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This mod was created just because no one else seemed to have any functional progression mods for modern versions.
This started for 1.14, then updated to 1.19 and was never really worked on to the point of having a functional version.
Now that there is a mod team working on progression, I feel it is best to give you the assets and perhaps create more assets for your mod if you would like help with them.
Crafting Related Blocks
Bloomery
Tiered and initially significantly less functional than a furnace
It was not going to have a GUI, instead relying on visually distinct blockstates and being set on fire once loaded with fuel and ores.
The tiers were adobe, some undetermined middle tier and the nether bloomery.
Adobe: 1/3rd output, slower than a furnace
Undetermined Middle Tier: 2/3rd output, as fast as a furnace
Nether: 100% output, faster than a furnace
Drying Rack
Similar to primal core's drying racks; it only works when exposed to sunlight, dries four items at a time and does not use a GUI.
Fish Trap
A more easily obtained, but far less efficient method of fishing compared to the fishing rod (which now requires a metal hook).
It works by being placed under two blocks of water and baited with insects, spider eyes, meats bits or worms. When a fish is in the trap, it would begin to produce bubbles.
This, like the drying rack is heavily based on something from PrimalCore.
Hand Mill
Another GUI-less block that is manually cranked (which is energy expensive) to produce various items such as flour and sugar. It is based largely on the hand mill from BetterWithWolves/BetterWithMods.
I never made a model for this block.
Moth Trap
Behaves somewhat similarly to beehives, but houses only a single silk moth that periodically produces a special silk at night.
Wheel Loom
This one has a model and textures, but ideas for it are not very well developed. Basically, it was intended to make things like beds more difficult to craft, so that you would be forced to rely on things such as straw/thatch beds (if anything at all) early in progression.
Wicker Basket
Just a worse chest, holding only nine slots.
Woodcutter
Like the stonecutter, but intended to make crafting things such as doors, planks, etc. more late-stage to incentive using wicker, logs, bamboo, bone, etc. for early game building, and to make the chest more difficult to obtain (replaced pre-copper by the wicker basket).
Items and Armor
There were two-three tool tiers before iron - bone, copper and flint.
Eventually, I reduced it to two as making bone a viable option created unnecessary complications and did not add much to gameplay. As you already have flint and copper tools, I do not think I need to describe my own.
Bandage
Heals 1-3 hearts and takes time to apply.
Butterfly Net
Used to catch silk moths.
Dried Plant Matter
Made by drying plant matter and can be used to craft adobe bricks, mud bricks and thatch.
Firebow
An early alternative to the flint and steel. It has low durability and consumes sticks to light a fire (with a high probability of failing each attempt). Another item largely based on PrimalCore.
Grubs and Worms
Found rarely by breaking grass blocks. Can be used as bait,
Hatchet
A weaker, but faster axe.
Hide
Dropped in place from anything that typically drops leather. Can be crafted into leather via some process.
Knife
Used for crafting various things?
Plant Matter
Drops semi-rarely from a large number of plants.
Plant Fiber
Used to craft flint tools, along with most wicker, bone and bamboo blocks and items.
Salve
Gives 15 seconds of regeneration.
Seashell
Found rarely in fish traps. Can be sold for an emerald and crafted into a chainmail equivalent armor set.
Wooden Armor
I feel like this makes armor too easily obtained.
Mobs
Catfish
Not thought out.
Silk Moth
Large, nocturnal and pollinates like bees.
Plants and Fungi
Chili Pepper
Not thought out.
Flax
Edible seeds and flax fiber can be used to craft thatch and cloth.
Obsidian Root
Not thought out.
Self-Heal
One of the ways to craft a salve.
Shade Citrus
Not thought out.
Withercap Mushroom
Not thought out.
Random Ideas That Were Never Implemented
Fishing rods require a metal hook to craft.
Crops that are region/soil-type specific.
Pests for specific areas that attack specific crops and require some methods of defending against.
Crop types that can help speed up, or slow down the growth of other crops.
Rare crops that only grow at night.
Mobs that help with farming somehow, or are required for specific crops to grow.
A disease system.
Food rotting, like the mod food funk.
A system of herbal medicine to replace potions early game.
Teas and coffees.
Make crafting stone related blocks generally require the stonecutter, to further add progression and incentivize bricks, adobe, mud bricks and wood.
Random Ideas For Your Mod
Differing kinds of contaminated water, that require different methods to clean (salt water, dirty water, fungal juice, swamp water, etc.).
Apple juice.
Rain collection methods.
Mugs?
Wooden buckets.
Here are most of the items that were in some way at least partially implemented.
Some of the textures were going to be changed at some point, but I never finished that.
And finally, all of the assets I still have available, which you can use if you would like to: assets.zip
The text was updated successfully, but these errors were encountered:
This mod was created just because no one else seemed to have any functional progression mods for modern versions.
This started for 1.14, then updated to 1.19 and was never really worked on to the point of having a functional version.
Now that there is a mod team working on progression, I feel it is best to give you the assets and perhaps create more assets for your mod if you would like help with them.
Crafting Related Blocks
Bloomery
Tiered and initially significantly less functional than a furnace
It was not going to have a GUI, instead relying on visually distinct blockstates and being set on fire once loaded with fuel and ores.
The tiers were adobe, some undetermined middle tier and the nether bloomery.
Adobe: 1/3rd output, slower than a furnace
Undetermined Middle Tier: 2/3rd output, as fast as a furnace
Nether: 100% output, faster than a furnace
Drying Rack
Similar to primal core's drying racks; it only works when exposed to sunlight, dries four items at a time and does not use a GUI.
Fish Trap
A more easily obtained, but far less efficient method of fishing compared to the fishing rod (which now requires a metal hook).
It works by being placed under two blocks of water and baited with insects, spider eyes, meats bits or worms. When a fish is in the trap, it would begin to produce bubbles.
This, like the drying rack is heavily based on something from PrimalCore.
Hand Mill
Another GUI-less block that is manually cranked (which is energy expensive) to produce various items such as flour and sugar. It is based largely on the hand mill from BetterWithWolves/BetterWithMods.
I never made a model for this block.
Moth Trap
Behaves somewhat similarly to beehives, but houses only a single silk moth that periodically produces a special silk at night.
Wheel Loom
This one has a model and textures, but ideas for it are not very well developed. Basically, it was intended to make things like beds more difficult to craft, so that you would be forced to rely on things such as straw/thatch beds (if anything at all) early in progression.
Wicker Basket
Just a worse chest, holding only nine slots.
Woodcutter
Like the stonecutter, but intended to make crafting things such as doors, planks, etc. more late-stage to incentive using wicker, logs, bamboo, bone, etc. for early game building, and to make the chest more difficult to obtain (replaced pre-copper by the wicker basket).
Items and Armor
There were two-three tool tiers before iron - bone, copper and flint.
Eventually, I reduced it to two as making bone a viable option created unnecessary complications and did not add much to gameplay. As you already have flint and copper tools, I do not think I need to describe my own.
Bandage
Heals 1-3 hearts and takes time to apply.
Butterfly Net
Used to catch silk moths.
Dried Plant Matter
Made by drying plant matter and can be used to craft adobe bricks, mud bricks and thatch.
Firebow
An early alternative to the flint and steel. It has low durability and consumes sticks to light a fire (with a high probability of failing each attempt). Another item largely based on PrimalCore.
Grubs and Worms
Found rarely by breaking grass blocks. Can be used as bait,
Hatchet
A weaker, but faster axe.
Hide
Dropped in place from anything that typically drops leather. Can be crafted into leather via some process.
Knife
Used for crafting various things?
Plant Matter
Drops semi-rarely from a large number of plants.
Plant Fiber
Used to craft flint tools, along with most wicker, bone and bamboo blocks and items.
Salve
Gives 15 seconds of regeneration.
Seashell
Found rarely in fish traps. Can be sold for an emerald and crafted into a chainmail equivalent armor set.
Wooden Armor
I feel like this makes armor too easily obtained.
Mobs
Catfish
Not thought out.
Silk Moth
Large, nocturnal and pollinates like bees.
Plants and Fungi
Chili Pepper
Not thought out.
Flax
Edible seeds and flax fiber can be used to craft thatch and cloth.
Obsidian Root
Not thought out.
Self-Heal
One of the ways to craft a salve.
Shade Citrus
Not thought out.
Withercap Mushroom
Not thought out.
Random Ideas That Were Never Implemented
Random Ideas For Your Mod
Here are most of the items that were in some way at least partially implemented.
Some of the textures were going to be changed at some point, but I never finished that.
And finally, all of the assets I still have available, which you can use if you would like to:
assets.zip
The text was updated successfully, but these errors were encountered: