File Details
RpgCraft-1.4
- R
- Dec 30, 2020
- 22.25 MB
- 274
- 1.12.2
File Name
RpgCraft-1.4.zip
Supported Versions
- 1.12.2
What's good boys, time for another update! Kinda... It's pretty damn broken right now and needs testing.
+Due to an update in the locks mod, locks now have the ability to be applied to random chests and doors at a percent chance. (Currently set to 5% to spawn, with a 2-5 strength possibility on locks)
+Added JustEnoughIds, the game was crashing due to exceeding Minecraft 1.12's item and block id limit of 4096, unfortunately, it supposedly doesn't work great with lost cities, and worlds made before JustEnoughIds was added may break a little.
+Added Puzzle blocks, the pushable blocks may be used for an adventure map I plan to package with the modpack someday. Plus, they're just fun (:
+[Dangerous World Gen Distance From Spawn] Changed how many blocks away a player has to be from spawn for a dragon to spawn, this will make it easier on just spawning players to get started. (200 blocks to 450)
+[Dragon Griefing] Set it so dragons now only break "Weak" blocks instead of everything in their path. What exactly does this mean? I'm not exactly sure what ice and fire considers criteria for a weak or strong block, but I do know it means that dragons won't be able to attack players deep underground anymore. (Ex. Stone is a "Strong" block, while dirt and leaves are considered "Weak")
+[Dragon Target Search Length] Decreased the search distance dragons have to spot players in blocks. (128 blocks to 64) Reduces the amount of lag, and makes it easier to sneak past dragons.
+Push limit of piston has been increased (12 blocks to 30)
+Enemies have a much higher multiplier for damage the higher the difficulty
+All mobs will spawn with more minimum health according to difficulty (Mobs receive minimum 50% of difficulty to health [TO] Mobs receive minimum 70% of difficulty to health) - (Passives receive minimum 25% of difficulty to health [TO] Passives receive minimum 40% of difficulty to health)
+Blights now have the possibility to spawn up to chainmail armor upon spawning, with a 10% chance of receiving iron upon spawning
+All hostile mobs health scaling has been changed from multi-half, to multi. This means that instead of high health mobs (endermen) having similar health to normal health mobs (zombie/skeleton) based on difficulty, endermen will now have health that is roughly doubled to normal health mobs as it is in vanilla.
+Blights now drop 1-4 hearts on death, instead of 1-2
+Bosses now drop 4-8 hearts on death, instead of 3-6
+Added Wireless Redstone mod
+++++++++Updated a lot of mods
-Removed ability for lycanites mobs to spawn on ore, it kills players and ends entire hardcore games WAY too quickly when they don't expect it.
-Removed Quick hotbar, as pressing z has a similar effect if not better as it is easier to control the hotbar change.
-Removed portal stuff, it was not a curseforge hosted mod and thus had little quality control. It caused frequent crashes and was only part of the modpack because of the pushable companion cube entity, but this has been out shadowed by the pushable blocks mod.
-Removed Techguns & Tf2Stuff mods, they were by far the biggest causes of crashes and fps dropping, you will see much better fps stability and performance with them removed
-Removed a quest that relied on techguns
(Still gonna want optifine)

