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Of Faith and War, 1237 - A Medieval / Middle Ages Mod

This Mod seeks to allow you to play in Medieval Europe around 1237. The map encompasses the British isles, France, northern Iberia and the western Holy Roman Empire. With new blocks, NPCs, shield heraldry and more. It is an Addon for LOTR Renewed
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Description

This project is an add-on for Mevans' LOTR Renewed for 1.16.5. The aim of this project is to allow players to experience the medieval world around the year 1237. The Current scope of the map encompasses the British Isles, France, Northern Iberia and what were the western reaches of the Holy Roman Empire. 

OFFICIAL SERVER OUT NOW

IP: 23.109.82.166:26185

Our Discord Server

https://discord.gg/vgPKbwMy3X


For Information regarding the server and updates on the mods status check out our discord!

This add-on also provides a wide range of new building blocks, armor pieces, weapons and food items. All of whom resemble their real-life counterparts and provide for a more realistic recreation of 1237.

Most notably this add-on contains seasons with changing precipitation, temperature, and foliage colors and crop growth speed.

There are additionally NPCs, new custom shields and patterns to put on them, crafting blocks, and more.
for further info see the feature log below!


Feature log:

  • Seasons
    Seasons utilizing LOTRs pre-existing dating system to dynamically change the world with progression of time. Seasons bring a variety of changes, such as differences in the coloring and texturing of many organic blocks, changes in precipitation type to allow biomes to change from having rain to snow during winter, and modifiers to crop growth speeds so crops are more productive in summer, and far less productive in winter.

    WinterSummerAutumnSpring
  • Banner and Shield Patterns
    Banners and Shields now utilize a new tile entity system to allow players to change their textures with a large variety of historical heraldry* elements, allowing for their layering in combinations in such ways that most heraldry can be recreated on both kinds of shields and the newly added flag blocks. Flag blocks have a synchronized waving animation which means that smaller 1x1 flags can also be placed in such a manner as to resemble taller flag shapes as were common in 1237. Flags can also be hung from blocks with their heraldic elements rotating to account for this so flags will always have their heraldry patterns upright.

  • Dyeable armor parts
    All pre-existing armors from version 0.2.0 Britannia received new and updated textures and have been enabled to have elements of the armor pieces painted.

  • New weapons, weapon and armor parts
    We have added a larger selection of new historical weapons and have changed the weapon crafting to be more resource intensive and require more steps. a new smithing table allows for the crafting of weapon and armor parts which then have to be combined in certain ways in a crafting table to result in the finished armor or weapon product. To account for the increased cost of weapons and armor there has been an increase to their durability and toughness.
  • Updated map, larger map area and improved generation
    The focus of this latest update and its initial motivation was the enlargement of the playable area to now cover all of France as well as parts of Northern Spain and Germany. These areas received the same attention to detail as the previous area in the British isles with realistic forest, rock and mineral distributions. We have also added a large variety of new flowers and some terrain blocks such as turf, peat, and moss. As we have become more experienced in the details of biome creation there have also been tweaks made to pre-existing biomes and biome types to make them feel just that bit nicer.

  • Structure generation
    We have added a large variety of new medieval structures to now generate all across the world. These provide a significant enhancement of the worlds visuals and player immersion in the 1237 time our submod seeks to present. with many farms, windmills, camps and villages providing engaging sights and start points for players to build nearby.

  • Non Playable Characters
    One of the largest missing aspects in the previous release was the lack of environmental challenges. We have added many new NPCs to inhabit the world, with the two simple factions Outlaws and Nobility being opposed to each others players who choose one or the other faction will always be opposed by NPCs of the opposite factions, with the clearings being largely inhabited by Nobility NPCs and Forests and Hills being more so inhabited by Outlaws.

  • New Blocks
    There has been an addition of so many new blocks to list them all would take me many many days. Suffice it to say it is a large and wide variety of new Stone, Wood, Organic, Inorganic and Decorative blocks to enhance the previously sometimes lacking selection to choose from. The new plaster blocks in particular will provide for much building joy as their large pattern selection is ideally suited for decorating structures both inside and out.

  • Traders
    Previously money was worthless providing little more than a token of achievement in digging the most gold. This is changed now with the introduction of actual commerce. There is a new NPC type which allows for the trading and selling of commodities for coins. This will both ease the resource burden on players who engage in large projects, as they may be procured more effectively by creating valuable commodities, selling those and purchasing materials. Alternatively those players fortunate to live near a silver or gold deposit may turn that into actual more so than theoretical wealth.

  • Food stuffs
    We have added a fair selection of new food types, most notably stews. These are a very nutritious type of food requiring the input of many ingredients. This servers to give players something to productively use the many vegetables the mod provides as well as getting greater nutritional value from various animal products.

  • New function blocks.
    As previously mentioned there is a new smithy block, but there also is a new Decorator table, Weaving table, Charter table, Butcher table and Carpentry table. These serve various tasks or allow for the production of new blocks and items. The Smithy block as mentioned creates many new metal parts for armors and weapons. The Decorator table allows for the painting with patterns of shields, and the Weaving table allows to paint flags and with patterns. The Charter table provides a previously sorely absent function namely of player protection. The block protects an area of 96 x 96 x 256 blocks,  and can have 1 owner with up to 40 players being able to be added as having access to the area it protects. The Butcher table meanwhile works together with a change in animal loot, to now only carcass blocks which when right clicked on a butchery table produce meat, bones, fat and blood to be used as ingredients in various recipes.

 

the map is planned to be expanded further into europe and north africa to eventually encompass Italy, Germany, North Africa, the balkans, anatolia and easern europe as well as southern scandinavia. Similarly more blocks, items and other are planned to be added aswell.

This mod is currently in its 0.3.3 version.



*We are aware that there are controvesies around the historicity of heraldric elements, both about their general design and whether some of them ever acctually existed. We dont however consider this a major issue hereas the relative  simplicity of patterns on a small pixel grid make any stylistic questions largely moot, and as the idea is for players to also create heraldry for their own, imagined domains or families and advance the world past the start date of 1237 the question of whether a possible combination is historical also falls moot.

The Of Faith and War, 1237 - A Medieval / Middle Ages Mod Team

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