Current version:
✵ ALPHA V0.A11s6 ✵
Wastelands of Baedoor invents my own steampunk universe within Minecraft vanilla experience, adding new weapons, materials and mechanics, with subtle care to not ruin vanilla feeling.
Conquer blimps, fight gangs, discover new civilisations and make use of various firearms! Protect your lands with special block making areas unspawnable, or fight mobs with brand new weapons with different ways of fighting! You can also build completely new farms from new materials giving you possibility to farm previously unfarmable resources!
Thanks so much for Mod of the Week!
Wastelands of Baedoor currently supports Forge 1.15.2, Forge 1.16.5, Forge 1.17.1 and Forge 1.18.2.
For other Minecraft versions:
1.12 version is being ported (list of ported features). Very early stage of porting, expect a lot of features missing.
1.14 got released for v0.a11s5 exclusively and won't be updated except for small compatibilities/bugfixes.
1.19 and later versions will be supported, as long as I have enough time for porting and MCreator supporting them.
You can find all versions on CurseForge page of the project (old MCreator versions and non-public alphas are available on Discord too)!
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Want to visit our community airship? Join Discord server!
Did you make add-on, creating your own firearms, sabres or spears? (guide)
Contact me, so it will be promoted both on the page and on Discord!
✵
For more wild west feel, I highly recommend Horse Combat Controls mod
(changes horse riding to be more realistic)
✵
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WEAPONS
First of all, you get various new weapons, ranging from classic ones - knives, throwing daggers, throwing axes, javelins, spears, sabres:
To revolvers, shotguns and rifles, all with various mechanics (explained in wiki which will be at the end):
STRUCTURES
There are five types of airships floating in the sky of Wastelands of Baedoor mod - you can try to conquer them, if you have enough curiosity. Though be aware - its crew isn't the easiest enemy! You can also try to meet new civilization living in some of these airships... or even establish trade deals!
Some of these airships can also be cursed... but psst, don't talk about that here. You have to find it by yourself. Or read the wiki.
WORLD MECHANICS
There are lots of things vanilla Minecraft is missing, and while this mod is mostly steampunk-y and wild west-y, it also tries to fill the holes of vanilla game in parts where there isn't much impact on gameplay itself... but there is much impact on player.
For example, now you can farm sand! It's finally renewable resource!
There is also possible renewability of ink sacks (since v0.a9), end stone, clay, soul soil, soul sand, wither roses, shulker boxes and jungle wood (since v0.a10).
Maybe you are a city builder, or mega base builder, and want to have spawnproof base, with moody light and without placing carpets/slabs everywhere? If you ever dreamt about beacon having "mob proof" effect, then here you have. Something maybe even better. This little pillar is able to obliterate any night mob in vanilla:
Since v0.a10 version its effect can be extended on other mods' mobs, and also customized slightly (read the wiki for details).
BLOCKS & MATERIALS
Wastelands of Baedoor mainly focuses on steampunk stuff, so you get, of course, various wood variants which weren't in vanilla before.
If you ever needed new light sources, there are also a lot of new lamp blocks:
You also can use a lot of new decorative blocks, in all variants of colours!
If you are tired of all these blocks, there is also a powerful dose of glass variants: horizontal ones (simply glass trapdoors) and 11 different framed versions of them (one for each wood type + two stripped ones + of course, bamboo one)
There are also new decorations, which will be extended much more in the future. For now though, we have lapis towers, representing Elven Lapis Tower, the home of all mages living in West of Moon Continent. They are decorations, but can be used as a stronger alternative for bookshelves, as shown below.
Finally, we also have new types of chests, which can be locked with key. So, noone except for people having key will be able to open it!
There are many subtle changes not mentioned here which you can also find useful (for example, chainmail armor being craftable). But for that I recommend reading the wiki... or finding it by yourself while playing!
In v0.a10 version (12v0.a2 for 1.12.2) there are introduced huge cross-mod integration/compatibility features, enabling mod creators to use Nether Avoider and Dismantle enchantment. For more information how you can use them in your mod, you can either use this guide or message me.
Compatibility details (such as mobs affected) can be found in mod's guide.
Some of compatibile mods:
The list is outdated, I left them as images here for legacy reasons. Up-to-date list can be seen on CurseForge.
Click on the image for mod's download!
Other Integrities (v0.a11):
Wastelands of Baedoor is slowly coming to beta stage. I will make one more alpha version, v0.a11, polishing technical aspects, bugfixing and adding few details, maybe something more if I have time and feel right for it. Update will certainly fix firearms rendering and (a bit placeholder-y) small textures in 1.16 version. There's also a possibility that it will add support for some other versions, such as 1.14.4 and 1.17, but it depends on how many bugs I encounter (1.14) and on MCreator development (1.17). So no promises. 1.14 support, if ever, will be exclusive for v0.a11, I don't plan to support it further.
In the same time, I will try to port some things from WoB to its 1.12.2 version, at least to make that ported version worth using, at best to be as close to v0.a11 as it can be.
After all that jazz, we will enter the beta stage, where I will focus much more massively on steampunk theme. You can expect much more machines/automaton-related stuff, airships being more diverse, and possibly expanding the amount of firearms, to make them use more widely all mechanics involved. Of course farming and decorations/blocks won't be forgotten.
Aside of WoB, you can expect two standalone (yet integrated) expansions. They will most possibly be created, but its development depends on my free time, so I can't promise anything:
- Spires of Baedoor, trying to be vanilla-themed mod on magic and herbalism. Expect something more than enchantments only, but also something more vanilla than Mahou Tsukai - just in between, like Electroblob's Wizardry. SoB will use the same universe, expanding some lore elements from WoB (for example, you will be able to use ormath magic). You can get most basic overview of it here and vote for specific types of magic to be included here.
- Civilisations of Baedoor, trying to be structure/adventure-themed mod, this time focusing on almost no mechanics but adding a lot of civilizations to the world. Expect a lot of NPCs, mobs, structures, bosses. There's even a chance I will make it even more RPG-focused, adding quasi-similar race/class mechanics, as with Origins mod I'm lately having too much fun with.
GUIDE
Guide (Recipes and short introduction to mechanics)
You can also download offline copy here.
FEEDBACK & OTHER LINKS
Bugs / Ideas / Feedback Report
SUPPORT LINKS
DISCORD
If you want to participate on my development more actively, you can join Discord!
Aside from most direct talk you can get with me, you will be able also to present ideas for wider audience, get non-public snapshots or archived, older versions of WoB, not published on CurseForge.
If you have older version of mod and you upgrade it, you can get "missing items" error. Don't worry, it's nothing to care about, it just makes projectiles or test items disappear. I don't delete any important feature since first public version, so these errors appears only if something was changed for performance/mod weight sake.
All rights reserved except for vanilla textures, which are obviously created by Mojang. Glowing obsidian is taken from old versions, and is a tribute for developers and early stage of game which I was able to be part of. Some other vanilla textures was used to create "extended vanilla" features, such as wood variants of blocks.
Some WoB elements were also made by friends of mine, so these are also under their own rights.
You can use WoB in your modpack freely! It's not required to mention any links, but of course it would be really nice addition :)
Port for 1.12.2 started 4th June 2021, and will try to add everything main version provides. Port development is separate, meaning versions will have different changelogs (but aiming for future parity as much as possible) and 1.12.2 version will rather use politics of small updates than huge ones. So, as 1.15/1.16 alpha versions will end on v0.a11, expect 1.12 port reaching much higher numbers.
1.12.2 porting progress can be found here.
Actual version is 12v0.a5 (click here to see ported features)
Remember that since I'm single developer of this mod and I know Java pretty badly, porting it will be slow. You can expect third public release in July, but that date can change, even radically, depending on my coding progress and free time.
If you use MCreator 2020.2 and know Java, you can also help with its development (use feedback report or join Discord for that).
Thank you to amazing people on MCreator site, for being so wholesome community, and to Pylo of MCreator for letting me make this mod without a whole lot of coding knowledge.
I would especially want to thank:
- To my friend Sajevius for many awesome ideas (a lot of them will be introduced in first beta version) and amount of help I can't even describe. Check his awesome mod Betterlands, expanding badlands biome!
- To my friend TotalBlackSmith for ormath models and sounds and bugfixing help. Check his awesome mod The Arcaneum, adding a lot of new bosses!
- To my friend Dylanvhs for textures. Check his amazing mod The Desolat, adding new sandy dimension!
- To my friend Ddx11 for beautiful logo! Check his intriguing "subtly enhancing" mods!
- Chewdog, for his awesome way to spawn structures, so they avoid bugs that modded structures usually have. Check his marvellous wild west-themed mod!
- Seshua, who helped me at the beginning of creating Nether Avoider. Though I updated its mechanics, I'm really thankful that I was able to have such important block that early thanks to his coding guidance.
- Shadetree, for beautiful model of jungle airship (included in mod). Check his fascinating mod on microscale Minecraft!
- Mowzie and Forstride (respectively, Mowzie's Mobs and Biomes o' Plenty devs) for extremely helpful tips regarding mod integration, thanks to which I can extend it greatly.
- Julie Dillon for allowing me to use her art as avatar. Check her fabulous drawings!
Thanks a lot, and see you on airship!
~ 1.12.2 porting process and changelogs can be seen on CurseForge/Discord ~
==== alpha v0.a10 ====
More detailed statistics can be found on CurseForge changelog or wiki.
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Added Blocks:
- Baedoor Funt Block
- Baedoor Gold Block & variants (stairs, slab, wall, chiseled, pillar, door, trapdoor)
- door and trapdoor don't require redstone power to be opened
- Baedoor Golden Lamp
- emits light of level 15
- Wood Lamps (Jungle, Acacia, Birch, Dark Oak, Oak, Spruce, Bamboo)
- emit light of level 15
- bamboo emits light of level 13
- Hardened Cobblestone
- Hardened Netherrack
- Hardened End Stone
- Glistering Sand
- though it looks like full block, it's actually a bit lower
- Glistering Sandstone
- classic variants (slab, stairs)
- smooth variants (block, slab, stairs)
- Glistering Clay
- New Bamboo variants (fence gate, door, panel)
- Smooth Basalt variants (stairs, slab)
- creative only, recipe will appear in 1.17
- can be deleted if added in 1.17 (place at your own risk)
- Dripstone Block variants (stairs, slab)
- creative only, recipe will appear in 1.17
- can be deleted if added in 1.17 (place at your own risk)
- Nether Ticker
- child of glowing obsidian, just like Nether Avoider
- forceloads chunk it is in, if activated
- can be used only in developer's mode for now (turning off developer's mode resets all forceloaded chunks)
- Locked Chests
- offers limited storage for possibility to lock chest with iron key
- lock is based on key name, which means you need to rename key to the same name to open your chest
- when in locked state, chest is much harder to break (depending on material)
Added Items:
- Baedoor Funt
- Curare Poison
- Iron Key
- Rusty Reaper Scheme
- Glistering Ash
- Nether Soul Essence
- Cooked Tropical Fish
- Guide Book
- Sand Wanderer Scheme
Added Weapons:
- Iron Sabre
- Golden Scimitar
- Prismarine Sabre
- White Sabre
- Black Sabre
- Rusty Reaper
- Sand Wanderer
- Rod of the Winds
Added Mobs:
- Ormath Shaman
- Ormath Villager
- Ormath Warrior
- Ormath Javelin Warrior
- Wind Spirit
- Ormath Rider
- Ormath Hunter
- Buffalo
New Enchantments:
- Cylinder Inspection
- used for gun jamming prevention
- level 1-5
- Dismantle
- used as another 'damage modifier'
- each level adds 1.25 attack to the weapon
- affects:
- iron golems
- automatons from mod (in future releases)
- entities with ENBT tag "automaton_type" set to true
- cross-compatibility available for mod creators
- Stabilisation
- helps with accuracy on firearms
- each level reduces accuracy penalty (default is 20)
- Quick Draw
- reverts effects of experience
- used for people who wants to keep accuracy penalty
- can be used after reaching level 350 of firearms experience
- each level sets experience penalty on specific level
New Recipes:
- fermented spider eye crafted from red mushroom (needs additional one sugar more)
- dispenser alternative recipe (basically vanillatweaks one, since it works well)
- smelting soul sand return black sand (souls escape it)
- soul soil crafted from soul sand and black sand (1.16 only)
New Structure:
- Jungle Airship
- home of ormath civilisation
- possibility of trading with ormath villagers
- possibility of talking to shaman
- possibility of boss fight with shaman
- airship doesn't contain any firearm tables
- spawns in jungles
- home of ormath civilisation
Gameplay additions:
- lanters now emits light (13) around the player, if hold in hands
- toggleable by commands (default is active)
New Mechanics:
- Sabre Weapons Tier
- introduced sabre experience
- raises after each critical hit dealt with any sabre to enemy
- raises after each five successful sabre defences
- introduced chance to self-harm while attacking (self-harm damage is half damage of an attack)
- chance of self-harm decreases with more sabre experience (mastering it to specific number decreases self-harm chance to 0%)
- reaching 1000 experience points grants you additional ability
- each 1000 experience gives you 1 additional attack point, up to 8000 (10 dmg/5 hearts)
- to set sabre experience, use scoreboard "sabre_experience"
- introduced sabre experience
- Firearm Experience
- granted after shooting (jammed shooting counts)
- helps with avoiding gun jamming and improve accuracy
- to set firearm experience, use scoreboard "gun_experience"
- Firearm Jamming
- jams firearm while trying to fire; the chance of that depends on quality of firearm, player experience and Cylinder Inspection enchantment
- Accuraccy
- make your head move a bit after each shoot
- Ormath Reputation
- tribe reputation (bound to each tribe & shaman)
- reputation limit is 250 points
- each hit reduces tribe reputation for 25
- tribe becomes agressive after reaching -50 reputation value (default is 0)
- loyal friendship with shaman doesn't preserve you from that penalty
- you can raise your reputation by trade
- if any ormath is killed by player, tribe reputation drop for 275 points
- you won't be punished only after getting almost reputation limit
- if shaman is killed, tribe becomes hostile immediately; it doesn't matter if it's player killing shaman
- reputation drops for 500
- Renewablity
- End Stone (by Glistering Ash/Sand/Clay, via shaman trades, aggro shaman or wind spirit farm)
- Clay (via ormath trades)
- Wither Rose (via shaman trades)
- Jungle Wood (via ormath trades)
- Soul Sand (via Nether Soul Essence)
- Soul Soil
- Shulker Box (via using Rod of the Winds)
- Quick Single reload type
- you still need to reload bullets one-by-one, but you can reload during cooldown (meaning you can reload faster)
- technically it's just reload button enabling after about 35% of a reload time
- Nether Avoider
- it now has Reaper mode, enabled through commands
- on Reaper mode, Avoider kills any living entity except player
- (intended as back-compatibility feature, enabling universal cross-mod integration in exchange for radical use)
- it has counterpart block, "Avoider_Block" obtainable via commands; it serves as a transparent alternative
- it doesn't use Reaper mode
- it now has Reaper mode, enabled through commands
New Advancements:
- Awake the Eye (Lore Path)
- Part of the Gun, Let's Start the Fun (Firearm Path)
- Mobile Firearm Crafting (Firearm Path, hidden)
- Sharpest Sharpshooter (Firearm Path)
- Fingers Are My Revolvers (Firearm Path)
- Quick... and Proud of It! (Sabre Path)
- Shields Are For Newbies (Sabre Path)
- Mastermind of Swordsmanship (Sabre Path)
- Blessed by Gods of War (Sabre Path, hidden)
- The Baedoor Universe (Lore Path)
- Ormaths! (Lore Path, Ormath)
- Ormath Friend (Lore Path, Ormath, Friendly)
- Friend of Grand Ormath Clan (Lore Path, Ormath, Friendly)
- Ormath Betrayer (Lore Path, Ormath, Hostile)
- Against the Spirits of Nature (Lore Path, Ormath, Hostile)
Mod Compatibility:
- NETHER AVOIDER EFFECT
- Cross-compatibility enabled for mod creators, to choose mobs they want to be killed by Nether Avoider
- Team "avoider_killable" counted as killable by Nether Avoider
- make entities drop their loot, if not being already filtered as "night creatures" drop
- ENBT logic tag "avoider_killable" set to true counted as killable by Nether Avoider
- despawn entities loot
- Cross-compatibility enabled for mod creators, to choose mobs they want to be killed by Nether Avoider
- DISMANTLE ENCHANTMENT
- Cross-compatibility enabled for mod creators. Using "automaton_type" ENBT tag set to "true" value enables Dismantle enchantment to affect mobs (it's aimed for mechanical mobs).
- Compatibility confirmed (s4 and higher)
- Adventures and Adversaries [Beta 0.2.1]
New Commands:
- wobrRule_Test - used to switch on/off between test features; deactivating also resets all forceloaded chunks
- wobrRule_Structures - enables or disables possibility to generate additional structures (for future versions, possible dungeons/altars/houses)
- wobrRule_Avoider - switch between Reaper and Normal mode for Nether Avoider
- wobrRule_Light - switch between lantern giving light or not
- wobrGetTest - returns information about test features enabled/disabled
- wobrGetStructures - returns information if additional structures are enabled
- wobrGetExperience - used to check amount of experience (sabres/firearms)
- wobrGetAvoider - returns information about mode for Nether Avoider
- wobrGetLight - returns information about lanterns giving light or not, when hold
Changes:
- Blocks:
- Nether Avoider now can kill specific mobs from other mods, if cross-compatibile
- Nether Avoider now kills also bandit, husks, stray, drowned, slimes, blazes, magma cubes, ghasts and wither skeletons
- stray and drowned items aren't counted, so it can be used to farm tridents, tipped arrows & gold [copper in 1.17], if placed wisely
- Changed Cirtain Block mining requirement: diamond tool tier instead of wooden
- Cirtain Block hardness lowered from 88 to 77
- Lapis Towers now give enchantment bonus, being stronger than bookshelf
- Hid Nether Avoider (active) from creative tab
- Bamboo Trapdoor texture changed
- Nether Avoider texture changed
- Farming:
- Vulcanic veil grows faster in Nether
- You can now bonemeal both vulcanic and sand veil
- vulcanic veil has 40% chance to grow after each bonemealing
- sand veil has 45% chance to grow after each bonemealing
- Items:
- Tsua obtainable in survival (by shaman trade)
- Mobs:
- Bandit now has smaller view radius (100 instead of 120)
- Bandit now drops experience (5 xp)
- Music Disc "Oneironaut" now has small chance (2%) to drop after killing bandit
- Bandit spawning naturally despawns (also drops pepper box instead of golden short revolver)
- that change doesn't affect airship bandits
- bandits spawning on badlands have slightly higher chance of dropping loot
- Added dedicated sounds for bandit
- Effects:
- changed icon for Nether Avoider Pulsating
- Advancements:
- Collectible Path now comes from Lore Path
- Generation:
- revamped structures generation
- airship spawn via spawn block
- airship generation lowered a bit (all airships lowered of 10)
- revamped structures generation
- Weapon Statistics:
- assassin's knife base damage raised to 2
- brotherhood's sabre base damage raised to 10
- brotherhood's sabre durability raised to 210
- elephant gun reload time raised from 90 to 105 ticks
- crocodile shotgun reload time raised from 40 to 55 ticks
- lefs9 revolver reload delay lowered from 35 to 25 ticks
- lefs9 revolver reload type changed to quick single
- Recipes:
- ink sacks recipe from tsua changed to be more expensive (9 instead of 4)
- wither knife now crafted from wither skeleton skull, instead of nether star
- crocodile shotgun scheme now needs blaze rod instead of feather
- bamboo no longer can create crafting table (replaced with recipe for bamboo panel)
- nether avoider now requires three wither skeleton skulls instead of nether star
- Inventory:
- recipe book sorted into categories
- Renaming:
- Black Sand and all its variants renamed to Vulcanic Sand
- ID tags not changed
- Always-Lit-Lamp renamed to Everlit Lamp
- ID tags not changed
- Black Sand and all its variants renamed to Vulcanic Sand
Bugfixes:
- BA6_012B - airships sometimes not fully generate, cut on chunk border
- BA9s0024 - spawn blocks don't generate structures
- BA9s0020 - sabre disables all types of damage
- BA9_0027 - husks, strays and drowned aren't affected by Nether Avoider pulsating
- BA5_0011 - single reload mode can be avoided by pressing "r" fast
- BA9s0023 - text appearing on screen remain forever or until new text comes
- BA9_0026 - text on screen remain forever (1.16 version)
- BA9_0029 - knives & spears don't do their preferrable damage
- BAXs0032 - items don't stack
- BAXs0031 - bandit doesn't attack
- BA9_0025 - textures of some weapons are blurred
Developer's mode features:
- Mechanics:
- Active Nether Tickers in range add chunks to be forceloaded
- Gameplay:
- Overlay showing sabre and firearm experience on top of the screen
- Mobs:
- Wind Spirit can spawn
==== alpha v0.a9 ====
Added Weapons:
- Bone Knife
- Ayer Knife
- Wither Knife
- Assassin's Knife
- Stone Spear
- Iron Spear
- Bone Javelin
- Stone Javelin
- Bone Throwing Axe
- Stone Throwing Axe
- Iron Throwing Axe
- Lefs 9 Infantry Revolver
- Ayer Shotgun
- Ayer Sawed-Off
- Windsweeper
Added Plants:
- Tsua Flower
- can be bonemealed to obtain more
- crafting it further gives you "star of rising day"
- "star of rising day" can give you ink sack if used in 2x2 pattern
Added Blocks:
- Block of Mushroom Poison
- Leghold Trap
- use tripwire hook to activate, deactivate and release it
- in activated mode, it catches entities
- you need to release trap to let caught entity go
- breaking trap in active or caught state is extremely long, but with diamond pickaxe you can do that
Added Items:
- Javelin Sack
- you can store there your javelins
- right-click with filled sack to unload
- Winfleton's Diamond Ace Card (collectible, not in survival yet)
- Winfleton's Heart Ace Card (collectible, not in survival yet)
- Winfleton's Club Ace Card (collectible, not in survival yet)
- Winfleton's Spade Ace Card (collectible, not in survival yet)
- Lefs 9 Infantry Revolver Scheme
- Windsweeper Scheme
Added Advancements:
- Entering Wastelands of Baedoor
- gives you recipes for all crafting table items/blocks available in mod
- Hunter of Lost Woods (Hunter Path - Beginning)
- Let the Hunt Begin (Hunter Path)
- Trapping the Beast (Hunter Path)
- Ace of Winfleton's
Added Effects:
- Curare Poison
- makes you unable to walk and weak your attacks strongly (16/8 hearts)
- currently not obtainable without commands (created for v0.a10)
New In Gameplay:
- Descriptions on some items, blocks and weapons
Changes:
- Weapons Mechanics:
- Sabre weapon type now has defence mechanics (holding right-click disables damage, but also make you unable to attack)
- Crocodile Shotgun shot delay lenghtened to 40 ticks
- Elephant Gun reload delay changed to 90 ticks
- Nether Avoider Mechanics:
- Nether Avoider now kills also items related to mobs it kills
- If powered by redstone, Nether Avoider is pulsating even if inactive (this means you can activate it for certain situations, also without your direct action)
- Nether Avoider Pulsating effect shortened to 3 seconds, to make you realise quicker that you are outside its range
- Items Mechanics:
- right-clicking mushroom poison no more gives you poison effect
- right-clicking mushroom poison poisons arrow, if you had it in inventory (what means poison tipped arrows obtainable much easier)
- Naming:
- Thrown Dagger renamed to 'Throwing Dagger', same with poisoned one
- ID tags remained the same, though
- Gun Barrel, Shotgun Barrel and Double Shotgun Barrel renamed to 'Short', 'Long' and 'Double Long' Barrel.
- ID tags remained the same, though
- Nether Avoider (Inactive) renamed to simply 'Nether Avoider'
- Thrown Dagger renamed to 'Throwing Dagger', same with poisoned one
- Textures:
- Ammunition Boxes texture changed
- Lapis and Dark Lapis Crystals texture changed (standard state)
- Other:
- Messages are now shown as a golden overlay, instead of chat messages
Bugfixes:
- BA9s0022 - elephant gun had wrong reload time
==== alpha v0.a8 ====
Added Blocks:
- cracked lava block
- blue nether bricks
- variants (slab, stairs, wall)
- chiseled version (standard & darkened)
- charcoal block
- smooth black sand (with slab and stairs variants)
- bamboo block
- can be used as a fuel (2 items/20s)
- bamboo quasi-wood tier (with stairs, slab, fence and trapdoor variants)
- glowing obsidian (available from mage airships)
- nether avoider
- makes typical night mobs die if in the area of 50 blocks, when activated
- activate by clicking right-click on avoider
- lapis crystal and dark lapis crystal
- changing states by clicking right-click on crystal
- lapis lamp and dark lapis lamp
- chiseled red nether bricks
- horizontal stained glass
- framed stained glass (variants for every kind of wood + 2 special ones + bamboo)
Added Effects:
- nether avoider pulsating
- does nothing, only gives you information about activated nether avoider in range of its destructive power
- disappears 16 seconds after leaving the area
Added Recipes:
- recipe for chainmail armor
Changes:
- changed textures:
- lava block to smooth one
- chiseled jungle revamped
- stripped chiseled dark oak and spruce darkened
- rifles and shotgun textures set on different pattern (meaning no more distortion and generally better quality)
- changed crocodile shotgun scheme recipe to make it much harder to craft
- ammo boxes can be thrown only in alternative mode (by pressing M)
- creative tab items regrouped to be more accesible
- structure changes:
- changed mage airship model
- changed mage airship loot
- changed mage airship spawning
- bandit spawner erased
- bandit spawning rate decreased to 0
- changes in airships rarity once again
- mage airships probability decreased from 200 to 180
- military and bandit airships probability raised from 200 to 210
- trader airships probability stayed the same
==== alpha v0.a7 ====
Added Blocks:
- Always-Lit-Lamp
Added Weapons:
- Crocodile Shotgun
- Jitado Shotgun (not obtainable in survival yet)
- Brotherhood Sabre
- Ammo Boxes (can be used as a grenade)
Added Items:
- 2-rounded shotgun clip
- crocodile shotgun scheme (craftable!)
Added Music Discs (found on mage and trader airships):
- "Oneironaut" by The Book of Seth
- "Inside the Hidden Forest Temple" by Drganie
Added Mechanics:
- implemented gun modes, changed by mode key (M)
- added key checking how much ammo firearm contains (Z)
- added key unloading all ammo from firearm (U)
Added sounds:
- dedicated sounds for shooting:
- long revolver
- elephant gun
- jitado shotgun
- crocodile shotgun
- sounds for dry shooting
General additions:
- added mod icon
- creative tab icon changed
Changes:
- changed airship generation
- trader airship lowered from 300 to 250
- other airships lowered from 250 to 200
- changed airship loot
- changed bandit loot table
- reload mechanic change: now you can reload only weapon in main hand
- sounds for shooting changed:
- pepper box sound now aligned to handmade revolver
- unused handmade revolver sound aligned to pepper box
Bugfixes:
- BA6_0013 - elephant gun shows wrong message while empty
- BA6_0014 - handmade revolver has the same shooting sound effect as short revolver
- BA6_0015 - firearm table is not rendering properly
- BA6_0016 - guns don't lose durability when shooting
==== alpha v0.a6 ====
General:
- Ported to 1.16.4
Added Weapons:
- Elephant Gun
Added Items:
- 5- and 7-rounded revolver clips
- large bullet
- slug
Changes:
- changed firearm table GUI aesthetics
- crafting now uses buttons (used to fix bug BA5_0010)
- changed firearm table placing (you can place it in different rotations)
- added storage slots for keeping schemes in firearm table
- short revolver now uses 5-rounded revolver clip
- reload mechanics changed (reload delay stays the same though)
- short revolver recipe changed
- reload delay for long revolver shortened to 100 ticks (5s)
- shot delay for long revolver shortened to 15 ticks
- airships now generate in four types, each with different loot:
- bandit airships generate only in overworld
- trader airships generate slightly more common (350 instead of 250)
- old airship structures are now frozen (generating rate at 0)
- small bullet recipe gives you now 3 bullets instead of 2
Bugfixes:
- BA5_0012 - "long revolver scheme" named as "short" one
- BA4_0008 - airship loot tables not working
- BA4_0009 - bandits not spawning on airships
- BA5_0010 - firearm table can dupe revolvers
Hey there pal, sorry for disappearing for a while, life happened and I got a little busy with many things.
I just wanted to tell you that your mod and the presentation of it are amazing!
The passion that you have put into this project is really admirable by working and adding on so many aspects of the game and besides adding a lore and a use to everything.
It's so customizable with all its new blocks to really be able to shape building the way one chooses to.
Your guide is so well made and so complete which is really a one up in many other mods that don't explain anything about their content.
Next modpack I make, will have for sure "Wastelands of Baedoor".
Once again, great job. :)
Thank you! ^^ these mods featured on "future integrity" are not (yet) compatibile though, as they will be in next snapshot (but it's almost ready, now I'm just waiting for friend delivering me four textures I asked him)
But you can add your mod to that list, I wrote whole guide on that, it's rather easy to do :D
i you wanted ligth you could just use a light block /give @s light_block