Survivalist
Spicing up the early game, without making it overly tedious.
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
- Mining stone drops rocks (4) instead of cobble. In order to craft cobblestone, you'll need clay.
- 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
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
See this link for details on scripting Survivalist recipes using CT: http://crafttweaker.readthedocs.io/en/latest/#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, ID @gigaherz#9173 on the Forge Discord and Minecraft Mod Development servers (please DO NOT DM me unless strictly necessary).
You can also find me on Guilded.gg! I created a server there as an experiment, to see how the app works. I can't ensure that it will be a permanent place.
I've got a Patreon!
Help me continue making games and mods! Click here
images? lol
The chopping block couldn't be made.
I still get 4 planks when I craft it by 1 log.
How to solve this problem?
In reply to hyugashitara:
Get polymorph mod
Thank you for your mod. I really like the way it improves survival, especially in early game.
Wiil there be more rocks for other mod ores ? (like platinum, iridium etc...)
In reply to ookekeoo:
I don't want to say no, but my mind is currently in other things so no time frames.
Looks phenomenal! I'd love to see where this goes, especially with the Mortar & Pestle you mention
In reply to Drahkovi:
Thanks! :) I have had a rough time lately, so I haven't been working on my mods much, but I hope to get active again and try to add some features here and there. I have some ideas for survivalist.
is there a way to fix the message rocks/replacecopperore? ive ran two separate servers. one with a new world and one with a current and every time. it spams that message in the command log.
mc is 1.16.4
and the curent forge 35.1.36
ok the full message is "config path not found: rocks/replacecopperoredrops
Cool mod! Would be cool to modify most "magical" aspects of the game into a more realistic one though (like potions turnt into pills and the portal would be a science fiction version or even chance the enchantments to some kind of modifications on the weapon, although compatibility would be harsh).
In reply to idontknowwhoiammate:
Uhm... your ideas are not bad, but they don't really fit with my idea for this mod. I just want to give the early game a twist, to get away from the standard vanilla progression, by means of making certain mechanics a bit more involved, not make the game more realistic. My goal is that once you have access to enchanting, you can bypass most of this annoyance (eg, silk touch prevents dropping rocks, and drops the actual block instead).
In reply to gigaherz:
Ah alright, but wouldn't that need to add a silk touch II (to make instead of giving cobblestone on I, it gives stone)?
1.16.4 recipe for cobblestone is not working. I have other mods installed as well, Figured I would see if anyone else has seen this before. I'm Playing around now to see if I can spot a mod that is interfering as well before reporting.
Is it possible to make Stone dropp 3 rocks instead of 4?
In reply to real_senz0:
In the 1.14+ versions, you should be able to do it by providing a custom datapack that replaces those loot tables.
In reply to gigaherz:
Forgot to mention the Version, excuse me-
1.12 D:
im working on a modpack, that's why i ask.
In reply to real_senz0:
Then no, the code is hardcoded to 4, there's no config for it.
In reply to gigaherz:
ahw, that's sad..
thx
hi, iv been trying to add new recipes to your chopping block with a datapack but it doesn't seem to accept them. can i get some help?
mc ver: 1.15.2
mod ver: 3.1.0
Edit: it seems it only excepts 12 recipes, even tho i have added more.
Using this in the Humble Abode modpack and iron ore rock will not smelt in a normal furnace. I disabled Vanilla Immersion for the furnace and it does not care that the ore rock is there.
When scrolling through the smelting craft list, it shows every other ore rock but iron ore rock.
1.12.2
Hi, i have a little problem with copper, silver, tin, lead, etc. It turns out that i am using this mod in a modpack where it adds said minerals but at the time of mincing the ores it does not drop the ores rocks, there are any solution for this? btw i am using version 1.15.2