[EXPERIMENTAL EARLY-ACCESS] Fantastic Frontier 11 GODLOOP -EXP. 0.3.0.zip
What's new
Fantastic Frontier - Experimental Early Access 0.3.0
This is a large progression and systems update. It focuses on a clearer quest line, expanded Frontier Works machinery, the Nemesis campaign, the Doomed class, and multiplayer stability. There will be many frequent updates. This update is incredibly unstable.
Highlights
- Rebuilt technology progression around six ordered ages.
- Expanded Frontier Works into a connected singleblock and multiblock machine line.
- Added broader Nemesis and Titan campaign support with automatic quest tracking.
- Expanded the Doomed class with new medical, survival, and treatment systems.
- Reworked combat scaling, enchanting, loot, mob farming, and resource processing.
- Improved world startup, multiplayer reliability, loading time, and client stability.
Quest Book and Progression
- Technology is now divided into Kinetics, Green, Red, Blue, Integrated, and The Frontier's Edge.
- Each age has one main route with optional machines and equipment placed in nearby branches.
- Oil-derived plastic is now part of circuit and machine progression.
- The Integrated Age covers semiconductor production, Mekanism factories, industrial automation, and computers.
- The Frontier's Edge connects fission, fusion, antimatter, Draconic Evolution, and the Annihilation Core.
- Refined Storage unlocks in stages: basic parts first, a working network in the Red age, then large storage, wireless access, and autocrafting.
- The Refined Storage Machine Casing now uses an Infused Alloy instead of the Integrated Machine.
- Class, Guild, Nemesis, and Titan quests read their real progression state where possible.
- Previously hidden quests are generally visible while locked, so future goals can be inspected.
- Duplicate, impossible, untitled, misleading, and disconnected quests were removed or repaired.
- Normal quest rewards are collected automatically. Choice rewards still wait for player selection.
Frontier Works and Industry
- Frontier Works now forms a connected industrial path instead of a collection of isolated machines.
- Powered singleblocks include the Powered Furnace, Frontier Pulverizer, Magma Crucible, Coil Winder, and supporting components.
- Multiblocks cover storage assembly, circuit production, pressing, ore refining, chemistry, coolant, heat exchange, power generation, and late-game fabrication.
- Controllers support FE, item and fluid ports, status reporting, recipe locking, batch processing, filters, JEI, debug output, and the Multiblock Projector where applicable.
- The Ore Refinery Array processes industrial ore batches with water and produces ore slurry for later use.
- The Chemical Tower, Reactant Column, and Coolant Plant form the first fluid-processing chain.
- Stabilized Coolant can be heated in the Heat Exchanger Stack and used by the Frontier Dynamo Hall to generate FE.
- Late-game Frontier Works fabrication now contributes to the Annihilation Core.
- The Warium Leaching Vat requires a late nuclear material before heavy fabrication begins.
- The unused Reality Compiler was removed from active progression.
- The Oil Pump requires power and will not begin pumping until its hose reaches bedrock.
- Oil springs, oil sand, and deep reserves provide several routes into crude-oil processing.
- Portable Teleporter crafting has been restored.
Recipes and Resources
- Crude oil is converted into HDPE pellets before being pressed into plastic sheets.
- Thermal, Cosmos, and Warium crude can feed the same early plastic route. Mekanism remains the later high-throughput option.
- Copper wire recipes and outputs are unified around the Create Crafts & Additions item.
- Common ores and processed materials use shared Forge tags more consistently.
- Duplicate Warium generation for common materials such as lead, nickel, zinc, and sulfur has been disabled where another mod already supplies them.
- Warium-specific resources remain available and are documented through JEI or JER where supported.
- Ruby generation has been increased and its spawn information is available through resource information pages.
- Missing recipes for steel casings, elite circuits, polished coke, cannon moulds, and the Portable Teleporter were restored.
- Accidental coal-to-diamond and other development recipes were removed.
- Capturing has been removed from the enchantment pool.
Nemesis, Titan, and Story
- Nemesis now runs as a server-owned campaign with heat, doctrines, scans, raids, escalation, and persistent global state.
- The Watch Console displays sector heat, doctrine level, Titan containment, Nemesis activity, and current shelter state.
- Albedo warns players about escalation, containment deadlines, planetary attacks, and dangerous exposure.
- Campaign quests track real events including first contact, suppression, lockdown, killbox survival, planetary attacks, and boarding objectives.
- Titan and Nemesis share a dedicated endgame chapter with clearer preparation and outcome paths.
- Required landmarks now use bounded terrain searches with fallback placement, reducing new-world stalls without skipping story structures.
- Main Town, Hidden Library, Heart of the Forest, Titan, and Nemesis received placement and loading fixes.
- Multiplayer state handling has been improved for players joining, leaving, hiding, or progressing at different times.
Doomed Class
- Added a machine-based chemistry system with product purity affecting treatment quality and infection risk. Controlled-drug chemistry remains deliberately abstracted.
- Arrows can lodge in individual body parts and require a dedicated extraction procedure.
- Heavy bleeding can create deep wounds that may reopen unless stitched, stapled, or cauterized.
- Added the Wound Stapler, Drying Cloth, blood bags, craftable protective gear, landmines, and new medical recipes.
- Added temperature, exposure, frostbite, insulation, heaters, coolers, braziers, thermometers, canteens, hot drinks, and cold packs.
- Nether ash can damage unprotected lungs. Dust masks and rebreathers prevent it.
- Limb damage now affects attack strength, attack speed, and mining speed.
- Adrenaline responds to nearby threats, while company and isolation affect mood recovery.
- Bites and dirty wounds can cause infections that worsen without treatment.
- Bandages stop active bleeding, while sutures provide the best recovery for deep wounds.
- Medical equipment now reports charge or contents, and the AED can be recharged.
- Decontamination showers, heaters, and coolers now consume power.
- Bear traps are single-use until reset. Sound cannons can be disabled temporarily with projectiles.
- Gun turrets now use visible short-range trip beams and a readable recharge cycle.
- Added a cosmetic option to hide Doomed horns and tail.
- Added `/doom off` and `/doomed off`, including operator support for other players.
- The transformation finale, near-death effects, treatment screens, medical audio, and condition tooltips received a major presentation pass.
- Server owners can configure temperature, frostbite, despair, infection, radiation, traps, condition effects, and bleeding severity.
Doomed Fixes
- Fixed permanent tinnitus, brain-damage text distortion, frozen pain tremors, and several impossible treatment interactions.
- Fixed infections fading before taking effect, excessive fracture bleeding, non-stacking internal bleeding, and unsplinted bones never healing.
- Fixed dimension changes resetting medical state, hearing damage, stimulants, scarring, and cooldowns.
- Fixed tourniquet duplication, syringe limits, blood-bag transfer amounts, and nearly free zero-power defibrillator shocks.
- Fixed eye wounds being impossible to select, treatment screens losing the cursor, and status elements overlapping.
- Fixed trader lairs generating without accessible entrances or living traders.
- Fixed several trap, ragdoll, thrown-body, crafting, and machine-energy edge cases.
Combat, Classes, and Enchanting
- Fixed Epic Fight enemies whose animations ignored their attack damage.
- Armor mitigation now caps at 80%, and Protection caps at 60%.
- High-value armor and maximum-health affixes are restricted to higher rarities and use lower values.
- Potion charms can no longer provide permanent Resistance, Regeneration, or Absorption.
- Class ultimates cap at Resistance II instead of granting practical invulnerability.
- Frontier Age difficulty scales per player. New players remain at base difficulty while progressed players face stronger enemies.
- Class selection, first skill, trial, mastery, rebirth, and subclass quests now read the real class state.
- Creative flight from high-tier equipment is restricted to the player's own claims or party claims. Elytra, jetpacks, and ships are unchanged.
- Goblin and librarian trades are capped at legal vanilla enchantment levels.
- Above-cap enchanting remains part of Entropi progression instead of ordinary trading.
- The Create Enchantment Industry Printer now requires an endgame component.
- Enchanter's Cache rewards provide deliberate access to useful vanilla-level books.
Loot, Farming, and Exploration
- Hostile Neural Networks provides a late-mid-game, server-friendly mob farming route.
- Only a curated list of common mobs can be simulated. Bosses and progression-sensitive enemies are excluded.
- Simulation costs are increased, and Wither Skeleton skulls require a full processing cycle.
- The Draconic Evolution Mob Grinder recipe has been removed.
- Spawners cannot be moved with Create contraptions, and obsolete carryable spawners remain disabled.
- Legendary, rare, boss, and Frontier Works quest rewards have been improved.
- Major campaign and class milestones award unique keepsakes.
- Magic loot is concentrated in appropriate structures and treasure locations instead of ordinary chests.
- Luck has a broader effect on eligible chest loot outside Apotheosis content.
- Waystones generate in the world and support inventory teleporting with a cooldown.
- Corpse locations are reported after death, and phantoms are disabled by default.
Fixes and Quality of Life
- Added clearer first-join guidance, progression announcements, loading-screen tips, and machine tooltips.
- Fixed conflicting default keybinds for quests, classes, and combat controls.
- Reduced the animated menu background from 111 MB to 33 MB and removed unused shader packs.
- Improved server entity ticking, script load behavior, and several high-frequency event handlers.
- Fixed multiple multiplayer disconnect causes related to malformed or oversized synchronized data.
- Fixed KubeJS recipes with missing outputs, templates, fluids, or unsafe optional-mod references.
- Fixed Frontier Works FE overflow displaying negative energy and corrected block mining speeds.
- Fixed reinforced concrete not dropping and FFBox C-Foam fluid rendering.
- Fixed Mob Capsules for villagers, horses, llamas, and wandering traders.
- Reduced the maximum Teleport spell distance to 50 blocks at its highest level.
- Fixed multiplayer Class Mastery upgrades and several advancement triggers.
- Fixed ComputerCraft startup programs appearing on unrelated computers.
- Improved Nemesis movement synchronization and global-event audio on multiplayer servers.
- Main-menu music no longer continues while using the pause menu.
This mod has no additional files

