A mod that adds over 200 ores, over 80 alloys, an unknown number of moths, biomes, and dimensions with their own mobs.
Backstory
Mental started back in 2014 on version 1.6.4 as a unreleased mod for a modpack that also never got released (I think). Later on in the year a friend and I came across a website that had a list of fantasy elements, ores, and alloys. At that moment we decided to add those along with any others any mod uses o the game under one mod called 'Project Metadata', around the same time we had an idea for a wither realm which was a add-on for 'Project Metadata' and the weakest mob could one-shot you with full diamond armor. Those two mod were then combined into a mod called 'Metallferious' whose name I thought was too hard to remember and change it 'Metal'. Along with the name change I got hooked on a mobile game called 'Starlight' which is about taking care of moths and decided to add them to the mod. All was going well until I found a mod called Metal++ by DaveTheModder, his mod was using the id 'metal' and so the mod name was changed again to 'Mental'.
Info
As noted multiple time Mental adds elements and alloys but each one has their own items and blocks. All items will be ore dictionary compatible or at least the logical ones.
You get a chunk from mining a ore block, one chunk is one ingot, nine ingots is a block, but as of now the plate recipe and smelting of chunk to ingot is not implemented and there is not way to make dust.
Elements and alloys will be able to combine to create higher tier alloys [Tier 1 - Tier 10].
Elements
Armor
Block
Chunk
Dust
Ingot
Nugget
Ore
Plate
Tools
Axe
Bow
Hoe
Pickaxe
Shears
Shovel
Sword
Alloys
Armor
Dust
Ingot
Nugget
Plate
Tools
Axe
Bow
Hoe
Pickaxe
Shears
Shovel
Sword
Features
Over 200 ores
Over 80 Alloys
Custom recipes (limited as of now)
Mobs
Dimensions
Biomes
More trees (some are bigger too)
Moths (maybe butterflies not sure yet)
Jython LuaJ (for custom events and the like (recipes ?))
Jython when shaded made the mod be ~30mb... yah no
Better config system (ini/cson/yaml)
API (I have no idea how to implement this)
Artifacts (specially enchanted items with magical powers and abilities)
Mental's config is a massive file clocking in at 110kb with own 3700 lines with just one event and the A elements done. Thankfully it will all be generated for you on startup, it also means at this point in time all elements have the same spawning rates.
This allows to enable and disable every added feature the Mental brings along.
This contains one event (Stickdrop) and one element (Adamantine).
mental {
# Will log debug information if true [default: false]
B:debug=false
event {
stickdrop {
# Drop chance [range: 0 ~ 100, default: 50]
I:chance=50
# A stick will drop when you break leaves [default: true]
B:enabled=true
}
}
adamantine {
block {
ore {
# The hardness of the ore whole [range: 0.0 ~ 10.0, default: 3.0]
S:hardness=3.0
# The resistance of the ore whole [range: 0.0 ~ 10.0, default: 5.0]
S:resistance=5.0
}
whole {
# The hardness of the whole whole [range: 0.0 ~ 10.0, default: 3.0]
S:hardness=3.0
# The resistance of the whole whole [range: 0.0 ~ 10.0, default: 5.0]
S:resistance=5.0
}
}
enabled {
# Set to false to disable anything adamantine [default: true]
B:all=true
armor {
# Set to false to disable adamantine armor [default: true]
B:armor=true
# Set to false to disable adamantine chestplate [default: true]
B:chest=true
# Set to false to disable adamantine boots [default: true]
B:feet=true
# Set to false to disable adamantine helmet [default: true]
B:head=true
# Set to false to disable adamantine boots [default: true]
B:legs=true
}
block {
# Set to false to disable adamantine blocks [default: true]
B:blocks=true
# Set to false to disable adamantine ore [default: true]
B:ore=true
# Set to false to disable block of adamantine [default: true]
B:whole=true
}
item {
# Set to false to disable adamantine chunk [default: true]
B:chunk=true
# Set to false to disable adamantine dust [default: true]
B:dust=true
# Set to false to disable adamantine ingot [default: true]
B:ingot=true
# Set to false to disable adamantine items [default: true]
B:items=true
# Set to false to disable adamantine nugget [default: true]
B:nugget=true
# Set to false to disable adamantine plate [default: true]
B:plate=true
tool {
# Set to false to disable adamantine axe [default: true]
B:axe=true
# Set to false to disable adamantine bow [default: true]
B:bow=true
# Set to false to disable adamantine hoe [default: true]
B:hoe=true
# Set to false to disable adamantine pickaxe [default: true]
B:pickaxe=true
# Set to false to disable adamantine shears [default: true]
B:shears=true
# Set to false to disable adamantine shovel [default: true]
B:shovel=true
# Set to false to disable adamantine sword [default: true]
B:sword=true
# Set to false to disable adamantine tools [default: true]
B:tools=true
}
}
recipe {
# Enabled to allow custom recipes [default: false]
B:configEnabledAll=false
}
}
generation {
# Spawn chance [range: 1 ~ 256, default: 6]
I:chance=6
# The highest the ore can spawn [range: 1 ~ 256, default: 60]
I:max-y=60
# The lowest the ore can spawn [range: 1 ~ 256, default: 20]
I:min-y=20
# Ore vein size [range: 1 ~ 256, default: 4]
I:size=4
# Max value of additional random size [range: 1 ~ 256, default: 4]
I:sizeBound=4
# Spawn weight (only change if you have spawning problems) [range: 1 ~ 256, default: 3]
I:weight=3
}
material {
armor {
# Durability of adamantine armor [range: 0 ~ 100, default: 15]
I:durability=15
# Enchantability of adamantine armor [range: 0.0 ~ 100.0, default: 2.0]
I:enchantability=12
reduction {
# Boots reduction of adamantine armor [range: 0 ~ 100, default: 1]
I:boots=1
# Chestplate reduction of adamantine armor [range: 0 ~ 100, default: 5]
I:chestplate=5
# Helmet reduction of adamantine armor [range: 0 ~ 100, default: 2]
I:helmet=2
# Leggings reduction of adamantine armor [range: 0 ~ 100, default: 4]
I:leggings=4
}
}
tool {
# Damage of adamantine tools [range: 0 ~ 1000, default: 4]
I:damage=4
# Durability of adamantine tools [range: 0 ~ 1000, default: 200]
I:durability=200
# Enchantability of adamantine tools [range: 0 ~ 1000, default: 12]
I:enchantability=12
# Harvest level of adamantine tools [range: 0 ~ 1000, default: 70]
I:harvest=70
# Max damage of adamantine shears [range: 0 ~ 10000, default: 500]
I:maxDamage=500
# Mining speed of adamantine tools [range: 0 ~ 1000, default: 9]
I:mining=9
}
}
recipe {
armor {
S:chest <
adamantineArmorChest
i_i
iii
iii
i
adamantineIngot
>
S:feet <
adamantineArmorFeet
___
i_i
i_i
i
adamantineIngot
>
S:head <
adamantineArmorHead
iii
i_i
___
i
adamantineIngot
>
S:legs <
adamantineArmorLegs
iii
i_i
i_i
i
adamantineIngot
>
}
block {
S:whole <
adamantineBlock
iii
iii
iii
i
adamantineIngot
>
}
item {
S:plate <
adamantinePlate
___
iii
___
i
adamantineIngot
>
tool {
S:axe <
adamantineAxe
ii_
is_
_s_
i
adamantineIngot
s
stickWood
>
S:bow <
adamantineBow
_it
s_t
_it
i
adamantineIngot
s
stickWood
t
string
>
S:hoe <
adamantineHoe
ii_
_s_
_s_
i
adamantineIngot
s
stickWood
>
S:pickaxe <
adamantinePickaxe
iii
_s_
_s_
i
adamantineIngot
s
stickWood
>
S:shears <
adamantineShears
___
i__
_i_
i
adamantineIngot
>
S:shovel <
adamantineShovel
_i_
_s_
_s_
i
adamantineIngot
s
stickWood
>
S:sword <
adamantineSword
_i_
_i_
_s_
i
adamantineIngot
s
stickWood
>
}
}
}
}
}
I am constantly needing help with one thing or another mostly with translating and texture work (with required json files). So if you wish to help check out the GIthub page or contact me via message or pm me on Twitter @TxuritanS.
If you don't know how or can't do any of these things you can still contribute by giving me ideas, by bug testing, or helping others with their bug or ideas.
If you have an idea for a new ore or alloy please submit it with the Ore Submit Form.
Members/Team/Contributors
This listed all the people that helped work on this mod or me in some way and are the reason this mod was able to be made.
Ian 'Txur'itan' Cronkright (Lead developer/texture artist/English translation)
yu02241 (Bug tester/balancer)
Choonster (Forum help)
Shadowfacts (Dependency author)
CyanideX (Open source Unity resource pack is the basis for Mental's textures)
A mod that adds over 200 ores, over 80 alloys, an unknown number of moths, biomes, and dimensions with their own mobs.
Backstory
Mental started back in 2014 on version 1.6.4 as a unreleased mod for a modpack that also never got released (I think). Later on in the year a friend and I came across a website that had a list of fantasy elements, ores, and alloys. At that moment we decided to add those along with any others any mod uses o the game under one mod called 'Project Metadata', around the same time we had an idea for a wither realm which was a add-on for 'Project Metadata' and the weakest mob could one-shot you with full diamond armor. Those two mod were then combined into a mod called 'Metallferious' whose name I thought was too hard to remember and change it 'Metal'. Along with the name change I got hooked on a mobile game called 'Starlight' which is about taking care of moths and decided to add them to the mod. All was going well until I found a mod called Metal++ by DaveTheModder, his mod was using the id 'metal' and so the mod name was changed again to 'Mental'.
Info
As noted multiple time Mental adds elements and alloys but each one has their own items and blocks. All items will be ore dictionary compatible or at least the logical ones.
You get a chunk from mining a ore block, one chunk is one ingot, nine ingots is a block, but as of now the plate recipe and smelting of chunk to ingot is not implemented and there is not way to make dust.
Elements and alloys will be able to combine to create higher tier alloys [Tier 1 - Tier 10].
Elements
Alloys
Features
JythonLuaJ (for custom events and the like (recipes ?))LuaJ Functions
Recipe Functions
Compatibility (planned)
Examples
Config
Mental's config is a massive file clocking in at 110kb with own 3700 lines with just one event and the A elements done. Thankfully it will all be generated for you on startup, it also means at this point in time all elements have the same spawning rates.
This allows to enable and disable every added feature the Mental brings along.
This contains one event (Stickdrop) and one element (Adamantine).
Screenshots
(Some textures are not the finial product)
Elements: A:
Links
Ore list
Alloy List
Progress
Requirements
Download
You can download Mental on a few different sites.
Contributing
I am constantly needing help with one thing or another mostly with translating and texture work (with required json files). So if you wish to help check out the GIthub page or contact me via message or pm me on Twitter @TxuritanS.
If you don't know how or can't do any of these things you can still contribute by giving me ideas, by bug testing, or helping others with their bug or ideas.
If you have an idea for a new ore or alloy please submit it with the Ore Submit Form.
Members/Team/Contributors
This listed all the people that helped work on this mod or me in some way and are the reason this mod was able to be made.
Credits
Source and Modpacks
This mod is open source and licensed under the MIT License and in term of modpacks I have these conditions.
Update:
cool, looks like fun thing for custom mod packs.
Update
Planned ideas
Cool your jets! There is TOO MUCH ORE! xD But with all seriousness, good job. GREAT MOD!
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Update
WOW!! do you think to updated to the 1.12.2? or make an TiC compatibility?