Microcosm

Published by Shadetree on
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589
Upvotes: 25
Category
Project status
In development
License
MIT License
Modification type
Supported Minecraft versions
1.19.2

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Microcosm 1.5 "Lumber N Loot"

Foresters Hut: Plants groves in surrounding empty plots.  Goves can also be planted by clicking empty plot with a sapling.

Lumber Mill: Harvests Groves for logs.  should work with any forge:logs

 

Explorers Hall:  The main hall and central hub of all Explorers

Slayers Dormitory: Connects to the Explorers Hall. The slayers collect hostile mob loot

Hunters Den: Connects to the Explorers Hall. Hunters collect passive mob drops

Seekers Tower: Connects to the Explorers Hall.  Seekers find rare Curios (need a mod that uses Curio slots)

Portals: Conduit, Nether, and End portals that can be a destination for Explorers to change the drops they collect.

 

Accelerator:  When the accelerator block receives a random world tick. It makes the block 3 above it tick as well.  Can be used to speed up some blocks like Mines and Farmhouses.

 

Microcosm 1.3 "We Have The Stones"

Microcosm Mod aims to automate many of the basic vanilla items by creating a Model Village

Pictures and better descriptions soon!

Quarry: collects stone, andesite, diorite, and granite, if a grindstone is placed adjacent to it, it will instead collect cobblestone, gravel, sand, and red sand. Works faster as it levels up

Mine: Finds overworld ores, gems, etc. The focus slot can be used to increase the chances of finding a specific resource. These are tied to statistical ratios of these resources in the world. Finds more resources as the mine levels up.

Focus Slot: Multiplies the chance to find a specific resource based on number of items in slot.

Smeltery Slot: Generate a work order at a smeltery and place it in this slot to deliver fuel and ores from this mine to that Smeltery

Smeltery: Smelts ores into ingots. At level 2 doubles the amount of ores and at level 4 triples. Works faster as it levels. Can generate a Work Order. that you can provide to a Mine, that will make that Mine deliver Ores and Fuel to be processed. Smelteries can handle multiple mines.

 

Microcosm 1.2 *"For the Love of Farming"*

Farming

Left: 2 Farmhouses harvesting melons an potatoes and their fields in differing states of growth  you can also see the Middens as well as a Beekeepers Station. 
Bottom Right: A well providing the farmhouses with water via the paths
Top Right: A silo

The Farmhouse: This block, at level 0, will scan a 3x3 area and randomly plow *Empty Plots* into *Plowed Fields*.  Which the Farmhouse will then plant into a *Growing Crop* and finally a *Harvestable Crop*.  When the Farmhouse harvests this tile, it will use the "Crop Rotation" mechanic to decide which crop it harvest.  The crops the Farmhouse currently supports are:

 - Wheat
 - Potato
 - Carrot
 - Beetroot
 - Sugarcane
 - Melon
 - Pumpkin

Crop Rotation: If you have provided the Farmhouse with 6 wheat seeds, 1 potato, and 3 melon seeds.  When the Farmhouse harvests a tile, it will choose to harvest melons around 3 times out of the total 10.  These seeds or crops are not used up during planting.  This gives you a very fine level of control of your harvest.  Need a bit of everything?  just provide it with 1 of each crop.  Need a wheat farm that occasionally gives you carrots?  Easy to accomplish.

Farmhouse Leveling: As your Farmhouse harvests crops it will gradually level up.  Leveling up increase the Farmhouse's Scan Radius as well as providing other benefits.  The max level is currently 5.

 - Level 0: 3x3 scan area
 - Level 1: 5x5 scan area
 - Level 2: *Beekeeping* unlocked
 - Level 3: 7x7 scan area
 - Level 4: Slight saturation effect to players in surrounding area
 - Level 5: 9x9 scan area

Beekeeping:  At Farmhouse lvl 2, Any Microcosm Bee Hives inside its scan area has a chance of providing a Honey Bottle as well as well as the normal bonus it provides

**The Silo:**  Every Farmhouse in a 15x15 area of a Silo will occasionally ship it's inventory of harvested crops to it's deep storage system.  The Silo can hold up to around 10,000,000 of each specific crop a Farmhouse can produce, including Honey Bottles.  As well as serving as a convienant storag solution, the Silo will be what provides other industries like the Bakery, when implemented, with wheat or other produce.

Middens:  Think of Middens as giant compost heaps.  If is attached to any side of a Farmhouse, it will provide a large  bonus to growth and harvest speeds.

Bee Hives This Microcosm block will provide a very small bonus to growth speeds, but serves a more important role once the Farmhouse reaches level 2 by allowing it to be harvested for honey bottles.

Wells: If a Farmhouse is connected to a Well via *Paths* it will slowly receive water from the Well.  Providing a bonus to growth speeds.

Paths: A decorative block that lays down paths between buildings or industries.  Buildings that need water to produce items will need to be connected to a Well via Paths.

Empty Plots:  Just an empty micro plot of land for your model village.


Other Industry blocks are available via creative but are not fully implemented, balanced, or optimized.

*This Mod is currently being developed and all feedback is welcome*

 

 

Modification files
Microcosm-1_16_5-1_3_0.jar - Microcosm 1.3 We Have The StonesUploaded on: 11/05/2021 - 20:23   File size: 1.71 MB
Microcosm-1_16_5-1_5_0.jar - Microcosm 1.5 Lumber N LootUploaded on: 12/01/2021 - 15:45   File size: 2.62 MB
Microcosm-1_18_2-1_5_1.jar - Microcosm 1.5 for 1.18.2Uploaded on: 10/13/2022 - 02:32   File size: 2.3 MB
Microcosm-1_19_2-1_5_1.jar - Microcosm 1.5 for 1.19.2 Uploaded on: 10/13/2022 - 02:32   File size: 2.29 MB
Changelog
  • 1.0.0 First Release: Wheat Farm and Millstone
  • 1.0.1
    • Well, Farm house, and paths added
    • Wheat farm now can receive more bonuses
    • particle effects on farm hint at bonuses it is receiving 
  • 1.1.0
    • rebuilt from ground up after computer crash
    • Wheat and Potato Fields
    • Farm house
    • Sawmill
    • Kiln
    • Quarry
    • Prospectors Hut
    • Improved paths
    • Empty plots
    • Grindstone
  • 1.1.1
    • Well Block Added
    • Groves added with two separate states, logged and unlogged.
    • Optimized all block models
    • Sawmills now require adjacent unlogged Groves
    • Sawmills will slowly regrow Groves.
    • rewrote path code, now able to connect to other blocks if defined to do so
    • minor balancing of production rates for multiple blocks
    • Bonuses for fields currently come from Farm Houses, being able to see the sky, and being near a Well.
  • 1.1.2
    • Revamped the Farm System to centralize collection and reduce tile entities bonuses and harvest rates adjusted for new system.
    • Added Midden which will help regrow harvested fields
    • Added Forester's Hut which will help forage for forest goodies, tend to existing groves, and plant new groves within it's range of influence
  • 1.1.3
    • Balancing
    • Recipes added for all plots
  • 1.2.0
    • Beehives and Beekeeping
    • Silos to store millions of crops
    • general bug fixes
    • 7 vanilla crops supported wheat, potatoes, carrots, beetroot, sugarcane, melons, and pumpkins.
    • Farmhouses now have more storage and a crop rotation mechanic
    • Guidebook added for farmhouses
    • Paths now work like pipes supplying farmhouses from connected Wells
  • 1.2.1
    • Recipes for farmhouse simplified/fixed.
  • 1.3.0
    • bugfixes galore
    • Quarries
    • Mine Shafts
    • Smelteries
    • Work Orders
  • 1.5
    • I'm tired, tell you later.

You can try either airship_jungle or airship_mage (they can be spawned via "spawn_block_airship_type" block in mod as well - jungle one is called "bamboo" in that case), as they are the two variants being distinct and won't be changed in the future.
And thanks a lot! ^^ don't hurry yourself, there's plenty of time before I will work on new version