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Survivalist

Spicing up the early game, without making it overly tedious.

 

NOTICE

This project is currently on hold. I don't plan on porting it to 1.17+ as it exists now. I do not feel like the mod has achieved what I wanted, and I feel increasingly less satisfied with the current design.

While this project may continue to exist in the future, it will not be in the way it is now.

 

Introducing Survivalist 2.0

If you are wondering what "mods/1.12/Commons-1.12.0.jar" (gigaherz.commons in 2.1 and newer) is and where it came from, read this (yes it's there by design, no it's not dangerous).

  • Overhauled the recipes, recipe importing, and recipe removal to match the 1.12 JSON recipe system.
  • Added advancement-based recipe unlocks to give players a better sense of what to do next.
    • This required removing or reducing the scope of some configurations. Sorry.
  • Expanded the chopping block to have variants for all vanilla wood types.
  • New machine: the Sawmill!
    • Does everything the chopping block do, except it's powered like a furnace and it doesn't have a concept of axe levels or fortune. If you want to get extra outputs, work for them!
  • New configuration option: custom output multipliers per axe level
    • Not all axe levels have to be present
    • When they are, they look like this:
axemultipliers {
D:AxeLevel0=5.0
D:AxeLevel2=10.0
D:AxeLevel5=25.0
}
  • Fixed a bunch of bugs

 

Features

Everything listed below can be turned off on the config file:

  • Sticks are no longer directly craftable from planks.
    • Get them by placing sheared leaves and saplings in a crafting grid.
    • Break planks into sticks in the Chopping Block.
  • Rocks and Ore Rocks
    • Mining stone drops rocks (4) instead of cobble. In order to craft cobblestone, you'll need clay.
      • Andesite, Diorite and Granite drop rocks, too.
      • Any 4 will turn into gravel, which can be crafted again into 4 generic rocks. All the cobblestone!
      • The corresponding blocks are crafted by surrounding a ball of clay with 8 rocks.
    • Mining iron/gold now drops ore rocks (2..4), which smelt for one nugget each.
    • Mod Ore Rocks and their corresponding nuggets
      • Metals supported: Copper, Tin, Lead, Silver
      • Same rules as the gold and iron rocks
  • Tools and armor drop one of their crafting components.
    • Enchant tools with Scraping I/II/III to increase the chances it's the GOOD item.
    • Enchant armor with Scraping I/II/III to increase the chances it's two instead.
  • Craftable chainmail!
    • Iron nuggets in a diamond shape make chainmail pieces
    • Chainmail pieces are then materials for crafting the armor.
  • Torches can set things on fire!
    • But they have a rather high chance of breaking in the process. 
  • Drying rack
    • Turn meat into jerky: not too nutritive, but highly saturating.
    • Turn leather (which really, should be called hide), into tanned leather, for improved armour.
  • Chopping block
    • Crafted from Logs
    • Click repeatedly until the placed block breaks (TODO: allow continuous holding)
    • Allows chopping logs into planks
    • Allows chopping planks into sticks
    • Yield depends on axe harvest level (be careful, using your hands has a high probability of not yielding any item!)
    • NEW: You can chop wool into strings (although it's a rather inefficient process -- and will never yield more string than needed to make a wool block)
  • JEI Integration
    • Drying recipes show input, output and drying time
    • Chopping recipes show input, output, and average number of resulting items

 

Modded wood recipes for chopping block

There's a datapack that adds modded wood support (recipes only). You can find it here. I did not make it so don't complain to me if it doesn't work.

 

Adding custom chopping tools

As of v1.7.0, it is possible to register new items as "axes" for the chopping block, by adding them to the "customaxes" section of the config:

customaxes {
    I:"minecraft:flint"=1
    I:"minecraft:dye@14"=2
}

CraftTweaker Integrations (1.12 and older only)

See this link for details on scripting Survivalist recipes using CT: https://docs.blamejared.com/1.12/en/Mods/Survivalist/Survivalist

 

Planned features

(More to less likely)

  • WAILA / The One Probe integration (drying / chopping progress)
  • Mortar & pestle: Mashing up bones and plants into bonemeal and dyes, making medicinal plant blends (anti-venom, speed, strength, ... -- less potent than proper "magical" potions), etc.

Feel free to give your suggestions, I'm open to new ideas! (Doesn't mean I will implement everything, though ;P) 

  

Can I use this in <X>?

Yes. Unless <X>'s license is incompatible with this mod's, which is unlikely.

Help and Support

For bug reports and feature requests, visit the issue tracker (link above)

You can also find me on discord, in my little discord server (please use the support forum channels! DO NOT DM me unless strictly necessary). 

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