
Infantry Assist is a mod that adds Infantry to your game, along with Magic, new Structures, and via that- many high fantasy species.
Infantry is an entity that can be multiple species, with their own AI behaviours,
and can be instructed to patrol a custom path using an Infantry Commander item,
given procedural names via the Family Registry item,
and also spawn in many new structures around your world.
Including a magic system, designed to fit a gritty and hard classic D&D feel,
while being vanilla aligned

To set the species of an infantry, right click with the item. Look at the following list for info :
- Human : turned back to a human via a golden blood glass, aka a blood glass item that has been right clicked on a gold block
- Elf : turned into an elf via a seed of the world tree found in structures around the world, and craftable.
- Dwarf : turned into a dwarf via a block of magma, also found in dwarven villages
- Demon : turned into a demonkin via a block of netherrack or various nether related blocks
- Vampire : turned into a vampire via a blood glass filled with blood, aka a blood glass item that has been right clicked on netherrack or various nether related blocks. Vampires are evil, and the enemy of all Infantry and Players
- Wolfman / Werewolf : use a bone on an infantry, the werewolf variation aka its knighted status- is evil, towards players. Though wolfmen are generally kind besides werewolves.
- Ent : made with any log, will grow plants around them and randomly place trees rarely, great for forests.

Use a Infantry Commander item to define points along a path of locations
via right click, and right click in the air to clear the last location slot.
Right click the Infantry Commander with a path inside it, on an Infantry entity, to set their patrol route they will patrol.
When in combat, they will leave their patrol route.
Each specific location defined in the Infantry Commander item, if you place a patrol sign above that exact block location, within a reasonable height distance, when infantry walk to that location, they will process the patrol sign's instructions.
You can right click on a patrol sign to define its instructions, of what that sign is for.
- A bow means they will equip a bow from that point onwards on their route
- A sword means they will equip a sword from that point onwards on their route
- Mead will make them treat it as a tavern location, and they will wait for a bit while drinking mead.
- No item results in empty, aka a waiting location, they will stand there idle for around 10 seconds (i forget)
Use JEI or a simular mod, to easily access crafting recipes.
Depending on the backport version, Mead is either craftable via brewing, or smelting, via internal conflictions.
You can use a bed to "long rest" aka get all your mana back.
The magic bar / mana bar, is located below your XP bar, seamlessly between them.
This makes it minimal and not affect the feel of your Hud much.
Though the implementation is work-in-progress, and may conflict with some few cases of other mods.
When holding magic related items from this mod, the preview of their mana cost,
is shown in blue dithering over the mana bar.

This mod also adds D&D style dungeon loot, along with its items,
that then get injected into most dungeon loottable generation.
Spell allocation and variation of items, is random once looted.
It remains undefined, like a lucky draw, when still in the chest and unlooted by a player.
To promote a infantry to a Knight / knight status / their higher form-
Right click with a diamond
This is how you obtain High Elves, Knights, Vampire Lords, Werewolves, Arch demons, Elder Dwarves, etc...
Ents are the only Infantry species without a knighted variation.
Vampires can be cured via a golden blood glass, explained in the above species related paragraph
It was decided to backport the mod from 1.21.8, to 1.21.1,
So it could be played with things such as the Create mod, as that would be fun.
The mod is mainly on 1.21.8, but the 1.21.1 version may be the main version going forward, depending on community reaction.
Previously I mainly only made mods for 1.12.2, this is a big leap in my mentality as a developer.
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