MineFantasy is a concept mod that brings a range of systems, process and content from what was used in the middle ages. giving gameplay a progressive goal to achieve the greater times of the age. Giving singleplayer a survival concept to go from stone to late middle ages and multiplayer, a community of trade and connections to both create allies and enemies.
Throughout gameplay survival. you will progress through the tech of the age. starting in the bare stone age. you will go in search for copper. upon obtaining enough for the copper age. at that point you would need to find tin and set up a forge to move to the bronze age. from there iron can be mined. With enough iron. the iron age awaits; a milestone that gives a decent grip on the core game mechanics. allowing access to most items. at that point. when obtaining about 2-3 stacks iron. you can create the advanced refineries required for the steel age. that would allow a great new material for use all across. making past challenges trivial allowing steel to replace other materials in construction. after gaining access to these. You would be able to branch out however seemed fit.
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.
News
11/5/13:
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.
21/1/13:
Haven't devoted my full time to modding and with a new update lurking; the mod is in a stage of small useful bits of content and changes in the pre-releases. check in often to find what else is in stock.
Download Version 1.8.1 Test version (1.5.1)
(Only use the Test Snapshot if you want to test the new versions) Back up saves
Changes
NONE
Send feedback if you encounter bugs with the version- if everything is working perfectly, its good to give me a heads up about it
Also, ignore what the update manager says when using this version: when the testVersion is near the next update it usually has a version change
Alpha 1.8,1
+1.5.1 support
*Fire breath half length
*Fire breath less effective in rain/water
+Added Spear
*3x longer than normal item
*Can be thrown
*To Throw: Hold right-click for a second
*Large knockback
*Large range
*Less damage to sword
*30% Armour penetration
*Slow and exausting
*More items(including halbeards) will be added just not now.
(only reason this was added is due to playing with textures and got this awesome thing; just had to add it)
*Hounds can shoot firecharges
-Hounds nolonger shoot bombs(they hurt themselves)
*Throwing knives spin slower, the longer their held.
*Thrown items much more accurate rotations
*Mithril Spear/Morningstar is easier to carry
*Enchantments render on weapon racks
*Thowing knives are way easier to throw, but damage is effected by hold time (always hit on max power)
*Ornate Crafting now uses Hot Iron rods for handles
*Iron rod, Shard, Gold and silver ingots must be heated for forging
+Added Scythe
*Cuts grass and leaves like hoes did.
*leaves and grass are cut seperately, at different ranges
*Useful tool for farming and road building
-Hoes nolonger have this feature
+Added Bastard Sword
*2x longer
*Can Block
*larger knockback
*larger range
*high damage
*exausting
*same traits to sword(criticals)
+Added Battleaxe
*2x longer
*larger knockback
*larger range
*Very high damage
*Very exausting
*Increased enchantability to items
+Added special Debug mod(unlocked with a serial code) for testers.
*Big dragons are slightly weaker, will not heal in combat and nolonger have projectile resistance
*Blackjacks are made with flints now
+Added Minotaur Hide
*takes longer to clean
*requires 2 salt
*yields 8 leather
+Added Drake Hide
*Yields 6 leather
*Drake meat has 2x the satiation(time before hunger starts to decrease)
*Source now in lowercase (API Users Need to change)
*BugFixes
*Fixed some hound stat issues
*Anvils now can support recpies that don't specify metadata
*Anvil shapless recipes work on all slots now
Alpha 1.8
+Added bronze bloom
*Burns fuel 50% slower
*Can smelt Iron ingots with coal.
*Normal blooms cook 1:1 coal as fuel
*Blooms can cook like normal furnaces
*Cooking food in a bloom produces charcoal
*Blooms run off mod-added fuels
+Cooking rotten flesh in blooms produces charcoal
*Blooms get 1/4 of the total smelts for a fuel than used in furnaces (1/8 in stone)
*Eg. coal in furnace gives 8 smelts, meaning only 2 smelts(in bronze) and 1 smelt in normal
*Reduced drake spawning
*Drake territory boost recued to 1.0, 1.5, 2.0
+Added Drake meat, is one of many special foods
*Heals 2.5 uncooked and 6 cooked
*Allows a long time to pass without losing hunger
*Takes 2x(uncooked and 3x longer to eat
*Cooked meat adds resistance buff
+Added Dragon
*More health and tougher than small dragon
*spawns 800 from SP
*Dragon breeds, red, green, blue, gold
*Red dragons are basic firebreathers
*Green dragons favour melee
*Blue dragons are frost dragons(same stats to red), weak to fire
*Gold dragons are more fierce than red
*World Gen changes
*Ores vary between chunks. and only appear in few chunks
*Prospecting allows easy discovery of ores
+New Badass Dragonforge armour texture
+Added Iceforge Tier
*More durable but slower than dragon
*Frost resistance
*Fire weakness
*Freeze on Hit
+Added Chimney(Iron,steel,brick,cobble, bronze)
*Attatches to bloom and blast furnace
*Materials are entirely aesthetic and dont effect strength
+Added API Support for Forge Fuel
*Coal: 16 uses, 500 heat
*longburn: 32 uses, 500 heat
*inferno: 16 uses, 600 heat
*hellfire: 24 uses, 700 heat
*lava: 256 uses, 1000 heat
+Added API support for blast furnace fuel
*coal: 4 uses
*longburn: 8 ues
*inferno: 16 uses
*hellfire: 32 uses
*lava: 128 uses
*Since furnaces have a set speed, Hotter fuels will last longer, as they regulate temperature
+Added API support for flux (like limestone)
+Added API support for carbon (like coal)
+RenderAPI independance(the mod should work without, but some features wont display)
*Changed Some Block textures
+New Forge GUI
*Min and Max temperature
*Exceeding max will ruin the smelt
*Encrusted armour immunity backed to 2Hearts
*Skeletal knight changes:
*Armour equal to fullplate(without matching suit bonus)
*Less health
*Different hit sounds
*Will attract hostile attention over a larger range
*Spawns group possible
*no longer rides spiders
*Spawned group wears splintmail/scalemail
*Less Common Spawning
*Drops are now damaged
*Dragons are more fierce
*Higher chance to toss
*Bite ignores 10% armour
*Some anvil changes
+Added Inferno Coal(600 heat)
+Added Hellfire Coal(700 heat, Lasts 50% longer)
+Added Slowburn Coal(Lasts 2x longer)
*These are designed for forges mainly.
+Weapon Reach Support
*2Hand weapons hit further
+Added knockback support
*2h weapons more knockback
*Iron Process changed... Again...
*Smelting iron directly makes wrought iron.
*Wrought iron used for forging.
*Combine with carbon in BRONZE bloom to make regular iron.
*Regular is heated, but makes regular forged iron
*Changed Ignotumite Ore texture
*Ironbark logs can be placed on sides
*Ironbarks drop more saplings and no apples
*Ironbark is less fire resistant
*knives are easier to throw but less damaging
*Forges take time to heat up
*Blooms are 50% slower
*Blast furnaces are 5x slower
*Blast furnaces need to heat up before use
*Changed stick recipe from plank block to plank item
*Plank items are made from plank blocks
*plank items make plank blocks
+Mod support: Mo Creatures armours are now light
*Both iron and wrought iron can be heated and can be used in exact recipes.
*Mithril and Ignotumite more effective on obsidian
*Ignotumite gives off a alluring humming sound
*Bombs have a shorter fuse of 1 second
*Weakened dragons
*Mithril is stronger
*Splint/scale longer to craft
*Mobs now have flank bonus
*Mob held weapons do special effects
*Arrows can be fired in creative mode
*Skeletons can ride Drakes
*Changed vanilla anvil recipe
*Metallic iron is made with carbon(instead of limestone)
*Blooms work on high chimneys
*Adding high-explosive dust to iron bombs improves them, and increases fuse time
+Hammers are enchantable
*Efficiency increases forge amount
*Unbreaking increases durability
*silk touch repairs
*Fortune can increase result stack or damage and has a chance to not consume an item
+Added Limestone caverns
+Added Granite in Extreme Hills
*Mobs have armour effects
*PlayerAPI independence
*Arms rotate and bow zoom had to be dropped.
+Thaumcraft Support: Added aspect sources
*Dirt slabs can be made with spade on roads
*Right clicking plants or leaves with a forged hoe clears a circle
*Using cobblestone on roads makes cobble roads
*Roads can be made on sand
*Hound Collars can be dyed
+Added Alpha Hound
*Larger than normal hounds
*50% more damage
*High armour
*Attacks players
*other hounds follow
*other hounds will not eat when alpha is eating
*cant be tamed
*followers cant be tamed
*are only set out of combat
*when an alpha is killed, a new will be appointed later. so taming will be difficult
*Wild hounds flee on <5 health with no alpha
*Hounds spawn commonly in plains
*Hounds can be Named.
*names will appear when targeted
+Hound apparel
*Armour(mail and plate)
*Pack (big and small)
*Feedbag
*Dispenser(ranged weapon, small and big)
*Hound armour has 2x durability
+New Hound GUI
*Hound stats and exp display
*Hounds can carry packs
+Forged Hound Teeth
*does same damage as sword of it's material
*2x the durability
*Hound Traits:
*Strength
+Exp gained per damage 1:4
+Allows use for weapons like teeth
+Base damage increases by 1 for every 10 levels
*Stamina
+Exp gained every tick when eating 1:1
+Allows carrying better packs and better feedbags
+Max hunger increases by 1 for every 5 levels
*Endurance
*Exp gained by taking damage 1:1
*Allows heavier armour
*Max health increases by 1 for every 5 levels
*Hound Health Increased(Minimal of 20): so they aren't weaker than wolves now
*Planks are used as fuel(1 smelt, Ironbark = 1.5)
+Hound Loyalty
*Required for equipment
*Increases when fed (feedbag doesn't count)
*increases very slowly with bowls and feedbags
*Increases when Idle(max 40)
*Increased when hunting (max 60)
*decreased as hunger goes down under 10(min 0)
*decreased when starving(min -10)
*If the hound gets hunrgy when player is offline, it decreases to a min of 80
*decreased when hit by owner
*decreased more when hit by owner when hungry
*Decreased when staying (min 20)
*when in negetive zone, bar will fill red
*when at -100, theres a chance for the hound to leave
*will play up when loyalty is lower than 0
*Bones are now Hound breeding items, this avoids the breeding process taking place when feeding
+Added Hound dispenser
*Hounds will shoot a ranged attack
*Requires special API functions for mod support
*takes from random slot(like dispensers)
*Zyrridium Ore drops experiance
*BugFixes
*Fixed issue with hounds not rendering collars when owner offline
*Metal blocks drop proper metadata
*Tools harvest blocks correctly
*Spawn rates less wacky
*Bombs nolonger bounce off nonsolid blocks
(OUTDATED)
*Same rules apply, only nolonger use player/renderAPI
Installation video by Marty137 [/color][/size]]
F.A.Q
Spoiler:
Q: Minecraft crash (Caused by: java.lang.ClassNotFoundException: ModelPlayerBase) A: install playerAPI AND render player API Q: When will the next update be due A: Updateing isn't set to a deadline. so they come out whenever
Q: Can you add *** A: Go to the update page to suggest(link on the bottom)
Q: There is a bug/crash A: Check to see everythings set up and try the mod without other mods to rule out incompatabilities
Q: The problem is in this mod. A: After checking it hasn't already been reported. send a post on what happened(and an error report)
Q: I can't craft *** A: More complex items need better anvils to make, and exotic materials need ornate hammers
Q: **** isn't heating A: raise the temperature and it should work(with bellows or hotter fuel)
Q: I can't mine iron ore A: Iron ore is now mined with an iron equivalency tool: Make bronze to obtain iron
Q: Is this SMP compatible A: Being universal(like all 1.3+ mods) works on servers
Q: Is it bukkit compatible A: Not yet; i'll get to porting some time
Q: I cant find granite A: Some ores(like granite) are only found in randomised chunks: best method; search low lying caves
Survival Guide
Spoiler:
This survival guide goes to the newbies out there. As minecraft is dangerous enough; This adds a lot more things to be concerned about in the world.
Stage 1: Lost ashore
So, you fell off the boat or something and wash up on a shore. (or somehow inland). And get up to start survival. The first steps to modded play here, are similar to normal Minecraft. You must seek out some trees to gather wood, and get going from there
Stage 2: Scavenger
In this stage, you'll want to craft a wooden pick- as much as it pains to use this piece of junk. for some reason it can break stone. All you really need is 3 stone, then throw that junk away. Craft a stone pick, mine more stone, and craft a decent stone sword. From there. You'll want to stockpile a bit of wood, food. and whatever resources you can find in the world. before retreating to a cave at night. Coal is a valued commodity, so if you see it, mine all of it.
Stage 3: Stone age / Copper Age
While safely in your hollowed rock; You will need to start gaining stone and coal, building some chests to store it. Up to now- this is exactly like a regular minecraft journey. As the gameplay skews off course here a bit here. If you find copper, you will need to mine every bit you can find. From there, If you so desire. craft some copper tools(these are just as shabby as stone, but a bit longer lasting). When you're ready for the challenge, seek out lower areas, or caves to find tin ore.
Stage 4: Settler
At this stage, you should have the necessary components to make bronze. but you would still need leather, and a place to call home. this stage you will need to use your gathered stone and some wood to craft a home. (A wiser settler would use a siv to determine the local ore densities; focus on copper, tin and even iron, as minecraft bases seem to branch and cave mine the area heavily). You will need to craft a bloom and place it in your home,(keep it ventilated). With that, smelt all the bronze you can, and craft an anvil, hammer, and with those- a knife.
Seek out cows or wolves to obtain hides and pelts, As well: find a source of reeds. make a tanning rack, Tan the hides into leather, gather some wood and build a forge. (and if you want: bellows)
Stage 5: Bronze Age
With your forge area and tannery set. craft some bronze tools. These tools can mine iron! be a proud newbie with this junk! Always good to know. if you happen to have lots of bronze, make some good chain armour too. Continue regular minecrafting and gather more resources. At this point, you're ready to idle for a bit. after, ready plenty of bronze to make a bronze bloom. (this can refine iron properly). Smelt iron ore into wrought iron on the bloom, and get ready for some iron tools!
Stage 6: Iron Age
With the high abundance of iron, you can throw that old bronze away(though it's good for cheap tools). Wrought Iron from the bloom can be forged into tools. You will need an iron anvil to make these (be careful, iron is harder to work with than bronze, don't get the forge too hot). Though iron is a stronger material, you can make a new set of mail with it, and some good tools. Combine wrought iron with carbon(like coal) in a bronze bloom to make metallic iron(fancy world, it's the regular stuff you have in minecraft.. the white stuff). That can go to make regular iron things(minecarts, tracks, pistons,... unrealistic armour... and a lot of stuff). Build up a ton of the stuff. a good few stacks. stockpile on plenty of coal too, and seek out limestone. and some granite, this next bit is a tricky one.
Go ahead now and build a blast furnace. place it in a nice outdoorsy spot and rest that tired arm. Now you can put a ton of coal in the fuel slot, wait for it to heat, and put coal, limestone and iron in the top. wait a few hours(might want to get a book or something to read...) and come back with some pig iron. This material can be mixed with carbon(coal) in a bloom to make steel.
Stage 7: Steel Age
You now have hit a good milestone. Steel is useful in it's own ways. (sure it cant make the stuff iron can) but is a branching point, allowing the crafting to branch, Any material can be crafted on your iron anvil, And from here. you can choose to make ornate or dragonforge tools(this is not required, you just can if you want... They need an ornate hammer though). Steel can also be made into blast furnaces. making them much easier, since you don't need as thick layering for steel to make it safe.
Now you can craft the almighty steel Anvil. This anvil can craft special weapons and armours, (broadsword, morningstar, spear, warpick... etc, scale, splint, plate armours. it can craft anything. with this. you're all set. From here. you would need to get some diamonds. (you could have mined them from the bronze age). But now, you can put them on steel to make encrusted tools..... or just chuck them on a stick and call it a tool if.. your poor or something. These diamond tools can mine obsidian, and mithril. Mithril will be required to branch into the next age.
Stage 8: Mithril Age (well it's still rare i guess)
At this age. You have mithril. a rare and light substance. Right now- this is as high as the mod's progress goes. But you can now mine Ignotumite with this(this isn't a required material. but its a bloody good one) if you have the patience to work with it.
But anyway. at this point, you're all good, can get anything now...
Now you're at the top of the food chain. and can play with the many things there are to offer. Considering you were probably trying to mine iron with a rock a few minutes back: You have gone a long way
Mechanics
Tanning
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
Forging
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.
Enchanting
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)
Smelting
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.
Armour System
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
Weapon Bonuses
Weapons can give a range of player bonuses when used. both offensive and defensive:
Criticals
Block Bonus
Damage boost
Armour piercing
Armour damaging
Stealth system
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:
Sight:
Darkness
Distance to observer
Sound
Movement
Worn apparel
Sneaking/standing still
distance
Standing still reduces noise as much as sneaking. but worn armour will make noise on any movement(except light armour)
Combat advantage
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
Herbalism
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.
Content
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.
Generations
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
Spoiler:
Copper
Generates widely, though some chunks may not contain this, found under layers 96. Mined with stone or better
Tin
Generates half as likely to copper, layers 48 and lower. Mined with stone or better
Mithril
Generates about as uncommon as diamond. but more predictable. Mined with diamond or better
Ignotumite
Found only in certain chunks. is extremely abundant in them. mined with mithril or better
Silver
As common as gold. Mined with iron or better
Zyrridium
Fairly abundant and varied. mined with stone or better
Limestone
Generates in swamps, beaches and oceans, ranging in size per biome. mined with stone or better
Will also generate limestone caverns underground Granite
Found in few chunks. but branches out and covers bedrock. mined with iron or better
These deposits are vastly scattered across the map. the ideal way to discover granite is to search low-lying caves and travelling large distances
Found above sea level commonly in extreme hills
Ironbark
Found in Forests and jungles Prospecting
Use a siv on ground to discover the ore density in the area(this scans a 33x33 area around you and will not pinpoint ores)
Hidden Ores
Hidden ores will now generate appearing exactly identical to stone.
Use a chisel on stone. if the stone block contains a hidden ore, it will uncover it
This tool can also break discovered ore blocks(only ones discovered by prospecing)
Herbalism
Herbs will spawn in the world randomly, There is no information on them here,
Right-click on a herb with a book to create a Herb Book
This book will update entries when you right click new herbs.
Right clicking a herb book on an already found herb will open to its page
The herbs are used in brewing.
Books are copied by placing 1 herb book and 1 book on a crafting grid
Components - be sure to check these out first
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
Spoiler:
Plank(item)
Planks are the backbone of all forged tools and weapons. since sticks. being crummy old splintery messes; These will take use in multiple creations
Firstly, you gotta know, 2 cubic metres of wood don't just yield 4 twigs now.
Iron Shard
Iron shards are used in a small range of misc items such as projectiles like bombs, knives and arrows.
Iron Rod
These haven't much use; but would probabally have more later
Leather
Leather is highly used everywhere(see "Tanning" below)
linen
Basic crafting for now(until tailoring comes in later)
*dont bother asking
Tanning
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
Spoiler:
Tanning rack
Allows the hanging of cured hides to be cut or shaved into leathers
Knife
(See forging) Made with bronze or iron. to shave hide
Salt
Right-click in water when holding paper to retrieve salt
Process
mix rawhide(or wolf pelts) with salt to create a salted pelt
Afterwards. right click repeatedly in water to clean off.
Right click an empty tanning rack with a cured hide to hang it
Shaving
Shave hide into leather by clicking(either click) on a tanning rack repeatedly with a knife to shave, creating leather
Cutting
Click leather on a rack with sheers to cut it into strips(if done directly after shaving leather; it will retrieve more strips: because hide yields more than 1 leather)
Remove items by right clicking with a non-tannable item
Utility
Utility blocks are not required. but provide a use on the side.
Spoiler:
Grinder
Right click a weapon on this to sharpen it. sharpening offers a slight damage bonus
When sharpening. MineFantasy weapons display the value of sharpness.
This value shows how many uses the sharpness lasts until wearing off
Over sharpening weapons will deteriorate the item. (Max is 30, and 60 for steel, mithril, dragon, encrusted and ignotumite weapons)
Regular weapons will display a * after, to show its sharpened Weapon Rack
Allows the hanging of tools and weapons(items without subIDs)
Bellows
Bellows can temporarily increase the temperature of a forge, increasing heating time and allowing better smelts.
Dog Bowl
Dog bowls can be filled with any food with right clicking. after that. it can't be retrieved. when it's full. hounds will eat from it when nearby and hungry
Totem
You can attach runes to the sides. allowing use to attack or defend entities.
Chimney
Stacked ontop of high-smoke emitters(like blooms and blast furnaces) will shift the particles upward
Made with Cobblestone, Iron, Steel, Bricks, Bronze,
Blocks
There are a small variety of aesthetic blocks in MineFantasy. allowing as either an easy/strong resource or for decorative purposes
Spoiler:
Bricks(mud, cobble, granite)
These bricks allow a prettier method of building with cobblestone and dirt Clay Walling Lantern Stairs/rooving(hay, cobble, smooth) Reinforced Planks
Zombies and villagers will not interact with these doors. due to their stubbon AI Reinforced Door Ironbark Door Steel Door
Can not be hand opened
Smelting
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)
Spoiler:
Bloom Copper Block: Made with 9 copper ingots
Coal allows 2 smelts
Bronze Bloom
Smelts just as fast, can smelt pure iron, and burns half the speed Bronze Block: Made with 9 bronze ingots
Materials By Tier Copper
Copper is used to make basic tools. it hasn't much more purpose other than to make bronze
Spoiler:
Value: Low
Tier: 2
uses:Basic Tools, Basic Weapon
Bronze
Used to make forged tools(consider it forged copper). Tools required to mine iron for the first time
Wrought Iron
Iron Requires a bit more smelting then normal, Simply placing it in a furnace creates Wrougt Iron
Wrought Iron can only be used in forging purposes
Metallic / Vanilla Iron
To further make use of this you need Metallic Iron
(Metallic Iron is regular iron) This is uses like normal
Created in a Bronze bloom
Made with Carbon(coal) and iron This is normal iron.
Spoiler:
Regular iron as you know it
Tier: 3
uses:Basic Tools, Basic Weapon, Basic Armour, Forged Tools, Forged Weapons, Advanced Weapons, Advanced Armour, Misc
Steel(see refining)
Steel is an advanced. high-durability material that supplies use everywhere. it can also be used in substitute for some recipes.
Spoiler:
*Ingot on the right is pig iron: Made with blast furnace(See refining)
Value: High
Tier 3:
uses: Basic Tools, Basic Weapon, Basic Armour, Forged Tools, Forged Weapons, Advanced Weapons, Advanced Armour, Misc, Plate armour
Dragonforge
Spoiler:
*Fire gland on left see Dragon(mobs)
Made with magic essense(See Magic)
Value: Expensive
Tier 3:
uses: Forged Tools, Forged Weapon, Advanced Weapon, Advanced Armour
Refining
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.
Spoiler:
Blast Furnace Construction
The blast furnace is made of multiple parts
*The granite base
*The shaft
*Input
*Output
*Fuel
The base shaft: (You will need 9 of these, including the ones used in the slots)
However if you have steel. you find it much easier to make these machines. Since steel is so strong and heat resistant. you would need much less protection on the machine Steel Block: made with 9 steel
Input, output and fuel slots (You need 1 of each)
With the parts. youcan start to make the furnace
The furnace must be place outside or atleast have the top block exposed to the sky
Steps to build(layer-layer)(You need 1 of each slotblock and 6 shafts)
Fist build a 3x3 area of granite (same level as the floor)
then add a circle with 8 granite arround it with lava in the centre(covering a 3x3 area)
put the fuel slot ontop of the lava facing where you want
put the output on the ground either infront, behind or direct sides, (level to the wall)
stack 4 shaft blocks ontop of the fuel then add the input block(face anyway)
add 2 more shaft blocks ontop.
Then add some platforms, ladders and structure however seemed fit to decorate and allow access Example
(left to right) Basic skeleton, small example, large example How to use
First: you need to obtain limestone.
the INPUT (up top) needs to have limestone and coal in their proper slots) then put in your input
Put fuel in the bottom block
take output from output block
You can only access blocks when clicking the front(apart from the output) Recipes (Result : input)
Pig Iron : Iron ingot/ore(not wrought)
Mithril ore: Mithril block
Refined ignotumite: ignotumite ore
impure ignotumite ingot: refined ignotumite
Forging
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.
Spoiler:
How to Forge;
It's pretty simple. put the recipe on the table(like a regular bench) and hit it with a hammer until the progress hits full.
Time your hits accordingly. do not repeatedly hit it quickly. if so; you would just end up going through hammers and taking forever crafting.
For optimal crafting time. hit the anvil every second.
Tiers of hardware
There are 3 anvil tiers and 2 hammer tiers right now
Anvils:
Bronze anvil can ONLY craft bronze items.
Iron anvil: Used for conventional tools
Steel anvil: Can make advanced items(special weapons and plate)
Exotic material and ornate weapons need an ornate hammer to craft
Forge / ingot Heating
used to heat up ingots
How to heat ingots
Put fuel in the forge to start up(coal, blazerod, lava)more will later be added
put the ingot in the top to heat. some ingots need higher temperature than others
different fuels have higher temperatures. but use bellows to increase it furthermore
Coal should be able to heat most ingots when used with bellows
How to use bellows
Bellows crafting is located in "Util"
when placed, they face away from the player,
when right clicked, they pump air into an adjacent forge their facing
face a forge and place it next to it to use.
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
Spoiler:
Anvil Craftable materials: Bronze, Iron, Steel
Bronze: Makes basic bronze items
Iron: Standard anvil makes basic items and bronze plate also made with wrought iron
Steel: Makes anything
Basic Tool/weapon/Armour Craftable materials: Copper, Iron, Steel
These are just the same as found in regular minecraft. made with sticks and ingots.
Hammers Craftable materials: Bronze, Iron, Silver, Steel
There are a few hammers that can be crafted. each with different performance and use
Bronze Hammer: Half speed
Iron Hammer: Standard use.
Ornate Hammer
Craft level 2:
Steel Hammer 2x Fast as steel Forged Tools Craftable materials: Bronze, Iron, Steel, Mithril, Dragonforge, Ignotumite
Forged tools can be made on an iron anvil or better
*Bronze can be made on any anvil
Hoe can turn tilled dirt into roads
Right click on roads with cobblestone to make a cobblestone road
Right click on roads with any spade to make a half block
Axe can land random critical hits
Scythe (not a weapon... a farming tool...)
Made with Bronze, Iron, Steel, Mithril
Right Click on plants to cut all plants in a large range(works on crops)
Right Click on leaves to cut all leaves in a small range
*Ideal for path making
Forged Weapons Craftable materials: Bronze, Iron, Steel, Mithril, Dragonforge, Ignotumite
Just like forged weapons. made on iron anvil(bronze can be made on any anvil)
lands random cititcals
Blackjack
Poor weapon for newbies, Can be made on bronze anvil(think of it as forged wood)
Advanced Weapons Craftable materials: Bronze, Iron, Steel, Mithril, Dragonforge, Ignotumite
Can only be crafted on a steel anvil or better(even bronze needs a steel anvil)
Broadsword: better block(no crit, less damage)
Morningstar(High damage low durability, armour pierce(low))
Warpick(Armour piercing, breaks stone) big weapons don't render right... yes. so don't point it out
Battleaxe (Pure Damage)
Bastard Sword (Damaging/Defense)
Spear (Range, Throwable) Mithril Spears are lighter and go further Armour Classes:
Armour classes determine the weight of worn items. heavier armours may be more protective. but debilitating to wear
Effects include move speed, swiming capabilities, sprint capabilities, exaustion(hunger) and knockback resistance and sound when worn
Effects are divided by the amount of worn apparel. eg. having only a chestplate would result in 1/3 of the effects.
Light Armour (leather, stud, scale, mithril splint)
Light armour has no effects meaning it can be worn all time round with no penalty
Medium Armour (chain, splint)
Best use in hunting and all round combat. You move 5% slower, get hungry 10% faster and have a 10% knockback resistance.
Heavy Armour(iron, steel, gold, diamond, default mod, heavy chain, dragonforge)
Heavy armour slows you down and reduces swimming capabilities. You move 10% slower, get hungry 20% faster and recieve 50% knockback resistance
Plate Armour(bronze, steel, encrusted)
Plate armour is extremely heavy, its hard to swim and impossible to sprint, you move 20% slower, get hungry 50% faster and are immune to knockback(but will still be staggered)
Plate will give a "damage immunity" with a full matching suit. negating set damage from all hits. while still damaging the armour. giving immunity to low damage.
Bronze: 1heart
Steel: 2hearts
Encrusted: 3hearts
matching suit bonus
When wearing a full suit of the same material, you will recieve a matching set bonus based on armour class:
Light: 10% less damage
Medium: 20% less damage
Heavy / Plate: 30% less damage
Plate: Damage immunity(see above)
Advanced Armour Made on Steel anvil or better
Craftable materials: Iron, Steel, Dragonforge
non-plate Armour that requires forging to make Can be made on different anvils(varies) Studded Leather Craftable Materials: Iron
Assembled like vanilla armour
Scalemail Craftable materials: steel
Splintmail Craftable materials: Steel, Mithril
Mithril splint is classed as light
Heavy Chainmail Craftable materials: Steel
Chainmail: Made on iron anvil or better (MAKES 24) Craftable materials: Bronze, Steel
*It makes 24 now) for a full suit
Chain is crafted like normal
Dragonforge
Plate Armour Craftable materials: Bronze, Steel
Must be made on a steel anvil Belt Plate - For bronze armours: use bronze instead of steel Curved plate light plate heavy plate - For bronze armours: use bronze chain sheet
Exact material cost for entire suit found below armour
Encrusted Armour Craftable materials: Steel
Encrusted Armour is asselbled just like other plate armours Plate Costing
(Made with bronze plates, Steel plates or encrusted plates
Forged Teeth- attack
does bonus damage(will not increase via level up)
Craftable from Bronze, Iron, Steel, Encrusted, Mithril, Dragonforge
Feedbag- stamina
When a hound is fed, the feedbag will fill when hunger exceeds max
Pack- stamina
carries items
Dispenser- attack
hounds will shoot arrows at enemies(needs mod support)
Miscellaneous Items
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
Spoiler:
Prospecting Siv
Right click on sand, gravel, grass or dirt to start siving.
Continue until a GUI appears
The screen displays ore concentration over the area
it only displays ores that are avalible
Mod support requires use of API
It goes 16 every direction sky to bed(33x33 around)
Prospecting Chisel
IN CONFIG: turn hidden ores on before generating a world
hidden ores appear exactly the same as stone
Right click to uncover these. the found ores can be mined with the chisel Special coal
These are designed for forges.
For furnaces: Hotter coals will last longer(as furnaces regulate heat, burning hotter fuels slower. meaning a really hot coal lasts longer than a slow burning coal
Slowburn Coal
Will burn slightly less hot to coal, but 2x longer,
Inferno Coal
Burns slightly hotter to coal
Hellfire Coal
Extremely hot in forges
Iron Arrow
Does 25% more damage than flint arrows Needle point Arrow
*Also called Bodkin arrows
Do asmuch damage as flint arrows but far much further and are more accurate Reed Arrow
Will Shatter on impact. half the damage to iron arrows but are lighter. Broadhead Arrow
Do large damage but is considerably heavier. about 3x damage to regular arrows.
If a shot is leathal. it will pierce enemies and keep going Reinforced Bow
Twice as strong as normal Ironbark bow
50% better than reinforced Longbow
has 1000 uses. much slower fire rate, but increased range Thowing star
Cheap and easy to throw, does 2h damage Throwing knife
Very damaging, with about 4h damage.
Will only do full damage when it lands blade side
Hold right click to slow down spins. time it correctly to increase range Blackpowder
By mixing the powerful dust of creepers and some coal. you can make blackpowder(yeh it's only 2 of the 3 ingreedients it has)
Blackpowder has a large blast power with less environmental damage to creeper dust "That stuff is just so insane. you would have to downgrade to blackpowder"(Can be made with charcoal, but yields 3 instead of 4)
Paper Bomb
These are a basic explosive, doing about 1.5 hearts damage. These are renewable; making them a useful day-to-day projectile
Iron Bomb
Much more powerful with 3 hearts of damage, an iron bomb makes a useful high-power ranged weapon. upon being caught in the explosion. you will recieve a concussion; slowing speed and distorting vision for a short time.
This will bounce off surfaces.
Hold right click to delay the fuse
Shrapnel Bomb
Upgraded from the Iron Bomb: and furthermore until level III
These don't give a concussion but are extremely dangerous. upon exploding; they will release a massive number of shrapnels (multiplied by it's level) outwards. making it a wide range weapon. Each shrapnel does 1/2 heard damage. but can stack up. a point blank blast should be able to kill a basic mob.
Upgrade the bomb by putting it in the same recipe(subbing in the iron bomb)
Furthermore. a strategic use of this thrown at a high place. can cause shards to rain down on those below over a wide range with little damage. Be warned: (especially in caves) you can get hurt when using this in close quaters
High-Explosive Bomb
These expensive bombs are not for any-day purposes. They do a huge damage and range, and will clear an area.
(this stuff doesn't make TNT. we're not minecraft-scale terrorists here...)
Upgrade any Iron bomb (shrapnel or not) with this to give it high-explosive
Mobs
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.
Spoiler:
Mob Types: Minion: Weak and low health individually. but found in groups accompanied by a leader. each using teamwork to beat their allies
Lurker: Everyday monster. found usually in dark areas, straight-on attack. regular health and single attack
Brute: tougher lurker. still dumb as rocks. but with higher stats and a small range of attacks
Elite: Strong and robust creatures. found in specific environments and have unique drops. have a range of attacks, defences, abilities and tactics. they have their own special AI and strategy for combat.
Difficulty: shows how prepared you should be to fight these creatures (ranges from 1(nothing) to 100(best of the best)) Brute Mobs Hound
Spoiler:
Hounds are beefed up wolves and are superior in every way. they are found in jungles, forests and stray in plains. they will attack feeble targets and fight the player in defense
Difficulty 5-30
Hostility: Neutral, Tameable
Health: Varies
Damage: Varies
Drops: Hound pelt
Attacks
Bite: Basic damage(varied)
AI:
Hounds will wander the bushes and attack whatever it can. they will eat food from the ground and attack players who attack nearby hounds or wolves. They can be tamed with bones. each bone gives a 1 in 3 chance for a successful tame.
Alpha Hound
When a group of hounds spawn. an Alpha hound will be created, wild hounds will follow this as any owner, and attack what it attacks. Alphas will attack players. Hounds can't be tamed when following alphas. an alpha must be killed and other hounds must be passive to tame alphas cant be tamed, (don't ask either)
When a following hound gets badly hurt, it will run away, when it's finished cowering it will be ripe for the tame
Minotaur
Spoiler:
Minotaurs are lone hellish hybrids. usually travelling alone. they are usually found in the nether. but can be seen terrorising the above
Difficulty 40
Hostility: Hostile
Health: 40
Damage: 4
Drops: Minotaur Hide, Beef
Attacks
Pound:
Does regular damage, knocks target back
Charge:
Triples damage, increases speed
AI:
Minotaurs will pick a target and run straight in front on. They will charge whenever possible and beat their targets to death.
Skeletal knight
Spoiler:
Skeletal knights will rise up on the surface at night. from there a group of armoured skeletons to acompany them.
Difficulty 20
Hostility: Hostile
Health: 30
Damage: 2
Armour: 6
Drops: Steel ingot, Steel broadsword, steel plate armour
Attacks
Broadsword: Does 2 hearts damage
Resistances:
Physical: 2
AI:
Skeletal knights will attack targets front on: skeletons and zombies will attack the same target. The knight is slow but nearby skeletons will pick off the target as the knight comes in.
*Spawn eggs will cause the night to spawn in a group(because it follows the exact method. so don't mention removing it)
Drake
Spoiler:
Spawns about 500 blocks and more from spawn. very strong and high health. They will age. and when an adult will settlte in a region; creating child drakes
Drake meat has a high satiation. (meaning you can go a long time without eating after, it also buffs resistance), only when cooked
Attacks
Bite:
Does normal damage
AI:
Drakes will wander in the daytime. travelling plains and hills. Later in adulthood. they will seek a dark, covered area. from there they will settle. Their best hunted for meat and skins
When a drake has settled, it will hold its ground and increase its stats. drakes will go to upto 3x their normal health and damage. when chasing enemies. they will disengage, returning home after a certain distance.
Elite Mobs Small Dragon
Spoiler:
They keep to the mountains and fly down to spread havok over those who go near.
Difficulty 80
Hostility: Hostile
Health: 50
Damage: 4;
Armour: 6
Drops: Gunpowder, Fire gland
Attacks
Bite: Does 4 damage,
Toss: Throws the enemy in the air
Breathe fire: Blasts the enemy with flame.
Resistances:
Fire 100 (immunity)
AI:
Dragons are highly offensive and tend to swoop down to start their fight. attacking with their jaws. upon taking hits. they will retreat to avoid further harm. coming back with a hail of flame. and exposing the distracted burning target with another bite. The dragon will also disengage entirely attempting to loose the attacker. to return by surprise.
Dragons will also retreat when the path is blocked. either finding an alternate route or waiting to ambush the target as they go out looking for it
Large Dragon
This larger dragon is rare. No images avalible, and no information on them.
Support
If 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.
If you want a different texture for this mod, they will be put here. Ask a texturepack creator about this, so it both looks decent and matches their texturepack. post any texturepacks that have this mod and they will be added
Mod Expansions
Spoiler:
Expansions to this mod go here. These mods will use the api to add content to the mod. allowing further gameplay experiance
You should attempt to add randomly generated kingdoms with npc's in them, you should also add kings that you can kill or you can be friends with and when the king dies you become king.
Installation is a bit complicated and your guide is vague. Make it more detailed.
Uh..
Install ModLoader, Forge, Player API.
Put the class files into the Jar.
Install RenderHooks+NMT
Put the zips into the mods folder.
Download this mod, put it into the mods folder.
If you want the sounds, then install AudioMod into the jar, then get the resources download and put it into the .minecraft folder.
Uh..
Install ModLoader, Forge, Player API.
Put the class files into the Jar.
Install RenderHooks+NMT
Put the zips into the mods folder.
Download this mod, put it into the mods folder.
If you want the sounds, then install AudioMod into the jar, then get the resources download and put it into the .minecraft folder.
DjGyarados, on 20 May 2012 - 09:34 PM, said:
Uh..
Install ModLoader, Forge, Player API.
Put the class files into the Jar.
Install RenderHooks+NMT
Put the zips into the mods folder.
Download this mod, put it into the mods folder.
If you want the sounds, then install AudioMod into the jar, then get the resources download and put it into the .minecraft folder.
i went through and put modloader forge api and then i went to download and put those in the .jar and then what do i put in the mod folder
ModLoader, Forge, and Player API class files, located in their zip, goes into the jar. Then install RenderHooks + NMT and put their zips into the mods folder.
Then download this mod, and put it in the mods folder too.