gravesend-1.21.1-0.32.8.jar
Curse Maven Snippet
What's new
Update Changelog:
New Mechanics:
[Bleeding]
Player will experience bleeding injuries dependent on injury cause, bleeding mechanic will cause blood cells to appear, when a blood cell is drained, the corroposding hitpoint is lost and the player takes damage. If all blood cells run out, the player dies, repeated cause injuries can stack into higher tier bleeding which can quickly become a lethal injury, significant blood loss will cause impaired movement, vision loss, and eventual death
- Bleeding I:
- Insigificant injury, insificant blood loss, recovers naturally after two days
- Does not currently occur naturally
- Can be stopped using aloe paste
- Bleeding II:
- Significant injury, causes gradual blood loss
- Caused by defensive plants (poison ivy, various bushes, dead bushes)
- Requires first aid, can be stopped by right clicking aloe paste
- Usually lethal if ignored, has small chance of resolving itself naturally
- Can become infected [Bacterial Infection I] - no known cure at this time
- Can progress into Bleeding III if repeteadly agitated
- Bleeding III:
- Major gash like injury, can cause substantial and major blood loss
- Caused by animal attacks, bite wounds, light melee weapons
- Fatal if ignored, no intervention methods current implemented
- Repeated Bleeding III occurances can stack to IV, player likely to die first
- Bleeding IV:
- Immedietely life threatening injury, extreme rapid blood loss
- Caused by heavy projectiles, arrows, and firearms
- Mobility loss, player cannot run, no intervention methods availible yet
- Fatal within 60 seconds
- Bleeding V:
- Massive blood loss
- Caused by close proximity explosions, including creepers
- Immediete incopacitation, player is thrown to ground and cannot walk
- Player bleeds out within seconds of injury
[Infections]
You can now get sick! The player will spawn with an immune system, the immune system naturally comes with 3 bars, meaning it can resolve up to three bars worth of an infection at once, infections will consume the amount of bars equal to their tier, meaning a tier I and II infection will count as a full immune system. When the immune system is above capacity, it can no longer fight off infections. Having an unoccupied immune system does not gaurentee an infection cannot progress, but does prevent a gaurenteed progression.
Infections:
- Deadman's Flu IV [Corpse Reanimation Syndrome / CRS-1]
- Bites from zombies will cause CRS-1
- Cannot be cured at this time, 1% of players are immune
- Infection progression takes half a game day, player will experience debilitating effects such increased thirst, loss of health, increased hunger, blindness
- Progression of CRS-1 is known to be fatal, infected will renimate as zombies, lost items can be retrieved by killing the zombie
- Transmission occurs through zombie attacks:
- Damage from zombie rolls a 50% chance of infection
- Armored players up to diamond have a 25% chance of infection
- Netherrite armor reduces infection chance to 20% due to larger shoulder padding
- Attacks from behind are known to result in 100% transmission rates due to zombie preferring sneak attack
- Nightshade Poisoning V [Chemical]
- Causes immediete fatal incompacitation and death via heart attack
- Caused by consuming nightshade berries
- Bacterial Infection [I-IV]
- Causes graual debilitating effects
- Bites may cause Bacterial Infections
- Occurs through infected wound treatment, no steralizing measures implemented at this time
- Bacterial Infection I has a slow progression occurs over the course of days, has chance of resolving every 1-2 days, failed resolution worsens infection with worsened outlook and gradually worsening effects
- Bacterial Infection III may become Sepsis IV, which results in a rapid decline and death over the course of the final day
- Remidies (more advanced options will be added later):
- Aloe Paste - Clots Tier I Bleeding
- Aloe Gauze - Clots Tier II Bleeding, mild Bacterial Infection chance due to lacking steralization
[New Biomes]
- Arbian Desert
- Based off Middle Eastern Deserts
- Desert Soil
- Aloe Vera, can be harvested or pulled by breaking with a flint knife
- New desert rocks and limestone
- New Rocky Sand
- Contains dunes, dried up river beds, mixed sand types, and limestone peaks
- Cloaked Mobs, various mob themes will be added so this will not be exclusive to the desert, coverings are used in real life to reduce heat exposure which is better for desert navigation and survival
- Extreme Temperature Warning
- Arid Shrubland
- Sand Dunes
- New Desert Shrubs
- New Desert Grass
- Extreme Hot Temperatures
- New Armor:
- Desert Covering
- Not currently craftable, will eventually provide increased heat tolerence
- Desert Covering
- Moon Items & Firearms:
- The moon was added earlier on, the mod was originally going to be restricted to a space mod, but has been expanded to include Earth progression, so the moon will not be worked on until the rest of the Earth stuff is, accompanied by the rest of the solar system later on for more advanced tiers, skitters and three biome types can be found on the moon, skitters will lore players into boulder fields to ambush them, a skitter bite causes a suit puncture which can be fatal if not addressed with a suit patch, right click to use
- Firearms - various WWII infantry rifles were added as part of earlier moon plans, they have been kept in the mod to be used as creative items until firearms progression is added later on
- Moon blocks may have unfinalized designs
- /space moon will teleport the player to the moon, must have a tier I space suit and oxygen tank to the survive on the moon, later planetary updates will add higher space suit tiers with more advanced SiFi like capabilities
- Canned Oxygen - Drinkable oxygen
- Moon items will be creative mode only during the first release, I will return to the moon once I have completed the Earth progression tiers, which will feature Neolothic, Bronz Age, Middle Ages, and Modern Era tech trees before the player can access the moon, moving through each tree will cause mob spawning to change which will introduce new enemies and technology the player can use as they become more sophisticated, things like electricity, better armor, improved blood loss mitigation and protection systems, infection remidies, structures, and blocks will be added. These will be new systems and problems for the player to deal with as they progress, but the core survival mechnisms are now in play
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