alfheim-0.3.0-beta
Curse Maven Snippet
What's new
- If not all, most of the decorations, and blocks have been given a crafting recipe. There's still plenty of blocks and deco's that don't, but that's intentional. Those are used for world generating and are limited to just that. Others are admin tools, or something a regular player shouldn't have access to.
- Mob drops have been sorted. If you think there's items missing that you should still have access to, you can leave a message in the discord. I got my eyes glued to the mod page and discord most of the time. I'll try and respond in a timely manner.
- Forest of Wavering Mists biome added, along with thicket spiders, mist spiders and the spider queen herself, the field boss in the heart of this new biome. The biome sits on the border of Undine and Spriggan territory. The queen has a anti solo mechanic, be on your toes! The spider mobs themselves range from level 16 to 23, with the queen being level 28.
- Alchemist Merchants no longer let you forge staves and wands. Instead they've been converted over to being JUST vendors. They sell tools related to alchemy, including unlimited stacks of glass bottles at 2000 cor per stack.
- Enchanting has been added as a new profession. This profession will now handle everything related to enchants. Dropped and crafted gear will no longer roll a chance die for a random enchantment. Blacksmiths can craft shafts and wand cores, which enchanters use to craft actual usable staves and wands with. Enchants can be applied to any piece of gear that isn't a trinket or piece of jewelry. Tools were given back silk touch, an enchant crafted with the new Spider Queen's silk drop. I realized I made a mistake by removing all vanilla enchants, as some blocks require you to have silk touch. Like the reworked professions, most of this one is kept in-world and doesn't go through a UI.
- town blacksmiths no longer forge weapons. Instead they're just merchants that sell blacksmith tools, and a limited amount of tier 1, 2, and 3 ingots. Tier 1 goes for 2000 cor per ingot. Tier 2 goes for 5000 cor per ingot. Tier 3 goes for 7000 cor per ingot. He also buys those ingots: Tier 1 for 300 cor per ingot, tier 2 500cor per ingot, and tier 3 for 700cor per ingot.
- Portcullis block added. This block connects with adjacent portcullis blocks with the same direction. Upon feeding one of the connected portcullis blocks a redstone signal a portcullis will move outwards in the direction of the block. These portcullis will stop at a max range of 32 blocks, or until they hit another solid block. Stairs, slabs and such will not leave gaps. Portcullis can't be destroyed, turning them into a defense mechanism.
- Reworked tailoring. It was not in a place I was happy with, and to match it up with the other trade professions such as Blacksmithing and Alchemy I had to overhaul it a lot. It now has a Leather and Cloth section, each with it's own 10 tiers of items. In-world crafting through minigames. Bring your jams because you're going to need that rhythm! The dying of clothes and leathers is now possible. The old ways of getting dye has also been altered. You bring your usual vanilla minecraft items down to the grindstone from cooking to maul it down into pigments. Alchemists can craft actual dye using these pigments, an egg and whatever oil. You get 4 dye from a single craft. New bags have also been added in addition to the tailoring overhaul. Each bag has its own tier and with each tier it's own capacity starting at 4 slots, for the highest tier it has 40 slots. Each bag also has it's own type, preventing you from storing any other item other than ores for example.
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