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Project Dawn

This project is retired
Minecraft Dungeons based weapons.
Note: Textures may change

Minecraft Dungeons based weapons. Note: Textures may change

A weapon that will have a chance to drop when killing the Wither boss

A weapon that will have a chance to drop when killing the Wither boss

A planned merchant that makes deals with souls

A planned merchant that makes deals with souls

An artifact weapon that will be added around 1.17's release.

An artifact weapon that will be added around 1.17's release.

Planned or already added weapons.
Note: Textures may change

Planned or already added weapons. Note: Textures may change

A planned merchant that makes deals with souls

A planned merchant that makes deals with souls

Description


Hello to all on CurseForge, I am happily releasing my passion project to the world called "Dawn To Dusk" or "Project Dawn", either one is fine. It is in super early phases, so bugs are prevalent. I am more so of a texture artist, and have been coding with java for about 1 1/2 years. So I'm relatively new. Please give feedback whether they are bugs, ideas, complaints, etc. I've always felt like there's an extreme lack in weapon/adventure mods for Minecraft, and I've always been sick of the lack of expressing yourself through combat. I want to fill that void and throw my hat into the modding community. I hope you'll like what will be added in the journey ahead, and enjoy what is there so far!

 

IMPORTANT:

Project Dawn has a lot of errors when trying to be run on a server, most issues will be fixed by next update along side other fixes and new features!!!!!

 

Latest Release: 1.1.1

Click here

About Project Dawn:

Project Dawn focuses to add new weapons, magic related content, items, toolsets with different attributes, accessories, mobs, and eventually post Ender Dragon content to the base game. So far, the mod is in an early state, so expect bugs and unimplemented features. It's a mod more about the untouched adventure and action side of Minecraft.

The mod so far has new weapon types such as battle axes, boltcasters, staffs, spell tomes, and axeblades. These weapons all have interesting attributes to help them stand apart. Battle axes knock enemies back a great distance and can disable shields, while not being able to do the sweeping edge attack. Boltcasters are basically a mini crossbow, they're still being worked on currently, but basically they're just crossbows you can dual-wield. Staffs are a magic based weapon that use your experience when you use it, these can fire a simple magic bolt to an inferno ball that creates a fiery explosion. Spell tomes are an off-hand magic weapon type, these act the same as staffs basically ,but instead of left clicking you just right click. Axeblades are a middle ground between the battle axe and the sword, these don't do as much knock back, but can do the sweeping edge attack and disable shields. I try to aim for weapons that would feel like they belong in Minecraft, both in a concept and gameplay sense. I want the player to be able to obtain one of these weapons and just know what they can do right off the bat while being able to get creative with them.

Accessories are a way to grant special abilities and benefits to the player, these can range from reducing experience cost for magic weapons, making all magic and melee based weapons inflict fire damage without an enchantment, and even to more unique ones like the player releasing a mighty roar that knocks back enemies when taking damage. Accessories can be obtained by simply finding one in a dungeon chest or through more unconventional methods like scooping up a Magma Cube. You just simply put them into any inventory slot and you're good to go!

Currently there's only one new obtainable toolset and that being the Firebrand toolset. This toolset is one out of three upgrades to Netherite. Still working on the other two and those being the Frostbrand and Overgrown toolset, but I want them to have unique attributes from one another. Not sure what they'll be at the moment, other than the obvious Firebrand inflicts fire, Icebrand inflicts slowness, and Overgrown inflicting poison.

Mobs and Post Ender Dragon content is still a bit hazy at the moment. I want to focus on making sure the weapons and overall progression is well balanced first before I go and do anything related to that, so a lot of trail and error. I have an npc called the "Mysterious Merchant" modeled, you can see that in the images section, but I really don't know what to do with him yet. I don't want him ending up being another Wandering Trader with more useless junk lol.

 

I hope I explained my mod well lol. If you have any questions, suggestions, or general feedback about Project Dawn just leave a comment or dm me on Curseforge!

 

Latest Patch Notes

Project Dawn: Magic Update

 

Hello, after a long wait, Project Dawn's magic update is finally being released. This update focused on improving the magic weapons and quality of life for Project Dawn, while adding a few new goodies to mess around with. I hope you enjoy the update, I've been going through a lot of stuff for college and whatnot, and got really sick at one point while making it. I did not update it to 1.16.5 sadly due to that being more of a daunting task than I thought, it literally broke everything, and that I wanted to get this update out. I'm probably gonna wait until 1.17 is released, so that gives me a lot of time to work on the next update, and fix anything up if needed to. Let me know if there's any bugs or if you have any suggestions!

Patch Notes:

 

Loot Tables

  • Added "Great Axeblade", iron gauntlets, "Charm of Regeneration", and "Charm of Mana" to dungeon chests
  • Arcane crystals have now been added to mineshaft chests
  • Witches have a chance to drop the "Secret Antidote" accessory
  • Wither now drops wither bones, dust, "Charm of Withering", "Soulfire Staff", "Jagged Tooth", and Wither Skull

 

Accessories

  • Vanilla style accessories have been added, just have them in your inventory and you're good to go!
  • These can range from offensive accessories, to mana accessories, and to health accessories
  • Most are obtained through looting chests or killing certain mobs, and some are obtained through unusual ways like scooping up a magma cube!
  • These can spice up your gameplay, and make you more powerful on your journey to defeat the Ender Dragon

 

Magic Weapons

  • Completely revamped how magic weapons work!
  • Staffs and wands are a main-hand weapon type, just left click and you'll be able to shoot a simple magic bolt to shooting a fireball frenzy!
  • Tome are an off-hand weapon type, just right click and cast away!
  • These drain your experience, making you want to find ways to farm experience other than for enchanting
  • Accessories for magic weapons are available, these can reduce experience cost or be able to set mobs on fire!

 

World Generation

  • Rubies now spawn again, but only in desert biomes
  • Arcane crystals spawn in caves, and are what you need to craft many of the magic based items
  • Molten Core now spawns in the nether, this is what is needed to craft the Firebrand toolset
  • Enchanted Sword Shrines have a very low chance of spawning in caves, but get lucky and you'll have a powerful sword in your hands!

 

General Changes

  • Added descriptions to a lot of weapons and items
  • Removed many items and weapons
  • Cleaned up a lot of code to have an overall smoother running mod (I hope lol)
  • Changed how the Axeblade and BattleAxe weapon type works, should work more as intended to
  • Piglin Brutes now have the chance to spawn with the "Piglin Doomblade"
  • Zombified Piglins no longer spawn with the Axeblade
  • Added vanilla style accessories
  • Added new magic weapons
  • PowPow bomb works a bit differently now
  • A lot of items are now obtainable
  • Bottles of Enchanting are now craftable, but this may change
  • Fixed a lot of bugs
  • Updated various textures
  • Battleaxe and Axeblade weapon types can mine wood blocks slightly faster

 

Q&A

Q: Do accessories work with Curios?

A: They do not, they work similar to Inventory Pets, but you can have them anywhere in your inventory

Q: Soul Merchant... when?

A: Unsure atm, need to flush out ideas for him, and need to better understand how to code mobs lol

Q: Can I use this for my Modpack or show it on my Youtube vid?

A: Yes! Just give credit please :)

Q: What's next for the mod?

A: Not really sure, I may be focusing on range weapons and giving them a similar overhaul to the latest big update. I want to start looking into mobs or structures and seeing what I can come up with :)

Q: 1.16.5?

A: In the works

Q: Fabric version?

A: I'm just one person... please don't expect that lol

Q: Discord?

A: Maybe one day, but I worry I'll be inconsistent activity wise. I tend to get caught up with a lot of things like school

 

Future/Planned Features

-  More mob and monster variety

-  Souls and a soul merchant

-  More weapons

-  Minecraft Dungeons related content

-  Large dungeons with various rewards

-  Bosses

-  Rewarding loot

 

Known Bugs

- Certain items appear darkened in inventory and chest slots (this may be a bug with forge)

- Repeaters do not work with tipped or spectral arrows

- The infinity enchantment does not work with repeaters

-  Arrows from repeaters knockback at player hitting them if dual wielding

The Project Dawn Team

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