- check_circle Advancements
- check_circle Functions
- check_circle Loot Tables
Published Dec 7th, 2022, 12/7/22 3:17 pm
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Required Resource Pack
3
This is an unofficial fan project based on the Mistborn series of books written by Brandon Sanderson.
In this project, I've adapted Feruchemy (from the Mistborn series of books) into a survival and multiplayer friendly Minecraft datapack.
One example is the metal pewter, which can be used to store strength. A Feruchemist can store strength into a piece of pewter, becoming noticeably weaker until they stop storing. Then, they could tap that strength out of the metalmind, becoming noticeably stronger. They can even vary the rate at which they store or tap, making themselves just a little bit weaker over a long period of time so that they can become significantly stronger for a few minutes.
Datapack Contents
Once a metalmind has been acquired, it can be placed in the players offhand slot to use. While wearing it, crouch and right-click to start storing, or right-click without crouching to start tapping. Each metalmind has two different speeds for storing and tapping, with different effects for each. The damage bar on the item will indicate how full the metalmind is.
The Metalminds
* Effect only active when not at max health/hunger
** Guaranteed loot
There are a total of 16 advancements, including:
1 root advancement - obtained when any metalmind is found
8 metalmind acquired advancements - one for each type of metalmind
6 metalmind challenges - goal revealed when the appropriate metalmind is discovered
1 hidden advancement - awarded to those who try to cheat the system :P
Give metalmind (replace "copper" with desired metalmind):
Set durability (with metalmind in offhand, set score anywhere from 0 to 100):
In this project, I've adapted Feruchemy (from the Mistborn series of books) into a survival and multiplayer friendly Minecraft datapack.
What is Feruchemy? (Spoiler-Free Summary)
In the world of Mistborn, certain people (called Feruchemists) can store attributes of themselves in pieces of metal. There are a variety of metals that can be used, and each one stores a different attribute. Later, the Feruchemist can draw upon the stored attribute. A piece of metal that a Feruchemist has stored an attribute in is called a "metalmind," but can also be referred to as the specific type of metal (i.e. coppermind or pewtermind).One example is the metal pewter, which can be used to store strength. A Feruchemist can store strength into a piece of pewter, becoming noticeably weaker until they stop storing. Then, they could tap that strength out of the metalmind, becoming noticeably stronger. They can even vary the rate at which they store or tap, making themselves just a little bit weaker over a long period of time so that they can become significantly stronger for a few minutes.
Datapack Contents
Overview
In the datapack, instead of being able to use any piece of metal, rare metallic bracers that can be found in loot chests are required to use Feruchemy. Additionally, these artifacts aren't tied to a single person, but can be shared amongst players, and only one can be used (per player) at a time.Bands of Mourning (Book 6) Spoiler
The artifacts in this datapack are essentially the same as the Southern medallions revealed in Bands of Mourning.
Once a metalmind has been acquired, it can be placed in the players offhand slot to use. While wearing it, crouch and right-click to start storing, or right-click without crouching to start tapping. Each metalmind has two different speeds for storing and tapping, with different effects for each. The damage bar on the item will indicate how full the metalmind is.
The Metalminds
Metal | Description | Location | Store x1 Effect | Store x2 Effect | Tap x1 Effect | Tap x2 Effect |
Pewter | Strength | Simple Dungeon | Weakness II | Weakness IV Mining Fatigue | Strength II | Strength IV Haste |
Steel | Speed | Simple Dungeon | Slowness III | Slowness VI | Speed III | Speed VI |
Tin | Senses | Pillager Outpost | Darkness | Darkness Blindness | Night Vision | N/A |
Gold | Health | Desert Pyramid | Poison II | Poison IV | Regeneration I* | Regeneration II* |
Bendalloy | Energy | Buried Treasure | Hunger (33) | Hunger (65) | Saturation (33)* | Saturation (65)* |
Iron | Weight | End City | Jump Boost II | Jump Boost IV Slow Falling II | Jump Boost 254 (.75 block max) | Jump Boost 255 (.125 block max) |
Copper | Memories | Stronghold Library** | Drains XP | Drains XP (faster) | Gives XP | Gives XP (faster) |
Nicrosil | Investiture (Magic) | Ancient City | Copy enchantment from mainhand to metalmind | N/A | Copy enchantment from metalmind to mainhand | N/A |
* Effect only active when not at max health/hunger
** Guaranteed loot
Advancements
There are advancements for finding each of the metalminds the first time, as well as some challenges to complete once you have them.There are a total of 16 advancements, including:
1 root advancement - obtained when any metalmind is found
8 metalmind acquired advancements - one for each type of metalmind
6 metalmind challenges - goal revealed when the appropriate metalmind is discovered
1 hidden advancement - awarded to those who try to cheat the system :P
Commands
Just want to play around for a bit with the metalminds but don't want to dig too deep into the code? Here are some commands to get you started:Give metalmind (replace "copper" with desired metalmind):
/loot give @s loot feruchemy:copper_metalmind
Set durability (with metalmind in offhand, set score anywhere from 0 to 100):
/scoreboard players set @s feru_durability 50
/item modify entity @s weapon.offhand feruchemy:set_durability
Resource Pack
For the best experience, please use the included resource pack! Otherwise you're just going to be running around with a fungus-on-a-stick everywhere you go...Support
If you have any questions, post them here or on my Discord server: https://discord.gg/Vr9vfP6EqHCompatibility | Minecraft 1.19 |
Tags |
tools/tracking
5790734
119
feruchemy
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make surgebinding data pack next >:)
If you're open to suggestions, here are some just from playing the pack out a little.
Add a brass metalmind. When you're filling it you get the frosted screen effect from standing in powder snow for too long but you are immune to fire! When you empty it, you get lit on fire every few seconds or take some other form of heat-related damage.
Add an cadmium metalmind. When filling you take drowning damage but when drawing from it you can breath underwater or perhaps be immune to suffocation damage.
I haven't made a datapack myself yet so i'm unsure if these ideas are impossible...but maybe not. I'll be curious to hear your thoughts.
I also want to get Duralumin (Connection) working in a way that modifies villager trade prices, but I'd want it to be more like Nicrosil, where you have to take a number of bad trades to get good trades instead of just being time based.
I'm also thinking of making Aluminum (Identity) allow the users to de-aggro nearby mobs by storing, but then aggro nearby mobs again when tapping.