Minecraft / Mods

Conquest Reforged - Over 6000 new blocks, 3D models, Survival, and more! (Forge 1.9.4-1.12.2)

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avatar Origines
Level 72 : Legendary Architect
886




The Conquest Reforged Mod features thousands of new blocks and a full overhaul of terrain generation to revolutionize your Minecraft experience. Introducing with an array of new and improved tools, building with Conquest Reforged is more seamless and convenient than ever. Unleash your creativity and survive an immersive world to build something unrivaled by the rest of Minecraft.


For more information visit our Website where we have more in depth details on mod content, FAQs, Servers, Video-creators and other goodies.

Become Part of our Community on the Official Discord server where you can get technical support, ask the developers questions, suggest features, show off and discuss your worlds/builds.


Credits

CreditConquest Reforged Development Team
Progress40% complete
Game VersionMinecraft 1.10
Tags

46 Update Logs

Update #46 : 05/26/2018 2:38:27 amMay 26th, 2018

Bug-fix Release: v3.0.2

-fixed chisel duplication

-tweaked horizontal carved spruce recipe to give 3 items

-fixed wood_full_7 barrel drops

-can walk through thin and thick clouds

-added empty/without-fruit textures for berry bushes and hemp

-updated brass knob model

-updated hand cart model

-added back ninth painting

-fixed stone_corner_12 rotation

-fixed a number of missing particle textures

-mod blocks with appropriate material can burn now

-vanilla paintings placed with GUI persist now

-nether quartz spawns in the nether again

-improved fence and wall connection (faces & blocks to which they connect)
LOAD MORE LOGS

838 replies

3
05/18/2019 4:29 am
Level 26 : Expert Architect
CreativeRealms
Update from the devs on the mods status for those of you who are wondering and who haven't seen it in the CR Discord server:

Hey everyone, I want to give a quick update on the status of the mod’s development and some information regarding the long wait for 1.13 Conquest Reforged.

We’re still here developing (coding, making textures, models), and plan on updating the mod to the latest versions of the game as soon as possible. However, we’re faced with a few brick walls from Forge and Optifine that prevent us from moving forward towards a release. We don’t plan on updating Conquest Reforged for 1.12.2 as this would simply make the move to 1.13/1.14 more difficult.
First, last year Forge was promising to remove the Block ID limit (as this is what Mojang has done with Minecraft) and was recommending that mod developers abandon metadata completely. For us, this is mostly a relief, as getting rid of metadata enables us to use systems, we’ve developed to making the implementation of new blocks faster than ever before. However, Forge’s old limits remain in place despite these plans. A removal of the limits has been proposed but not yet accepted here: https://github.com/MinecraftForge/MinecraftForge/pull/5531

Forge 1.13 is still in beta, so waiting on this change to Forge is still worth it for us as it makes everything regarding the mod far easier to manage (metadata really is not efficient to work with). Forge has also begun development on their 1.14 release and has pretty much abandoned 1.13. So, at this rate, it seems likely that 1.13 may be skipped by Conquest Reforged, with the latest upcoming release being on 1.14.

Secondly, Forge has changed so much that Optifine cannot run as it did before. Forge cannot load Optifine from the mods folder at the moment, and the developer of Optifine is awaiting a change from the Forge team to resolve this issue. If you’re interested in more information, here is the source: https://www.reddit.com/r/Optifine/comments/bjbczu/optifine_1132_and_forge_compatibility/(edited)
Obviously, with Conquest in general being so dependent on Optifine, this is something we need to wait on.
So that’s the situation. There’s no estimate for when a release for 1.13/1.14 will be out as these issues are completely out of our control. The wait has been especially frustrating for us, as we’d much prefer to see our work come together and be enjoyed by you all sooner rather than later. Thank you all for bearing with us. And of course, a big shout out to our patrons who have been supporting us even while we’ve been hindered by these issues. It means a lot that even while updates have been hard to come by, you enjoy Conquest Reforged enough to still aid us.
Tl;dr: Forge and Optifine are preventing us from updating. No estimates for Conquest Reforged update as this is out of our control right now. We may go straight to Minecraft 1.14.
1
05/01/2019 2:02 am
Level 40 : Master Mage
Glymi
1.14 ?)
1
04/11/2019 12:14 am
Level 47 : Master Electrician
okrzysztof
very great mod
1
03/29/2019 7:04 pm
Level 6 : Apprentice Artist
Evoken
Are you guys working on 1.13 update or you gonna skip it? Like you did with the 1.11 version ^^
1
03/29/2019 11:38 pm
Level 72 : Legendary Architect
Origines
We'd like to get a 1.13 update out, but it all depends on whether Forge and Optifine are ready for 1.13. Forge currently has some crucial features and areas missing that prevent Optifine from loading and us from adding in thousands of blocks effectively.

So yeah, it is possible that we will skip 1.13 if Optifine and Forge aren't ready soon and are able to update to 1.14 quickly.
1
02/03/2019 9:32 am
Level 1 : New Miner
Harrysteve06
Hi Origines
I was wondering if you could add a plain gold texture other then the chiseled one and bricks of different colours.
It would make building a lot easier.
And some other things: why aren't there white/yellow etc.. cristals? It is a pity not having cristals of all the colours!Also, could you add a plain texture for all tipes of glass,like without any decorations ,similiar to vanilla mc but better?
Thank you for your time and keep up! You're doing an amazing job
1
12/16/2018 10:37 pm
Level 6 : Apprentice Artist
Evoken
Hello guys. Im wondering if you guys are planing to make an update to 1.12 before forge will work on 1.13? Or will you update the 1.12 version along with 1.13 because me and many of us will still use 1.12 because of modifications :) The 1.12 version rocks and i hope for some cool looking models and textures which i could use on 1.12 too. Have a nice day :)
1
12/17/2018 12:48 am
Level 72 : Legendary Architect
Origines
No, sorry. Developing for 1.12 is too time consuming. The flattening in 1.13 is going to save us many hours and get rid of a great deal of tedium.
1
12/17/2018 9:15 am
Level 6 : Apprentice Artist
Evoken
Ok then... thanks for answer :)
1
11/29/2018 2:57 pm
Level 1 : New Miner
Harrysteve06
Dear Origines.
I wanted to use the mod for a minecraft Harry Potter themed server.
I have already asked monsterfish about the texture and now I am here to ask you about the mod; could I use it?
Naturally I will give you credits and put the link to the original pack on the server's lobby, were everyone can see it.
See your reply soon and keep up, you' re doing a fantastic job
1
11/30/2018 12:00 pm
Level 72 : Legendary Architect
Origines
Feel free to run the mod on your server, but do not redistribute it.
1
11/30/2018 12:09 pm
Level 1 : New Miner
Harrysteve06
Ok thanks
1
11/27/2018 2:31 pm
Level 1 : New Miner
Gigglepixie
hey it's me again. Sorry for being a pain, but I can't find any answer on the web - since I got rid of the Conquest resourcepack, I have no more bettergrassandleaves. Although it's clearly inside the Reforged pack. I am very confused; there is no button to enable/disable this as far as I can see?
1
11/28/2018 1:25 am
Level 72 : Legendary Architect
Origines
Install the better foliage mod if you want the better looking leaves and grass
1
11/28/2018 6:53 am
Level 1 : New Miner
Gigglepixie
Thanks, that helped :) For anyone reading (and needing this info), forgelin must also be installed, otherwise Better Foliage crashes the game on startup.
1
11/24/2018 7:30 am
Level 1 : New Miner
Gigglepixie
hi! I switched to your mod because it is awesome. I have a problem though; my conquest tree leaves appear white. What can I do? It's not a shader problem and I can't find anything in the general video settings. I have Optifine and am playing on 1.12.2.
1
11/24/2018 12:20 pm
Level 72 : Legendary Architect
Origines
Sounds like you're using the Conquest resourcepack instead of the Conquest Reforged resourcepack (download on our website and in the installation instructions)
1
11/25/2018 6:07 am
Level 1 : New Miner
Gigglepixie
Yep, that was totally what I was doing. Thanks a lot! And thanks for the quick reply! :)
1
11/22/2018 10:45 am
Level 5 : Apprentice Mage
kanna172014
Didn't you have 1.13 out earlier this month? I downloaded it and saved it but it's gone now.
1
11/22/2018 4:06 pm
Level 72 : Legendary Architect
Origines
No, forge 1.13 isn't even out yet.
1
11/22/2018 5:11 pm
Level 5 : Apprentice Mage
kanna172014
Huh, then what in the world did I download?
1
11/23/2018 2:10 am
Level 72 : Legendary Architect
Origines
Probably the 1.13 Conquest resourcepack or a fake download of Conquest Reforged.
1
10/30/2018 1:54 pm
Level 1 : New Miner
vancraneal
Bonjour, j'ai le problème suivant : lorsque je place un tableau, il disparait lorsque je quitte et recharge la map = / auriez vous une solution ?
merci
1
10/30/2018 6:59 pm
Level 72 : Legendary Architect
Origines
That is a strange problem. Is it just the table block that disappears, or do other blocks disappear as well? Do you have other mods installed? Are you playing on a multiplayer server or singleplayer?
1
10/30/2018 8:23 pm
Level 1 : New Miner
vancraneal

Merci pour la réponse, c'est seulement le block des tableaux de peinture qui disparait lorsque je recharge ma partie. je suis en singleplayer, mes mods : world edit, worldedit CUI, conquest reforged, JEI, NEI, morecommands,optifine





j'ai trouvé une alternative : si je n'actionne pas la touche c pour visionner les différents tableaux et que je le pose ensuite le tableau ne disparait pas. Il faut que je le pose sans actionner la touche c, et en cherchant la variante désirée aléatoirement. mais c'est plus contraignant = /

1
11/02/2018 11:33 am
Level 72 : Legendary Architect
Origines
I think there might be some difficulty in translation. If paintings are disappearing, you should make sure you're on the very latest version of CR as that was an issue a while ago.
1
10/28/2018 2:53 pm
Level 1 : New Miner
AzProxy
Bonjour j'ai vraiment bien aimé le mod le principe est correct et ça part d'une bonne intention. Mais se que je trouve dommage c'est que les textures ne se connectent pas ( même avec le mod CTM ) et aussi que certaines blocs n'ont pas d'effets 3d se qui les rendent pas très beaux comme "Raven 5639" "Corpse 5207" "Pig on a Spit 5504" etc... Sinon il reste génial malgré quelques petits défauts. Bonne continuation!
1
10/29/2018 10:21 am
Level 72 : Legendary Architect
Origines
To get connected textures working, you need to install Optifine and use the Conquest Reforged resourcepack (a separate download from the mod .jar).
1
10/29/2018 10:59 am
Level 1 : New Miner
AzProxy
Oui c'est se que j'avais déjà fait, mais rien ça se connectent pas quand même alors que j'ai activé "Connected textures : Fancy" dans l'option graphiques.
1
10/29/2018 4:46 pm
Level 72 : Legendary Architect
Origines
In that case there is either something wrong with your world save or with you using the correct resourcepack (from our website/curseforge) and enabling it.

If you have any other mods that add blocks, this will likely break connected textures unless you press f3+t as the order in which textures are loaded on startup is different from what they ought to be when you enter the world save.
1
09/30/2018 2:40 pm
Level 1 : New Miner
darkone78
here is the truth of this mod scroll down some once on this page and read I won't download this mod as it is a copy of rebellion https://www.planetminecraft.com/texture_pack/rebellion-32x32-medieval/


1
09/30/2018 9:13 pm
Level 72 : Legendary Architect
Origines
The creator of Rebellion joined our dev-team, so yes, we do use some models that were in Rebellion.
1
09/30/2018 1:24 pm
Level 6 : Apprentice Artist
Evoken
Hey if its possible to know, are you planing release a 1.13 version of this in this year? Also i want to ask, is patreon the only way to donate and thank you for your work guys?
1
09/30/2018 9:46 pm
Level 72 : Legendary Architect
Origines
Definitely. 1.13 holds some very exciting changes that will make development for CR easier. We just need to wait for the Forge modding API to finish updating to 1.13.

Thanks for your interest in donating. Donations are a big motivator and allow us to devote more time to development as well as pay for mod related expenses. We only have Patreon set up for donations right now. Is there a reason Patreon wouldn't be convenient?
1
10/01/2018 8:53 am
Level 6 : Apprentice Artist
Evoken
About donations, i just wanted to ask if i could donate faster or something becasue i guess i will have to create some kind of account on patreon in order to donate. But nvm i just saw Tier3 patron reward. Since im not playing on servers, can i ask what will the exclusive acces look like?
1
10/01/2018 10:17 am
Level 72 : Legendary Architect
Origines
The latest exclusive access, when it will be available, basically will allow you to play CR for 1.13 before everyone else and experience all the new additions ahead of time.
1
09/24/2018 1:59 pm
Level 1 : New Crafter
Creeperomin
Umm I can't find any castle or thousands of roads that are showed in intro. Stones and mobs are not changed. Maybe it's bug or something...
1
09/24/2018 2:39 pm
Level 72 : Legendary Architect
Origines
The video is a showcase of what you can build, not what generates.
1
08/29/2018 7:04 am
Level 1 : New Crafter
FozzyBear
This mod is sick😀! I do have a quick question. When I downloaded this for 1.12.2 and loaded it with forge everything went fine but when I try to play it on creative local (not online or for making server world just shits and giggles) it will say "shutting down server and take me to the server screen as if I were online. Any help would be appreciated. I have the bad ass castle map Oakhold and want to incorporate a more mideval feel to it.­
1
08/27/2018 11:36 am
Level 34 : Artisan Zombie
Woowz11
Эхх, круто вы рисуете, если честно я ваш кумир), и ещё если не сложно ответить, в какой программе вы рисуете? и вы одни рисуете или в какой-то группе?
1
08/27/2018 4:25 pm
Level 72 : Legendary Architect
Origines

If Google translate is right, we use photoshop and do each texture individually.

1
08/16/2018 12:26 pm
Level 1 : New Explorer
Artres
Haha, I feel like I'm becoming a regular here. ^^"

Anyway, I've noticed that snow cover seems to pile up on a number of stairs from this mod (examples of which are the Oak Planks 1 Stairs, Reinforced Oak Planks Stairs, Pine Planks Stairs, White Planks Stairs, etc). It might just be all the stairs as far as I know, but it only seems to occur for Conquest and because of the way snow cover floats above these stairs, a lot of buildings myself and my friends have built look really odd and unnatural because of it (especially since vanilla wood and wood from all other installed mods don't seem to have this happen).

To get to the point... Is there any way to disable this? Or potential for a patch to fix this (if it's considered a bug)?

Thanks for your time as usual, Origines. I really appreciate your help as usual.
1
08/16/2018 2:51 pm
Level 72 : Legendary Architect
Origines
You can do /gamerule doWeatherCycle false to disable snow/rain.
To be honest I don't plan on updating 1.12 unless there are truly game-breaking bugs that show up. I'll be waiting until 1.13 as it involves a total rewrite that'll get rid of old issues and probably introduce new ones to be solved.
1
08/09/2018 2:39 pm
Level 1 : New Explorer
Artres
Another question. Is the any way to set it up so I can get only one of the three types of tree that grows from a pine sapling. I really prefer a certain type, and there doesn't seem to be a config to be able to set percentages or ratios (unless I'm just blind). I use WorldEdit as a mod as well if that route somehow provides the answer. As usual, thanks in advance no matter the response!
1
08/09/2018 7:34 pm
Level 72 : Legendary Architect
Origines
You could open the mod .jar with 7zip, go into the resources, and get the tree structure files. You'd have to use structure blocks to spawn the trees.
1
08/10/2018 4:00 pm
Level 1 : New Explorer
Artres
Ah, okay. They're .nbt files so I'm not sure how to exactly use them but I imagine i'll figure it out. Thank you once again!
1
07/29/2018 10:19 pm
Level 1 : New Explorer
Artres
Hey! I specifically upgraded all the way from 1.7.10 after years mostly because of all the content found within this great mod. (I mean seriously, how could pass up 6000+ blocks? XD)

I've got a question to ask whilst I'm here anyway. Having installed the Conquest Resource Pack that comes with Conquest Reforged, I realized glass seems to connect with other blocks. To give a specific example, I have a few custom crates in front of a glass pane window, and the glass seems to be extruding and connecting with the crates which seems weird. I used to use Artesian's Dawn for 1.7.10 and I've checked 1.12.2 default MC textures. Neither of which seem to do this.

If you don't mind me asking and ever find some spare time, could you please explain where and/or how I could disable this? Thanks for taking the time to read this, even if you can't reply/are busy! ^^
1
07/30/2018 12:51 am
Level 72 : Legendary Architect
Origines
Not really sure which "custom crates" you are talking about.
If they are from another mod, there is not much we will do until 1.13 (which more or less requires a full rewrite of CR)
1
07/30/2018 11:18 am
Level 1 : New Explorer
Artres
It was more an example but yeah, I use crates and other items from Varied Commodities and a variety of shelves from Bibliocraft next to glass panes, and the resource pack seems to connect up the blocks which makes them look really odd.

1.13, huh... I'm pretty sure it's going to be a while until any mods really port over considering how much the code has changed as you've said. Welp.

Anyway, thanks for confirming for me. I appreciate your quick response. Thank you for you time. ^^
1
07/29/2018 6:24 pm
Level 1 : New Crafter
N4SH
When I join in to 1.12.2 forge and run this mod in my singleplayer world, the world processes goes way too slow. After the world got processed, the game goes to 1 FPS and then crashes. Is it because of more that 6k+ new blocks because my PC can't handle it or is it the mod itself?


---- Minecraft Crash Report ----
// Shall we play a game?

Time: 7/29/18 3:23 PM
Description: Exception in server tick loop

java.lang.OutOfMemoryError: Java heap space
at net.minecraft.nbt.NBTTagCompound.func_74773_a(NBTTagCompound.java:142)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75820_a(AnvilChunkLoader.java:325)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75816_a(AnvilChunkLoader.java:173)
at net.minecraft.world.gen.ChunkProviderServer.func_73242_b(ChunkProviderServer.java:202)
at net.minecraft.world.gen.ChunkProviderServer.func_186027_a(ChunkProviderServer.java:230)
at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:1007)
at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:408)
at net.minecraft.server.integrated.IntegratedServer.func_71267_a(IntegratedServer.java:252)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
at java.lang.Thread.run(Thread.java:745)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
Minecraft Version: 1.12.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 43560664 bytes (41 MB) / 1073741824 bytes (1024 MB) up to 1073741824 bytes (1024 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 99
FML: MCP 9.42 Powered by Forge 14.23.4.2739 11 mods loaded, 11 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored

| State | ID | Version | Source | Signature |
|:--------- |:--------------- |:----------------------- |:----------------------------------- |:---------------------------------------- |
| UCHIJAAAA | minecraft | 1.12.2 | minecraft.jar | None |
| UCHIJAAAA | mcp | 9.42 | minecraft.jar | None |
| UCHIJAAAA | FML | 8.0.99.99 | forge-1.12.2-14.23.4.2739.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHIJAAAA | forge | 14.23.4.2739 | forge-1.12.2-14.23.4.2739.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHIJAAAA | betterplacement | 1.0.0-1 | BetterPlacement-1.0.0-1.jar | None |
| UCHIJAAAA | conquest | 3.0.2 | ConquestReforged-3.0.2-mc1.12.2.jar | None |
| UCHIJAAAA | blockpalette | 1.5.0 | ConquestReforged-3.0.2-mc1.12.2.jar | None |
| UCHIJAAAA | connect | 1.0.3-mc1.12.2-SNAPSHOT | ConquestReforged-3.0.2-mc1.12.2.jar | None |
| UCHIJAAAA | customcursormod | 1.2.1 | CustomCursorMod-1.2.1.jar | None |
| UCHIJAAAA | custommainmenu | 2.0.8 | CustomMainMenu-MC1.12.2-2.0.8.jar | None |
| UCHIJAAAA | jei | 4.9.0.163 | jei_1.12.2-4.9.0.163.jar | None |

Loaded coremods (and transformers):
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Player Count: 1 / 8; [EntityPlayerMP'NoHaxQuikMaths'/804, l='New World', x=-5.50, y=68.00, z=6.50]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'

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