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# A LOT of PMMO changes (by @recyclingtiger)
Removed Combat Requirements on all cactus tools
Wooden Spartan Weapon combat requirements changed to 2 (From 5), except ones with requirements already lower than 2
Stone Spartan Weapon combat requirements changed to 5 (From 15), except ones with requirements already lower than 5
Flint Knife (Both Greek Fantasy and Farmers Delight) Combat Requirement reduced to 1
Flint Sword, Axe Combat Requirement changed to 2
Flint Axe, Pickaxe, Shovel Gathering Requirements changed to 2
Flint Hoe Farming Requirement changed to 2
Flint Armor Endurance Requirements changed to 4 (From 6)
All Tin Weapon Combat changed to 7
Tin Quarterstaff changed to 3 combat, 3 agility
Tin Tool Gathering changed to 7
Lowered Tin Armor Endurance Requirement from 10 to 8
Stone Sword (Dungeons Gear) Combat req. changed to 1
All Copper Spartan Weapon combat requirements changed to 8.
Battle axe lowered from 20
Glaive lowered from 12
Copper Quarterstaff reqs lowered to 4 combat & 4 agility
Rapier, Saber, and Throwing Knife increased from 5
Copper Sword & Axe Combat Requirements changed to 8
Copper Shovel & Hoe Combat Requirements changed to 1
Lowered Copper Armor Endurance Requirement from 18 to 16
Wooden Paxel: Combat Requirement reduced to 0
Stone Paxel: Combat Requirement reduced to 1
Flint Paxel: Combat Requirement reduced to 2
Sickles have a farming requirement to use as a weapon instead of combat but they are much lower, giving the farmer specialization a signature weapon type
Wooden Sickle: 0 Farming
Stone Sickle: 1 Farming
Flint Sickle: 2 Farming
Golden Sickle: 3 Farming
Iron Sickle: 5 Farming
Diamond Sickle: 15 Farming
Emerald Sickle: 20 Farming
Netherite Sickle: 25 Farming
Sickle (Dungeons Gear): 4 Farming
The Last Laugh (Dungeons Gear): 6 Farming
All Quarterstaves have a hidden 0 magic requirement which allows them to wield infused ars spells and dungeons artifacts better
Battlestaff of Terror and Growing Staff Requirements changed to 10 Magic, 5 Combat
Reduce Iron Club (Atum) Requirements from 40 to 30
Infused Arc Sword requirements changed to 45 Combat, 10 Light
Blade of the Dreaded Queen Requirements changed to 66 Combat, 13 Shadow
Block and Chain: Fixed being able to use the item to break blocks even if you don't meet the gathering requirement, and being unable to use it at long ranges even if you meet the combat requirement.
To Use: Gathering 25
Weapon: Combat 25
Tool: Gathering 25
Dagger (Tropicraft) Combat Requirement reduced from 42 to 3
# Xp Boosts:
-Held:
Cactus Tools and Weapons give +12.5% Endurance
Depth Star gives +10% Combat
Cocktail Cutlass gives +10% Alchemy
The Twist gives +66% Combat
Luminis Pickaxe gives +8% Gathering and Mining
Venom Sac gives +75% Magic; now always gives magic xp
Shadow Glaive gives +25% Shadow; now always gives combat xp
-Worn:
Amulet of Mana Regen and Mana Boost: Grant +10% Magic Each when worn
Tin Armor gives +2.5% gathering and mining
Beacon gives +75% Light in the offhand
Forgotten Hat gives +10% Fishing
Black Pearl gives +25% Swimming
Minecart with Furnace gives +10% Mining and Gathering
Luminis Ring gives +5% Endurance
Zylex Ring gives +5% Flying
Zylex Boots gives +20% Wayfaring and Agility
All Spartan Weaponry Quivers and Bolt Quivers give an archery bonus:
Iron: +10%
Gold: +25%
Diamond: +50%
Netherite: +75%
Atem set gives +10% Fishing and +15% Swimming each
Ra set gives +10% Endurance and +15% Combat each
Nuit's Vanishing gives 6% Shadow when worn
Shu's Swiftness gives 6% Agility when worn
Key (Supplementaries) Gives 1% Dungeoneering when worn
Snakeskin Armor gives +5% Agility when worn
All Mushroom Caps from Mushroom Quest give +10% Farming, +12% Gathering, and +10% Alchemy when worn
Scuba Goggles/Harness/Flippers (Tropicraft) gives 30% swimming each when worn
Cloggrum Armor gives +8% Combat and +8% Agility when worn
Masticated Chestplate gives +20% Endurance , +5% Dragonslayer and +20% Shadow when worn
# Biome Xp Bonuses:
Lukewarm Ocean: +50% Fishing, +20% Swimming
Deep Lukewarm Ocean: +75% Fishing, +40% Swimming
Warm Ocean: +35% Fishing, +35% Swimming
(Deep Warm Ocean is unused)
Skyris Highlands +20% Wayfaring
Orchard +20% Farming
Ebony Woods +20% Shadow
Dunes: +10% Agility
Oasis (byg): +15% Farming, +5% Fishing
Weeping Witch Forest: +20% Magic
Crystal Cave: +5% Gathering, +5% Mining
Glowshroom Cave: +5% Farming
Molten Cavern: +5% Endurance
Sandy Catacombs: +5% Combat
Badlands: +15% Endurance, +10% Mining, +10% Gathering
Badlands Plateau: +10% Endurance, +15% Mining, +15% Gathering
Red Desert: +30% Combat, -15% Farming, +10% Endurance
Tropical Islands: +10% Fishing, +10% Alchemy, +10% Farming
Rainbow Beach: +10% Fishing, +10% Alchemy, +10% Farming
Polluted Lake: +20% Excavation, +20% Gathering, -15% Fishing, -15% Swimming
Fresh Water Lake: +20% Fishing, +20% Swimming
Rose Fields: +5% Farming
Seasonal Deciduous Clearing: +3.33% Farming, +3.33% Gathering, +3.33% Woodcutting, +3.33% Wayfaring
Rocky Beach: +5% Mining, +5% Gathering
Dover Mountains: +7% Mining, +7% Gathering
Guiana Shield: +15% Endurance, +10% Combat
Guiana Clearing: +15% Endurance, +20% Agility
Ebony Woods: +10% Shadow
Bluff Steeps: +10% Dungeoneering, +10% Flying, +10% Wayfaring
Bayou: +10% Fishing, +10% Wayfaring
Redwood Peaks: +20% Archery
Mountains: +3% Gathering, +3% Mining
Mushroom Fields: +75% Farming
Modified Jungle Edge: +100% Farming, Gathering, Woodcutting, Light, Wayfaring (rarest vanilla biome in the game good luck finding this biome even with the compass lol)
# Atum
Oasis: +30% Farming, +10% Swimming, +10% Fishing
Dead Oasis: -30% Farming, -10% Swimming, -10% Fishing, +45% Gathering
Nether Biomes:
Quartz Desert: +20% Gathering
Withering Woods: +20% Shadow
Warped Forest: +25% Archery, +25% Farming, -25% Flying
End Biomes
Crystal Crag +40% Mining, +40% Gathering
Chorus Forest +40% Woodcutting, +40% Gathering
Sulfur Springs +40% Alchemy
Imparius Clearing +40% Fishing
Cryptic Wastes +40% Endurance
Umbra Valley +40% Endurance
Nightshade Forest +25% Archery, +25% Shadow
Shadow Forest is now +40% Shadow instead of +20%
Dust Wastelands is now +40% Combat instead of +20%
Dragon Graveyard is now +40% Dragonslayer instead of +20%
# Twilight
Highlands: +50% Wayfaring
Dimension Xp Multiplier:
Twilight Forest: 1.5x Light, 1.5x Magic, 2.0x Wayfaring
Everdawn: Light multiplier increased from 1.0x to 1.5x
# Pmmo Salvage:
*Fix Short Bow salvage recipe not working
Removed all the salvage recipes for mods not in the pack
Small Arrow Quiver is salvageable into 4 leather & 3 iron ingot
Medium Arrow Quiver is salvageable into 4 leather & 3 gold ingots
Large Arrow Quiver is salvageable into 4 leather & 3 diamond ingots
Huge Arrow Quiver is salvageable into 4 leather & 4 netherite scrap
Same for Bolt Quivers
Iron Ring can be salvaged into 4 iron ingots
Flint Armor can be salvaged
Flint Shears can be salvaged
Ventium Shears can be salvaged
Copper Armor can be salvaged
Tin Armor can be salvaged
Lead Armor can be salvaged
Silver Armor can be salvaged
Sapphire Armor can be salvaged
Knightmetal Armor can be salvaged
Wooden, Leather, Stone, Copper, Tin, Lead, Iron, Gold, and Diamond Longbows can be salvaged into 3 string; diamond longbow salvage into 2 diamond as well
Cursed Bow can be salvaged into 3 cursed hair
Twin Bow can be salvaged into 6 string
Red Snake (a bow) can be salvaged into 3 string
Haunted Bow can be salvaged into 3 string
Iron Bars can be salvaged (3 iron nuggets)
Gold Bars can be salvaged (3 gold nuggets)
Thallasium Bars can be salvaged (3 thallasium nuggets)
Terminite Bars can be salvaged (3 terminite nuggets)
Vanilla Netherite Armor and Tools can be salvaged (4 netherite scrap for all)
Netherite Horse Armor can be salvaged (4 netherite scrap)
Ftb Quests Missing Item can be salvaged into 1 copper coin
Lucky Rock can be salvaged into 1 Randomite Ore
Beacon salvages into a nether star (Guaranteed)
Stone -> 4 Small Stone Rock
Cobblestone -> 4 Small Cobblestone Rock
Mossy Cobblestone -> 4 Small Mossy Cobblestone Rock
Andesite -> 4 Small Andesite Rock
Diorite -> 4 Small Diorite Rock
Granite -> 4 Small Granite Rock
Sandstone -> 4 Small Sandstone Rock
Red Sandstone -> 4 Small Red Sandstone Rock
Sea Oats -> 1 Oat Seeds
Gold Trapdoor -> 4 Gold Ingots
Thallasium Trapdoor -> 4 Thallasium Ingots
Terminite Trapdoor -> 4 Gold Ingots
Silver Necklace (Atum) -> 3 Silver Nuggets
Golden Necklace (Atum) -> 3 Golden Nuggets
Silver Ring (Atum) -> 3 Silver Nuggets
Golden Ring (Atum) -> 3 Golden Nuggets
Silver Idol (Atum) -> 3 Silver Nuggets
Golden Idol (Atum) -> 3 Golden Nuggets
Silver Brooch (Atum) -> 3 Silver Nuggets
Golden Brooch (Atum) -> 3 Golden Nuggets
Silver Bracelet (Atum) -> 3 Silver Nuggets
Golden Bracelet (Atum) -> 3 Golden Nuggets
Most Tools and Weapons now actually salvage into their materials in addition to sticks
# Xp Bonus for Breeding Animals: All give farming, animals that are harder to breed or harder to find give more xp
Fly: 1 Farming
Cockroach: 2 Farming
Bee: 10 Farming
Rattlesnake: 10 Farming and 10 Endurance
Crab: 15 Farming and 10 Swimming
Raccoon: 20 Farming
Doggytalents Dog: 50 Farming and 25 Combat
Wolf: 40 Farming and 20 Combat
Cat: 30 Farming and 20 Agility
Crocodile: 50 Farming and 20 Endurance
Ocelot: 90 Farming and 30 Wayfaring
Twilight Deer: 25 Farming
Hoglins: 100 Farming and 10 Endurance
Foxhound: 85 Farming and 10 Endurance
Strider: 50 Farming and 10 Wayfaring
Warped Toad: 80 Farming
Mule: 200 Farming
Azulfo (Blue skies everbright): 25 Farming
Snow Leopard: 180 Farming, 50 Wayfaring
Komodo Dragon: 100 Farming, 10 Endurance, and 0.1 Dragon slayer
Tiger: 100 Farming and 60 Smithing
Dragons: 400 Farming and 50 Dragonslayer
#Xp Bonus Kill:
Witch: 10 Magic
Zombie Brute: 15 Combat
Empusa: 20 Combat
Skeleton Druid: 20 Farming
Wandering Trader: 25 Light and 25 Shadow
Red Merchant: 50 Shadow
Ferrous Wroughtnaut: 50 Light and 200 Dungeoneering
Frostmaw: 50 Wayfaring
Foliaath: 10 Combat
Barako, the sun chief: 50 Shadow
Stoneling: 8 Gathering and 8 Mining
Grottol: 25 Gathering and 25 Mining
Naga (Mowzies Mobs): 25 Combat
Herobrine: 50 Light
Swampjaw: 40 Light
Bellringer: 50 Light
Dame Fortuna: 60 Light
Alchemist: 50 Alchemy, 50 Dungeoneer Ing
Summoner: 50 Magic, 50 Dungeoneering
Starlit Crusher: 100 Shadow, 200 Dungeoneering
Arachnarch: 100 Light, 200 Dungeoneering
All Human Companions give 50 Shadow
Masticator (Undergarden): 100 Light
Cave Spiders give 15 Combat and 10 Dungeoneering
Shelterer (Stalwart Dungeons): 100 Combat, 100 Light, 200 Endurance
# Xp Break:
Quartzite Sand: 1 Excavation, 1 Gathering
Shimmer Sand: 1 Excavation, 1 Gathering
Raw Quartz Block: 1 Mining, 1 Gathering
Cobalt Crystal: 5 Mining, 5 Gathering
Mint Crystal: 5 Mining, 5 Gathering
Rose Crystal: 5 Mining, 5 Gathering
Baobab Fruit (block): 5 Farming
Bark Mushroom: 2 Gathering
Glowshroom (Darker Depths): 2 Farming
Glowshroom Block: 2 Farming
Glowshroom Stem: 2 Farming
Natural Cobweb (project vibrant journeys): 5 Gathering
Ripe Orchard Leaves: 5 Farming
Ripe Joshua Leaves: 5 Farming
Berried Juniper Leaves: 10 Farming
Iron Bars: 2 Dungeoneering
Gold Bars: 2.5 Dungeoneering
All 4 Berry Bushes from simple farming: 5 Farming
Pink Cactus Flower: 2 Gathering, 2 Farming
Monster Spawners & Monster Boxes drop even more pmmo xp especially dungeoneering:
60 Combat, Mining, Gathering, Endurance
100 Dungeoneering
# Xp Grow:
Sweet Berries: 6 Farming
Blueberries: 6 Farming
Crimson Berries: 7 Farming
Nightshade Berries: 9 Farming
# Pmmo Rare Mob drops:
Creeper: TNT (1 in 80)
Frozen Zombie (Both Dungeons Mobs & Better Default Biomes): Squash (1 in 40)
Jungle Zombie: Grape (1 in 40)
Zombie Brute: Tomato (Farmer's Delight) (1 in 40)
Enderiophage: Eye of Ender (1 in 6)
Ferrous Wroughtnaut: Diamond Sword (1 in 8)
Furantur: Glyph of Dispel (1 in 400)
Shroomloin: Red Mushroom Cap (1 in 350)
Pillager: Treasure Bag (1 in 120)
Desert Bandit: Treasure Bag (1 in 120)
Archer (Illagers+): Arrow Bundle (1 in 60)
Illager King: Curious Crown (1 in 60)
Alchemist: Satchel of Elixirs (1 in 600)
Summoner: Golem Kit (1 in 600)
Minotaur (Greek Fantasy): Raw Meef (1 in 7)
Gatekeeper: Oak Fence Gate (1 in 1) (get it?)
Swampjaw: Fish Bones (1 in 3)
Mungus: Iron Knife (1 in 12)
# Xp Crafts to reward crafting niche items
Each of the Mushroom Quest drinks give 175 Farming, 125 Alchemy, and 250 Gathering when crafted.
Miso Soup: 50 Farming
Honey Crystal Shield: 25 Farming, 25 Endurance
Healing Salve: 1 Endurance
Plaster: 4 Endurance
Bandage: 5 Endurance
Medkit: 10 Endurance, 15 Alchemy
Enchanted Medkit: 25 Endurance, 25 Alchemy, 25 Magic
Wooden Arrow: 1.5 Archery
Tipped Wooden Arrow: 1.5 Archery
Dynamite: 10 Gathering
Grass Fiber Mesh: 5 Gathering
Mesh: 10 Gathering
Reinforced Mesh: 25 Gathering
Nether Star Hook: 350 Fishing, 350 Swimming
Silver Candelabra: 10 Light
Hemolymph Blaster: 275 Magic
Respawn Anchor: 11 Light, 11 Magic, 11 Endurance
Respawn Obelisk: 33 Light, 33 Magic, 33 Endurance
Lodestone: 25 Wayfaring
Filalux Lantern: 15 Light
Encased Smoker: 20 Endurance
Encased Fire Jet: 20 Endurance
Bellows: 10 Agility
Rich Soul Soil Planter: 30 Farming
Buzzier Bees Scented Candles: 8 Farming, 8 Magic
Tooth Lantern: 2 Fishing, 2 Light
Farmers Delight Large Meals (Roast Chicken, Stuffed Pumpkin, Honey Glazed Ham, Shepherd's Pie): 50 Farming
Twilight Delight Lily Chicken: 50 Farming
Hoglin Mount: 35 Combat, 35 Endurance
Raw Stuffed Hoglin: 65 Farming
Reinforced Watering Can: 20 Farming
Swamp Didgeridoo: 10 Farming
# The Hardcore Update (by @recyclingtiger)
Changed hardcore mode to be actually a harder difficulty and not just "you only have 1 life"
These features can be enabled by creating a new Hardcore world.
Most of these changes will only apply in a new hardcore world, or if you die in an existing hardcore world.
-You can now respawn in hardcore mode, as long as you still have soul crystals. Lose all 9 and you can no longer respawn.
-Quests in the quest book that tell you how to play (Features|Mechanics) are automatically completed.
-You start with the Ring of Seven curses from the very beginning. You can never remove it even with the unholy stone, if you try to a new one will be automatically equipped when you respawn.
-Start with 60 seconds of invulnerability to prevent being spawn camped by neutral mobs
-Greatly Reduced Natural Health Regeneration
-Friendly Fire is disabled.
# Dungeoncrawl Revamp (by @recyclingtiger)
Changed the loot in dungeoncrawl chests:
Added Flint, Copper, Tin, Lead, Silver, and Sapphire ingots/gems/nuggets
Flint, Copper, Tin, Lead, Silver, and Sapphire tools and armor replace the vanilla tools and armor.
The mobs also spawn with gear made of flint, copper, tin, lead, silver and sapphire.
It can also have flint paxels.
Farmer's Delight food added to the dungeon.
Salve/Plaster/Bandage/ will spawn in the dungeon.
-New Affix Items! These are much more balanced than the apotheosis ones. These items revolve around a niche gimmick to become very powerful.
They are extremely rare in the standard floor 1-5 chests, but 1 is guaranteed to spawn in secret rooms...
-7 New Potions can be found in the dungeon! 4 of which are already seen in the quest shop, but also 2 new ones.
Floor 1 Supply chest (the room with the lime bed) will always contain a healing item and navigation tools to assist the player as they delve into the dungeon.
Condition-based loot: Some loot appears more often or stops appearing depending on the player's current advancements.
For example if the player has reached the nether, earlygame tools and common mob loot like rotten flesh and bones will stop spawning and enchanted books will appear more often.
Dungeons gear stuff spawn very rarely in the lower floor chests:
Floor 2: Weapons, Armor, 5% Chance to be enchanted. Stops spawning for players that have reached the end dimension.
Floor 3: Weapons, Armor, 15% Chance to be enchanted. Stops spawning for players that have reached the end dimension.
Floor 4: Weapons, Armor, Artifacts, 45% Chance to be enchanted. Can have treasure enchantments.
Floor 5: Weapons, Armor, Artifacts, 70% Chance to be enchanted. Can have treasure enchantments.
Final Treasure chests (the center of floor 5) contain gear with apotheosis affixes. These affixes should be much more balanced than the affixes dropped elsewhere
Coins can appear in the roguelike dungeon loot, from copper to gold.
Buddycard Packs can appear in roguelike dungeons. Regular in first few floors, Byg packs in lower floors, Nether pack in final floor.
Jungle Zombies and Mossy Skeletons can spawn on floors 3 and 4. They don't have equipment, unsure how to fix that so they are rarer than normal variants.
Mobs in the Roguelike Dungeons can spawn with some modded effects. This does also indirectly reduce the chance of them spawning with the vanilla Strength and Speed effects
In floor 1 they can rarely spawn with debuffs instead like taking extra knockback or weakened armor.
-Some previously unobtainable biomes you go stuff are found in the floor 3 chests
-The Bottom floor of roguelike dungeons now uses gold bars instead of iron bars
-Added new dungeon themes; these have a chance to spawn instead of the normal floors.
Floor 3:
-Frozen: Snow and Slate make up the walls of this dungeon.
-Glowshroom Grotto: The rooms here are lit up thanks to the glowshrooms, but watch out for the poisonous waters!
Floor 4:
-Deserted: The vines here have dried out and the corridors are redder than usual...
Floor 5:
-Warped: The stage will sometimes be comprised of blue nether blocks instead of red!
Misc loot changes:
Removed Random emerald ingot replacing emeralds in loot
Fixed Dungeons Arise Mushroom House bottom 3's loot barrel being empty; it now uses dungeon crawl's stage 3's loot.
# Changes to item attributes (by @recyclingtiger )
Weapons with permanent damage attributes changed through script no longer show the "+-X attack damage" on them.
Fixed Buddysteel Sword's +1 damage buff causing its damage to not change when it gained Card Power
Increased Perfect Buddysteel Sword damage by 1.5
Removed Reach Penalty on spawners as it messes with creative mode players and spawn eggs cannot be used on spawners in survival anymore thanks to another script.
Infused Arc Sword now deals 3x damage when charged instead of 2x, tooltips relating to this (quest and jei info) adjusted as well.
Netherite Shield and all its upgrades also gain triple durability similar to the netherite bows, tag generalized into has_durability_boost
- Lead and Silver Equipment Changes
Both have been moved up to be stronger but have higher requirements, with lead filling the large progression gap between iron and diamond and silver having more extra bonuses vs undead
+Removed the -25% Attack Speed Penalty on all Mystical World Lead Tools & Weapons
+All Lead Spartan Weapons gain +1.25 more base damage than before, or 7.75 base damage. This makes lead have slightly higher dps than iron while still lower dps than diamond due to the attack speed penalty.
+Increased the durability of Lead Spartan Weapons to be the same as Mystical World's Lead Tools (240 durability -> 650)
+Lead Spartan Shields durability buffed from 480 to 760
+Lead Chestplate has +1 Armor. All Lead Armor has +0.5 Armor Toughness, and magic resistance increased by +3% per piece. Gravity increase changed from +5% to +4%.
+Lead Shovel & Hoe Combat Requirements changed to 1
+Lead Armor boosts Endurance Xp by 2% each
-Lead Armor Endurance Requirements changed to 25 (was 22)
-Lead Sword, Axe, and Lead Spartan Weapons Combat Requirements changed to 30 (was 20)
+Silver Sword & Axe from Ice and fire gain +1 extra damage against undead, now +3 total
+Silver Sword from Ice and fire gains +0.5 attack damage, axe gains +1 attack damage (now 5.5 for sword and 8 for axe)
+Silver Sword, Axe Combat req. changed to 20 (was 25)
+Silver Shovel Combat req. changed to 1
+Silver Shield Durability buffed from 216 to 525
+Silver Armor gives +5% Light for each piece
-Silver Armor Endurance Requirements changed to 10 (was 8)
-Spartan Weaponry Silver Combat Requirements changed to 20 (was 17)
Both Lead and Silver Ore veins are slightly larger, having up to 1 more ore
# Blacklisted Mirroring effect from tombstone (by @recyclingtiger)
Greek Fantasy gorgons are disabled from spawning so the effect is useless; disabling this to prevent confusion with the ice and fire gorgons like in Issue #410
# No more snowball throwing endermen (by @recyclingtiger)
Prevented Spiders, Pillagers and Endermen from being able to throw snowballs
# Greatly increased ice and fire troll spawn rate again (by @recyclingtiger)
Enabled Trolls to spawn in the darker depths cave biomes
Increased Spawn weight from 45 to 60
Set the troll's double check spawn chance to its minimum
# Doubled the XP rewards on all gateways (by @recyclingtiger)
All gateways give double time per wave
# Fix milk bottle recipe not accepting vanilla milk bucket (by @recyclingtiger)
vanilla milk bucket used to have the #forge:buckets/milk tag but it doesn't anymore
# no ue curses on infusion shelves (by @recyclingtiger)
# Made the t4 champion new rare book drop significantly rarer (by @recyclingtiger)
# "Fixed" Tier 6 Champions enchanted books having their bonus enchantment applied instead of a stored enchantment (by @recyclingtiger)
Hard to explain in a short title, basically enchanted books store their enchantments in a different part of their nbt so the enchantments don't actually work when attacking with the book, and so the player can apply it to equipment. However the book was getting the mending enchantments applied to it directly instead so it couldn't be applied to equipment without disenchanting it first.
Now tier 5/6 champions drop apotheosis tomes instead, right-clicking with them turns them into an enchanted book. This also has the benefit of similar enchantments appearing on the same book, like the weapons tome will only have weapon enchantments, meaning splitting the book is less likely to be needed.
This also madHard to explain in a short title, basically enchanted books store their enchantments in a different part of their nbt so the enchantments don't actually work when attacking with the book, and so the player can apply it to equipment. However the book was getting the mending enchantments applied to it directly instead so it couldn't be applied to equipment without disenchanting it first.
Now tier 5/6 champions drop apotheosis tomes instead, right-clicking with them turns them into an enchanted book. This also has the benefit of similar enchantments appearing on the same book, like the weapons tome will only have weapon enchantments, meaning splitting the book is less likely to be needed.
Also added a new book drop to tier 4 champions
# Removed Pmmo biome_mob_multiplier (by @recyclingtiger)
this made mobs stronger or weaker in certain biomes; in particular nether and end mobs were insanely powerful with this
# Second Chance now also protects players from getting one-shot by magic and player attacks (by @recyclingtiger)
Second Chance, the one-shot protection mod, can now trigger on magic damage and player attacks.
This is to prevent instant death from things like dread liches or mobs with the magical blade enchantment.
It can also trigger against player attacks reducing the chance of "accidents" happening while exploring alongside someone with strong area spells.
# Should fix nonplayer entities breaking everything when using an item (by @recyclingtiger)
# Roughtweaks Healing Item buffs (by @recyclingtiger)
Healing items from rough tweaks are more useful now, and each provides different use cases:
-Salves and Plasters can be used for a quick heal
-Bandages can be used to cure bleeding with a moderate heal
-Medkits provide bleed immunity and are very durable with slow healing
All healing items from rough tweaks can be used twice as fast
Bandages, Med kits and Enchanted Med Kits cure bleeding when used
Plaster uses increased by 1 (now 5) and heals for 0.5 more health (now 1.5 or 3/4ths of a heart)
Bandage uses increased by 2 (now 8)
Medkit and Enchanted Medkit uses increased by 16 (now 32)
Med Kits grant bleeding immunity for 1 minute when used, enchanted grants 2 minutes of bleeding immunity
# added localization for trying to use the now-disabled familiar stone (by @recyclingtiger)
and also added a bunch of lolcat localization for enchantments and quest menu cause why not
# No more Familiar Stone
# More Champion Nerfs (by @recyclingtiger)
*Requires serverconfig reset!*
Tier 2+ champions nerfed greatly:
Tier 2: 4x stats -> 2x stats
Tier 3: 8x stats -> 4x stats
Tier 4: 16x stats -> 8x stats
Tier 5: 32x stats -> 16x stats
Tier 6: 64x stats -> 32x stats
Champions with the Paralyze Trait's chance to paralyze lowered from 20% to 10%
Hasty champion modifier speed nerfed from +0.15 speed to +0.1
Nerfed Champion Loot Multiplier:
Tier 3: up to 4x loot -> up to 3x loot
Tier 4: up to 8x loot -> up to 6x loot
Tier 5: up to 16x loot -> up to 12x loot
Tier 6: up to 32x loot -> up to 24x loot