Exploration and Fantasy 1.5.zip (Huge Drops Update)
What's new
`This update was mostly about adjusting and adding mob drops at first, but grew into the biggest update so far!`
- Added the Twilight Forest Fixes mod, mainly to fix the doors that didn't have a texture.
- During my recent playthrough of the modpack, one thing that sort of upset me about going into the Nether was the Egg Plant blocks. They can dot a lot of
the ground you're trying to traverse and inflict Poison 4. Very annoying. They're disabled now.
- Disenchanting, while kept simple on purpose in this modpack, is nonetheless very powerful and some adjustments will be made to make it less effective
overall.
- - All versions of the Disenchanter and Jar of Experience aside from the base ones have been disabled.
- - The flat damage dealt to items when disenchanting has been increased from 10 to 20.
- - The maximum amount of XP the Jar can hold has been nerfed from 1024 to 900.
- - The maximum durability dealt as damage while disenchanting has been increased from 0.025 to 0.5.
Lumped in with these changes are some being made to the Advanced Enchantment Table;
- - Floating books now have their default power again. Don't worry though, their enchanting discount can actually be higher than bookshelves if you use them
right.
- - The base cost of enchanting has been increased from 6 to 8.
- - The cost factor has been increased from 5 to 6.
- - To avoid cheese with Curse enchantments and disenchanting with the jar, the cost factor will bear the same normal cost factor.
These changes are being made because setting up a Battletower in the right way gets you level 30 and more in just a few minutes, and the cost of enchanting
needs to increase to keep up with that.
- Added the Ksyxis mod for faster world loading.
- Added the Coral Reef mod to spice up the oceans a bit. The mod was slightly tweaked to allow coral reefs to spawn in the Twilight Lakes.
[MOB DROP ADJUSTMENTS AND CHANGES]
- - Updated the notes that should be read before you play to account for my new Mob Drops mod discoveries.
- - Pigstep has been moved as a 5% chance drop from Zombie Pigmen to a 100% drop from the Wither. The 100% drops work more consistently than ones with a
lower chance in the Mob Drops config, so I'm trying to apply as many as I can to avoid people having to constantly go in the mod's config for these drops to
work.
- - The Runestone Dungeon Keeper drops his bow.
- - The Spider Mother drops up to 8 Urns.
- - The Moon Queen drops the Queen's Chipper.
The Aurorian boss changes in particular are being made as I believe the actual boss drops you get from them are quite weak in comparison to the dungeon loot
that is acquired at each location, all of which can be obtained before fighting each boss.
- - Enigmoths are strange creatures that have been around for much longer than some may have realized. When the Ancients first made the Portal frames,
Enigmoths were the first to take notice of this and being slightly mischievous, they stole frames away from them! Nowadays, Enigmoths who have a hold of the
stolen frames are appearing in the End. This in turn will allow you to make a portal back in your own home now once you get back from the End. How nice!
- - Both the Twilight Wraiths and Spirits have gone from dropping up to 2 ectoplasm at a time to 1.
- - The Skeleton King can actually drop up to 2 Totems of Undying, but I forgot to mention that in the last update.
- - A species long thought to be hunted to extinction by the Ice and Fire Sea Serpents were the Aquatic Depths Sea Serpents. However, recently,
they've come out of hiding and revealed themselves to be alive this whole time, proving to be quite the scavengers of adventurers of old. They can drop up
to 20 Tide Arrows, which are arrows adventurers used back then to hunt Sea Serpents and other dangerous sea life, these arrows have the ability to
ignore being slowed down by the water. Do take note however that these arrows cannot be used in conjunction with Infinity. Since these guys have just enough
health to be considered a mini-boss, the Boss List has been updated.
- Void Eyes now drop the Void Portal igniter. This is further explained below.
- Harbinger Cubes drop the Talisman of The Cube. The item does nothing and purely drops to allow it to exist in Survival. Take it home and place it in an
item frame as a keepsake or something.
- The Undead Knights from The Aurorian have a 5% chance to drop any piece of their armor.
- Dread Knights always drop their swords now.
- The Blade of the Dreaded Queen's drop chance has been nerfed from 3% to 1%.
- Sometimes, the Skeleton King doesn't have his mace in the chest that spawns in when he dies. He will now always drop his mace.
- Ice and Fire Hydras are very elusive, making you sometimes have to travel out 20k+ blocks out to find them. And the worst part? Sometimes, the only thing
they drop is ROTTEN FLESH. Wow. To avoid players getting screwed over despite traveling potentially thousands of blocks out to find this specific boss, they
will always drop their heart and skull now.
[END OF MOB DROP UPDATES]
- For a long time after humanity's tampering with the Nether, the dimension was metaphorically and literally shrouded in darkness. However, it seems light
has begun to pierce through the dimension once more, clearing the darkness that once covered it.
{There's a new dimension!}
- Added the Void Platform Dimension mod. What is this place? It's very odd and mysterious, a crossroads converging in the magical leylines between
The Twilight Forest and The Aurorian. As the two magics clashed together and morphed the Nether into what it is, it had even more drastic effects than what
was previously thought. Mysterious entities born, "Void Eyes", spawn near the bottom of the world and they drop the item required for the portal, a strange
stick-like item with void particles floating around it. Rumors have it that these "items" were sold in black markets during the era of the Ender Dragon
invasions. What a time to rip people off, right? Perhaps it's possible the portal igniter contains energy from every dimension, consider the circumstances;
you create a Nether portal-esque frame of white concrete that of which creates a pitch black portal leading to a mysterious realm,
the igniter has End void particles, and you can't sleep in it like the Aurorian...just what is this place?
Nothing spawns in this dimension, and nothing exists beyond the platform. It's useful in a way of sorts, you could make a home here, or use it as a storage.
Also, I tweaked the model of the Void Portal igniter, it didn't look like that beforehand. There's two ways this dimension can spawn: with a pre-built
platform or without, and you have to build it yourself in that case. It seems to work at complete random which one you get, but a pre-built or player
built platform works all the same in it. If your CurseForge doesn't recognize the mod, it's because of me altering the igniter texture.
{End of new dimension information.}
- Ultimately, I grappled with this decision a tiny bit BUT since nothing else in the Final Castle spawns exclusively there, the Adherents and Harbinger Cubes
are being counted as minibosses solely because I made them drop the Cube Of Annihilation and Talisman. Considering the Questing Ram is already a boss you
don't fight, what's the harm in counting them? The Adherents are so weak that they're basically in the same spot as the Harbingers. The Boss List has been
adjusted accordingly so.
- The Moon Queen's health and damage multiplier has been buffed from 5.5 to 5.8. 6 and above isn't doable for her because it makes her damage out of
control and 5.9 is too close to teetering the line.
- Added the Bow Damage Tweaker mod. Bows are very overpowered in general and every bow in the game has had their arrow damage cut by a sixth of their
original strength except for the Tri-Bow. It's the best one in the game, and has had its damage cut to a fourth of its original strength. The Tri-Bow is
much more of a skillshot now, missing one arrow means you can't oneshot normal enemies and you need Power V to return it to its former strength now.
Bows are still very much a necessity for flying bosses like the dragons or the Ur-Ghast, and especially for taking down Ice and Fire Sea Serpents as I would
never advise you melee them down, but their power needs to be nerfed across the board to open for encouraging different plays for other situations.
- Death from the Skeleton King as of right now is objectively a pretty useless weapon, this is due both to the weapon's weak strength for endgame
considering what you would have at that point and the slow attack speed. While nothing can be done about the speed, the attack damage is being buffed from
16 to 22, to place it in normal progression between the Dragonsteel Sword and the Blade of The Dreaded Queen.
- For the longest time, I've been trying to figure out a way to tweak which mobs should drop intestines from Fish's Undead Rising and which ones shouldn't,
come to find out there's A BANLIST FOR IT THE ENTIRE TIME. Has that been there the entire time? I swear it wasn't. ok. whatever.
These are the mobs that can no longer drop Intestines:
- - Battletower Golems
- - Hirschgeists
- - Jellyfishes
- - Ice and Fire Dragon Eggs
- - Ice and Fire Dragon Skulls
- - Every Dread mob
- - Other Ice and Fire mob skulls
- - Myrmex Eggs
- - Stone Statues
- - Pier Knights
- - Armor Stands
- - Skeleton Horses
- - Snowmen
- - Vexes
- - Iron Golems
- - The Wither
- - Wither Skeletons
- - Amber Lords
- - Avatons
- - Banshees
- - Cactoids
- - Cactyrants
- - Forsaken
- - Ghost Swarmers
- - Ghost Rays
- - Grave Robber Ghosts
- - Sea Hags
- - Sludge Lords
- - Vespa Cocoons
- - Wraiths
- - Baby and Adult Foliaaths
- - Grottols
- - Lanterns
- - Bewitched Tomes
- - Brain Slimes
- - Grove Sprites
- - Treasure Slimes
- - Void Eyes
- - Crystalline Sprites
- - Spirits
- - Ice Crystals
- - Skeleton Druids
- - Wraiths
[There were some specific monsters chosen that can still drop Intestines despite it not making sense at first for lore implications; these are monsters that
held onto the intestines of adventurers who died before you and these monsters keep them as a trophy of sorts, this list is as follows:
The Skeleton King
The Ferrous Wroughtnaut
Haunted Tools
Mimics
Skeleton Warriors
The Runestone Dungeon Keeper
Death Tomes
The Knight Phantoms
The Lich
Maze Slimes
Snow Guardians
Stable and Unstable Ice Cores
Slime Beetles
Carminite Golems]
- Fish's Undead Rising monsters can no longer show up in spawners. I found one of these spawners in the Twilight Forest and the spawner didn't work. Maybe
they only work in the Overworld? I dunno, but they're not consistent which bothers me.
- Added the Depths of Madness mod. You may be wondering, "what happened to the souls that of which were robbed of their arrows by the Aquatic Depths Sea
Serpents?" Twisting into horrible amalgams that kicked Guardian families out of their own structures and warping them into something new...Hierophant
Temples were born. How foul, they even began creating these structures outside of deep oceans. A being much more powerful than the rest lies in
wait at the bottom, named after the namesake of the temple itself...perhaps it's a god that the Thralls worship...or it's an even stronger version of
themselves, who's to really know? Kill it, and you'll receive a brand new staff and more. This entire structure is being balanced around the Tide Sea Serpent
armor, so I recommend it the most out of any armor set to bring here.
Be aware of the drops from the mobs of this mod: Claw Traps have a 3% chance to drop the Beast Claw, Thralls drop up to 4 caned rotten flesh, and the
Hierophant drops his staff which has a 30 second cooldown, up to 6 golden blocks, and the Undying Heart.
- Added the Gecko Lib mod, Depths of Madness uses it as a dependency.
- The final boss of the Twilight Forest, a mysterious entity said to had given life to most of the magic in the dimension itself, that of which was used to
transform the Nether in humanity's desperation was known to have nomadic tendencies. Often called "The Monarch" in the peak of their rule over the dimension,
it's said they took trips off their throne to visit every major location of the land. One day however, they took their final trip away, leaving the castle
abandoned and the creatures who were in closest relation to The Monarch, the Adherents, Harbinger Cubes, Castle Guardians, and Roving Cubes to tend to
themselves. Rumor even has it that he went to live amongst people of our world and that inspired them to build the many castles that are now left abandoned
throughout the world. Many of these loyal followers wanted to take up the throne, but their ruler pulled a move many did not expect. They looked at some of
the other monsters that roam the castle halls and picked out...a random Kobold to look over the castle. They didn't even bless them with much power beyond
being granted 1024 HP, and yet the Kobold smiled, looked The Monarch in the eyes, and said "hell yeah", becoming a boss finally acknowledged in the modpack's
Boss List.
- The Boss List's file name has been changed to "All Bosses in EAF" instead of "All Bosses in EF". This was leftovers from when it was called Explorative
Fantasy.
- Added the Material Changers mod, mostly to buff some Ice and Fire items;
- - Every piece of Tide armor has had the helmet protection and boots protection buffed from 4 on both to 6 on the helmets and 9 to the boots to make the sets
better than Dragon Armor.
- - Every piece of Tide armor has 520 durability now.
- - The Blade of The Dreaded Queen's durability has been buffed from 7500 to 8000. I swear it was 8000 before, but I guess not?
- As it stands, there is no purpose for Netherite to be in the modpack as I can't figure out a way to put it at any point in progression without being made
pointless and while it's fine in normal Minecraft, it can't stack up to modded armors and I don't feel like giga buffing it and the tools to make them
endgame. Netherite has been disabled, though this may change in the future.
- Soul Fire Lanterns, Torches, and Soils from FutureMC have been disabled as the only creative only items I intended to be added to the pack were the music
discs.
- Updated the notes that should be read before playing to account for recommending optimization with Optifine.
- While the grind for every other boss is somewhat convenient now, the Wither is sometimes annoying to farm for. See, the Nether Fortress isn't actually
required to beat this modpack, intentionally so as you can find Wither Skeleton spawners in the Overworld, other mob spawners with Wither Skeleton skulls on
them, basements in the Twilight Forest with Wither skulls, and even find them lying on the ground by themselves, though this is much more rare than the other
circumstances. What happens when you get a run where you don't find any of these though? For those who have to grind out a Nether Fortress to fight the
Wither, the Wither Skeleton Tweaks mod has been added, kill 9 skeletons to obtain enough shards for one skull! A little time consuming sure, but not nearly
as bad as the base game grind. Do take note that both the Immolation Blades from this mod are disabled though. There's no point for them to be added.
- Added the Placebo mod, Wither Skeleton Tweaks uses it as a dependency.
- Enigmoths are in a better state, but still drop frames a bit and therefore need to be nerfed again to counteract this;
- - Enigmoth scales spread nerfed from 4 to 2, although tamed Enigmoths spread 3.
- - Enigmoth scale potion cloud time nerfed from 3 seconds to 1.
- - Enigmoth scale spread cooldown increased from 10 seconds to 12, although tamed Enigmoths have a 10 second cooldown.
- Had to write in the project and file IDs of multiple mods to try and get the modpack approved.
- Updated the notes that should be read before playing with a list of mods you should install that I can't include in the pack.
- The main menu art is more pixelated now.
This mod has no additional files

