Minecraft Mods

Mindthemood's Bits Bobs & Buildings (Amazing Archeology)

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Mindthemoods's Avatar Mindthemoods
Level 39 : Artisan Scribe
33
This mod began as a quest to add Archeology to the game in a way that made sense. One thing led to another, and it's become quite a bit more than that; more of a menagerie of interconnected ideas, in the same spirit as Quark. I still claim that everything added is loosely based around the premise of an Archeology system, but you'll have to judge for yourself. The idea of the mod, (a WORK IN PROGRESS structure/archeology overhaul, which may one day be the centerpiece of my marvelous modpack), is as follows:
  • An Archeology System through which players can obtain vanilla loot throughout the world; as well as some new and mildly interesting stuff.
  • An Artificery System, in which players can combine machine parts they've found in Archeology to make cool new gadgets and gizmos.
  • Overhauled Vanilla Structures, adding modded elements to existing structures, while trying to keep the Vanilla feel. Eventually, every Vanilla structure will be replaced with a more detailed, procedurally generated version. At the moment, I'm maybe about 65% there, give or take.
  • And a bunch of other stuff loosely related to the first three premise; including decorative pottery; new golems, new weapons with unique functions, new traps for the updated structures; new redstone components based on the machinery items; and plenty more to boot!



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  • Starting with Version 7; GECKOLIB IS REQUIRED for custom entity animations. Download the latest version if you don't already have it for other mods.
  • Custom Structures DO NOT replace Vanilla structures, but can safely generate alongside them. If you only want custom structures, you can disable Naturally Generated structures when making a new world. (Dungeons are a notable exception- these generate regardless of whether you turn off naturally generated structures. If they really annoy you though, I made a datapack to get rid of them.)
  • As structures are still a work in progress and subject to change, they are currently disabled by default. You can enable their generation using the DoCustomStructures gamerule.
  • This mod should generally work smoothly. That being said, lower end computers may have some performance drop loading in new chunks, as some bigger structures, (such as the mansion), are a bit tricky to generate quickly. Expect larger structures to take a couple seconds to load in; this is a deliberate step to avoid serious performance drops.
  • Also check out 'Mindthemood's Miscellaneous' on PlanetMC or Curseforge for Stay-True compatibility.
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So far, Dungeons, Witch Huts, Mineshafts, Igloos, Ocean Ruins, Trail Ruins, Shipwrecks, Ruined Portals, Woodland Mansions, Jungle Temples, Desert Pyramids, and All Villages have been completely overhauled. More are planned.

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For more detailed information about the different mechanics, decorations, weapons/tools, golems, totems, music discs, etc; be sure to check out the Curseforge page! Also check out 'Mindthemood's Circuitry' if you want redstone machinery, iron golems, and guardians to have similar textures to new gadgets and gizmos, and 'Mindthemood's Dungeon Removal Committee' if you want to get rid of dungeons, which somehow generate regardless of whether or not you turn structures off.
CreditMy thanks to Pixabay, (In particular Audio Papkin's amazing sci-fi SFX), for providing dozens of samples for custom sound effects.
Progress80% complete
Game VersionMinecraft 1.20.1
Tags

12 Update Logs

Update #12 : by Mindthemoods 01/24/2024 5:46:04 pmJan 24th

  • Added the Desert Pyramid. It's very big, very sandy, and filled with a variety of explosive traps and puzzles. Watch your step.
  • Added Creeplings, larval creepers to infest the desert pyramid and discourage tunneling.
  • Completly overhauled the entire structure generation system. (Again, these are still in development, and disabled by default. They may be a little unbalanced in their current state.)
  • Added more configuration options for structure generation.
  • Added Sinking Sand, a new hazard unique to the desert and the desert temple. It drains hunger rapidly, is difficult to get out of, converts zombies to husks, and has a cool animation.
  • Completely overhauled the artificery system to handle charge and durability separately. And added new textures for every single artificery object to compensate.
  • All glowing textures are now built in, and should function with optifine, regardless of whether or not the resource pack is installed.
  • Dungeon override is now built into the mod by default. (Apologies for anyone who liked the vanilla dungeons.)
  • Added Endorite Tiles, a new endorite block that phases into non-solidity on contact.
  • Added the Hookshot, a grapling hook item, and its more powerful cousin, the Warpshot.
  • ...And lots of other random additions, tweaks, and bugfixes.
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