This modpack is an attempt at bringing back the rpg, survival, and story modpacks of the 1.7.10 era.
But instead of merging those elements with the factory building and tech progression like Blightfall or Crash Landing. I wanted to merge it with the exploration and adventure aspects of modpacks.
Currently an alpha test and exploration of core mechanics using vanilla+ stuff. Lore and more varied mods will be coming later in the upcoming beta test and eventual 1.0 release.
Lore
The worlds elements would usually work together to create a balanced and habitable environment. Sure some places like deserts leaned more towards Blaze than other elements. But they where all in relative harmony anyways.
This changed when the Fracture occurred. The elements for one reason or another where ripped apart and kept apart. Leading to extreme changes that make the past world look tame in comparison. With the deserts turning fiery and other places enshrouded in eternal winter. Not to forget the weather out of control.
But the worst part is the world being inhospitable to life now. Even the safest parts of the world rip apart every living creatures elemental aura. Decaying their bodies at a fundamental level. The only way to stay alive is drinking potions with every element in balance. Taking that balance into your own body, but only for a time.
Known Issues
Critical
- Learning a recipe book oftentimes does not update REI, Workaround; Toggle craftable filter on/off to see new recipes.
Major
- Farmers delight default trades arent removed. These trades are impossible since a full emerald isnt even obtainable.
Features
Adventure Mode?
- Not a typo. In this pack your control over your enviroment will be severely limited.
- Bring the right tools for the job or find a way around with improved mobility.
Health & Hunger
- Good news; Hunger is disabled in this pack. Bad news; So is health regen.
- Food will give you a regenaration effect instead. The better the food the longer the effect.
- So collect ingredients, set up your campsite, and cook like your life depends on it.
Aural Instability
- The worlds unstable elements are ripping apart every living being at a fundamental level.
- Only a carefully crafted potion can restore a creatures elemental aura.
- Do everything you can to obtain a stable supply of potions.
Trading & Economy
- Your primary method of obtaining most items. Especially those Stability potions your life depends on.
- Go out on expiditions for resources you can sell for emerald shards.
- Dont neglect buying gear in favor of potions. Need to spend money to make money.
Mobility
- Walljump! Use your vertical mobility to scale up cliffs and outmaneuver enemies.
- Or go prone at will to crawl through small gaps.
- Default controls L-Shift while in midair and Z.
Armor & Locational Damage
- Armor is drastically more efficient in this pack. Treat it as an extention of your health bar.
- Head and chest are vital, keep them armored at all costs.
Monster spawns
- Monsters no longer spawn out in the open. Making them way less common at night.
- Time spent finding a bed is best spent scavenging.
Credits
- Moon/Sun and Farm animals - "Faithless" Resource Pack
- Misc item textures - malcolmriley's Open source "Unused textures"
- Trailer Music - Erora
Special Thanks
- The kind helpers at the Crafttweaker and KubeJS discords
- Mod and Resource Pack authors
Feedback
Comment on this page or send feedback to tacovfx on discord
Future Plans
Beta Test
- General bug fixes and improvements
- Manually determined spawns.
- No more leaving it up to rng to choose mobs.
- Undead in crypts, electric elementals during thunder storms, arachnids in caves, etc.
- Better cave generation and more cave biomes.
- Implement the lore into the overworld with custom world gen (whichever things are possible)
- Elemental fractures along the world instead of the giant ravines currently standing in for them.
- An inert and inhospitable void biome generating past a certain distance from spawn. Acting as a world border.
- Less normal biomes, more magical and elemental ones.
- Combat & Dungeons
- More structures and enemies to loot and fight.
- Tie the economy into combat, be able to use strong consumable items to tackle difficult threats.
- Guns, Irons Spellbooks, and combat improvement mods
1.0 Release
- General bug fixes and improvements
- Put a final polish on game mechanics and UI elements primarily
- Using a proper mod/ui for Aural instability instead of the scoreboard system.
- Custom main menu, trade window, and others.
- Proper modpack page/marketing
- Choose a real modpack name :D
- Trailer
- Starter guide
- Nether expeditions
- Higher risk and higher reward
- Focus on traversing a dangerous environment first, combat is de emphasized.
Things to explore and implement in general
- Lore. NPCs. Quests. Story. Do what I can with the limited selection of these kind of mods
- Custom music. Reactive to biome/structure and others.
- Make more items obtainable
- Add more trades
- Porting to 1.20.X? Once enough mods are ported over and the dust settles.
- Create Aeronautics or Valkyrien skies?? More dynamic and fun over a campsite

