. though being made with tech of certain tiers. will take use in miscellanious usues as well as being the main part in your creations
Rather than leather just being dropped by animals. Hide is dropped instead. as you see it has no use individually. but can be tanned into leather. Hide is dropped by Wolves, hounds and cows.(allows mod support)Leather is a highly used material in forging. used for armours, handles, and belts within all sorts of creations
Utility blocks are not required. but provide a use on the side.
There are a small variety of aesthetic blocks in MineFantasy. allowing as either an easy/strong resource or for decorative purposes
a wide range of the tiers in MineFantasy are created from smelting 1 or more items together
Most smelts use the bloom. that allows mixing 2 items into 1. (while some still use 1)
Materials By Tier
Copper is used to make basic tools. it hasn't much more purpose other than to make bronze
Used to make forged tools(consider it forged copper). Tools required to mine iron for the first time
Steel is an advanced. high-durability material that supplies use everywhere. it can also be used in substitute for some recipes.
Dragonforge / Iceforge
Refining is the process of turning regular materials into much pure, stronger materials. The main refining tool used is the blast furnace. Accepting coal and limestone. to purify what you put in.
Forging is the biggest and oldest feature of the mod. allowing tools to be made with style. each tool you make has it's history that will pass down it's lifespan. You become much more attached to your tools then ever before
*This method of forging hasn't been seen in any mod yet.
Items here are less materialistic. Most materials only have slight differances, in weapons, damage remains the same for bronze, iron and steel, only durability really changes. Tool selection is pretty straight forward, mainly what materials are better. and picking what suits you. Weapon selection is a matter mainly on their design, that vary on damage, tactical advantages, armour penetration, mobility, and even speed. As for armours, heavier armours are more protective, but harder to move in.
Recipes By Type
This lists the recipes crafted. different materials can make different items
Ignotumite, Dragonforge and Ornate tools must be made with an ornate hammer
There is a range of equipment for hounds now. Ranging from armours, forged teeth, and containers.
There are a few items that can be created with components gathered in your travels.
These items can be useful and make great additions to equipment
There is also a variety of mobs in MineFantasy and will soon expand. They are broken into 4 categories (minion, lurker, brute, elite)however only brute and elite has mobs.
SupportIf you like this mod and want to support it, use a banner on your signature, or create your own, ill put it here. Or you can hit the green + on the bottom right corner of the screen.
Check out the updates page if you have an idea, or want to get news on updates and vote on what you want
This Mod by Anonymous Productions is licensed under a Creative Commons Attribution 3.0 Unported License.