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Exploration and Fantasy

What awaits you in this fantasy land?
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Exploration and Fantasy 2.0 (Main Story Conclusion Update).zip

File nameExploration and Fantasy 2.0 (Main Story Conclusion Update).zip
Uploader
VizDrawnVizDrawn
Uploaded
Aug 29, 2026
Downloads
29
Size
200.7 MB
Mod Loaders
Forge
File ID
8758265
Type
R
Release
Supported game versions
  • 1.12.2

What's new

* The main story of the modpack ends here! I wanted to tell a short story of a world that was ravaged by forces that should've easily been contained, with
the aftermath sorting itself out without the player's intervention. The Void admittedly is not a dimension that needs to be in the game, but I added it
because if the base game of Minecraft did more with the Void, it would be really cool, but it's not something the game needs. The Aurorian and Twilight
Forest at least add content that I feel betters the game, though is also ultimately not needed. The Nether however did need an overhaul, but that was
addressed with the later Nether update. You may be asking "Where does the pack go from here then?"...well, it will receive balance patches and other updates
now as it goes along!
- Nether portals spawn much less frequently now.
- Skulls spawn less frequently now.
- Altars spawn less frequently now.
- Woodland Mansions are extremely hard to fit into proper balancing due to being made extremely useless by the devs of the game. The Skeleton King also drops
Totems, which can serve as a much easier, though very lategame option to obtain them over traveling 20k+ blocks out to find a mansion for what? Maybe 1-3
Totems at best depending on how many Evokers spawn? That's a large time sink for a bad investment. Though not much can be done about this due to it to being
hard to find any place in progession to place Evokers without that being made immediately overpowered, Evokers now drop Charms of Keeping 1.
- Jungles are often considered the safe haven of this world, very few monsters and bosses are found in this biome and not many structures are known to be
here either. With the numbers of Amphitheres waning, seemingly at the hand of the Void's presence, this has given way to the most unique lifeform found here
rising up; the Foliaaths, with double their spawn rate now from 20 to 40. Their max spawn group has increased from 3 to 4. They also hit a little bit harder
now, their damage scaling going from 1.0 to 1.2. Foliaaths now also drop up to 8 melons and 4 melon seeds.
- Horseshoe Crabs have had their spawn chance increased from 8 to 10.
- Moose have had their spawn chance increased from 8 to 10 and their max spawn group increased from 1 to 2.
- Whales have had their spawn chance increased from 2 to 4.
- There's new secret tracks.
- Much like your spawn, there are safe havens in the world where dragons are not around, Jungles namely which gave rise to the Foliaaths since they have no
natural predators. Seemingly not appearing for around 400 blocks in these given locations, it allows one to take a breather, not having to be bothered by the
overarching force of dragons while being able to prepare one's self for taking them on through gearing up in the magical dimensions. While the aspect of
preparing yourself through the Aurorian or Twilight Forest, if you so choose to, isn't changing, dragons are approaching closer to the spawn now, now being
within 320 blocks of it. This is to still encourage a little bit of Overworld exploration at the start of the game, while still driving the point home that
most Overworld exploration is now done through gearing up in some way rather than having direct access to the entire world at the beginning.
- Though I begrudged this idea a bit, the Sea Serpent attack scaling has been buffed from 3.2 to 3.3. They give access to some of the best gear in the game
and while 3.4 and 3.5 attack scaling can never happen again due to the fact that both would make Serpents too broken, 3.3 is the best I can do realistically.
I still don't LIKE the idea of 3.3 since it can still make their damage insane, but Serpents are a little too easy at the moment.
- Though the winds of the Void dimension may not sound like music anymore, they still persist, quiet yet ever present.
(if we drop the larp for like 5 seconds, it's just a royalty free wind sound effect that I lowered the volume of and put a loop on for like 3 minutes. 
naturally, since i didn't make it and it counts more as a sound effect than anything else, it's not a secret track or anything.)
- The cost per enchantment when removing enchantments onto books from the Uncrafting Table mod has been increased from 5 to 25. I'm going to be totally 
honest and say that I didn't know this was a thing, but if you uncraft an enchanted item with a book placed next to it, it will pull EVERY enchant off the 
item and put it onto the book. As you could expect, this is an extremely powerful mechanic that I had no idea about up until now, which is really insane.
- The maximum level to uncraft an item has increased to 30. This is to address enchant uncrafting.
- Here's a full list of monsters that are now immune to the Frostmaw's crystal ice magic (which should've already been before, I was just lazy until now);
- - The Hierophant
- - Dread Lichs
- - Ice Dragons
- - Snowmen
- - Strays
- - The Skeleton King
- - Frigids
- - Barako
- - Ferrous Wroughtnauts
- - Void Eyes
- - Moon Queen
- - Runestone Dungeon Keeper
- - Spider Mother
- - Ice Crystals
- - The Final Boss Kobold
- - The Lich
- - Penguins
- - Snow Guardians
- - Snow Queen
- - Stable and Unstable Ice Cores
- - Winter Wolves
- - Yetis and the Alpha Yeti
- - Penghouls
- The ice crystal now has 1.2 attack scaling instead of 1.0.
- The durability of the ice crystal is now 750 instead of 600.
- Restricted items that are disabled by Item Stages can no longer be held if they're enchanted. ...why was this an option?
- I made a mistake with the Enigmoth scale spread. It cannot be fully disabled and the number must be between 1-1000 so it's been set to 1, but the cooldown
for Enigmoths spreading scales has been increased from 12 to 20.
- You can now pick up Enigmoth Caterpillars by right clicking them with an empty hand while sneaking.
- You can no longer pick up Parasites by right clicking them with an empty hand while sneaking.
- The spawn rate of Mimicrabs appearing near your items on death has been nerfed from..250??? to 0. why was it 250.
- Penghouls drop extra shattered ice when their armor is broken now.
- Pteras can no longer carry Evokers.
- Pteras now have a 50% chance to carry a passenger.
- Pufferfish now have a spawn weight of 10, minimum group count of 3, and a maximum group count of 6 just like Cod in oceans and deep oceans.
- Mowzie's Mobs Nagas have had their spawn chance increased from 3 to 5.
- Urns no longer spawn underground and are only obtained through killing the Spider Mother.
- Silentwood Sticks can no longer create fire.
- The item to light the Aurorian portal is now a clock since the moon always shines down in this dimension and is now required to access the Twilight Forest, 
though you don't have to progress very far. Back in the trades of olden days between the two dimensions, there were many denizens between both that took 
fascinations with different items found between the two. Namely Trolls trading with Disturbed Hollows...however the Hollows managed to do that...with the 
mushroom crystals and the Moon Queen taking in a Moonworm Queen from the Snow Queen. However, a denizen of the Spooky Forest, a Twilight Wraith, traded with 
the Runestone Dungeon Keeper and he obtained some Moon Dials. Why did he even want these? It's basically always night time in the Aurorian. Anyways, the 
portals are shifting, no longer wanting items from the Overworld and settling for these dimensional items. Kill the Runestone Dungeon Keeper and access to 
the Twilight Forest is forever yours. Should anything ever happen to the Moon Dials you obtain from the Dungeon Keeper, seek out a Spooky Forest within the
Twilight. They can contain graveyards with chests full of them.
- The Glass Sword from Twilight Forest has been disabled. This is due to the fact that its extremely low durability pairs well with Mending, the Golden Heart
and Orb of Absorption and a max level enchanted Glass Sword under these conditions dominates the entire game. I thought it would be fine to keep in the game
at first due to being a silly gimmick, but I forgot about what was aftermentioned just now and the sword was the best weapon in the game because of it.
- The Divine Grace effect of Amordrine has been disabled.
- The HP based bonus cap damage of the Bone Sword has been nerfed from 10000 to 100. Even though it doesn't work on bosses, this is still an insane cap and
I'm surprised I didn't touch it until now.
- Updated the notes that should be read before playing to account for the new progression. This also removes the mentions of the Tartarite armor set aside
from the chestplate and Dragonsteel armor, as those have been removed from the game.
- Changed the Aurorian Portal Frame text so that players know to use a clock instead of a flint and steel now.
- Changed the Silentwood Stick's description from "Creates fire or lights The Aurorian Portal when one is in both hands!" to "Well, it's a stick...but
Aurorian!".
- The World Gen Block Replacer mod has been added.
- Aurorian Stone's crafting has been disabled and the Void is now required for modpack progression. Get a clock, find Void Eyes near the bottom of the world 
and get the Market Portal Igniter, get White Concrete to make the Void portal, enter the Void, and relog. The portal will transform into the Aurorian Portal. 
Break the portal, take one of the top edges off it as the four corners of the portal (like a Nether Portal) aren't required for it to light, and ignite it 
with a clock. You can handle the rest from there. The notes that should be read before playing have been updated to include this. And you know what? This
proves that the Void isn't malicious, it actually wants to be helpful! How lovely.
- The Void's rise gives way to the Void Eyes having a great presence, increasing their spawn weight from 10 to 100. Amidst other small changes, they also 
have the potential to spawn in the Void itself, as low as -10.
- It came to my attention that somehow, Geese don't drop anything! I have no clue how I missed that. Since there isn't any goose related food item from
anything else in the pack, Geese will now drop up to 5 chicken and feathers.
- UPDATED THE NOTES THAT SHOULD BE READ BEFORE PLAYING TO ACCOUNT FOR THE WORLDGEN BLOCK REPLACER MOD. This is an extremely important mod to install that I
can't directly include in the modpack as it's required to interact with every dimension now. The config for it is included in the pack but PLEASE install it!

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