(Mod cancelled until further notice. Please read the forum thread for more details.)
Breath of the Unknown: Uncharted, or Breath of the Unknown 2, is a remake of a mod from 2020 called "Breath Of The Unknown" that strives to achieve what the original was going to be: an exploration centered mod, with a theme around the historical era of exploration. While a lot is yet to be done, let's go over what this mod has.
Link with every biome and weapon and food item for those who do not care about discovery: https://pastebin.com/2FaL3L3N
There are 30 biomes in the mod roughly as of this first release, which is less than the original but more will be added as the mod continues development, as well as 4 other biomes and 1 planned cave biome that exist in the mod but don't generate due to issues. Either way you can play around with them in Buffet worlds, but functionality isn't promised.
The biomes aren't listed as you should be able to explore and discover them for yourself, but out of the 30 biomes, 15 are remade from the original and the other 15 are brand new.
Notice: Certain biomes do not generate so far in 1.18.2. The "removed" biomes are described in the changelogs.
There are also 6 (but really 5) new wood types in this mod. Again, this is not a lot, but more will be introduced in the future as this mod is still in development. From Frostwood found in Flake Gardens, to Maple Wood that can be used to farm sap and then delicious syrup if you cook it.
This mod also introduces 5 new unique ores with their own distinct purposes, some are exclusive to biomes added in the mod. Create redstone generators, superbombs, and enhanced weaponry with the radioactive Crystalgon Ore, craft unique elixirs by adding Tetvanite Ore to your Honey or Maple Syrup, or simply get some new armor and tools with Coralite or Kaian ore.
There are also 9 ruins and structures to find and loot. Including abandoned medieval jailhouses, exposed surface catacomb dungeons featuring skeletons protecting loot with traps, and abandoned forts and campsites.
Inside of these new structures, you can find the 8 new unique weapons with enchantments. The weapons are based on medieval weapons and colonial/explorers weapons, so you will see weapons from Morning Star's to Slingshots to Muskets. On top of this, you can view your statistics for enemies hit using unique weapons by pressing your "Y" key in game. There are also advancements that you can earn by killing enough with these weapons.
Following the exploration era theme, there are a few new types of food introduced based on the food that settlers and infantry would eat as rations. Featuring items such as Hardtack, a stale yet suprisingly useful (in game) cracker, and Pemmican, a salted dried meat that is slightly better for you (in game) than traditional steak. You can find or create the salt and flour used in these items out of Salt Ore and wheat respectively. You can also find Ration and Supply Bag items in the structures, which can be used to store food and weapons in one inventory slot, or you can scrap Rations for spare iron.
Finally, there are also three new original creatures in the mod that you might have noticed in the screenshots. Shroomshell, a turtle-like mob that lives in Fungal Grove's and attacks chickens in swarms, Flakitty, a small animal that lives in deserts, and Pumpkinite, a walking pumpkin found in Halloween Forests.
However, they can't all be good. On top of the three "peaceful" creatures, there is one hostile mob, the Shadow Boxer. Found in the forests added by this mod, they are fairly rare, but emerge from the shadows and require you to stand your ground and fight it, as trying to fight it in any other way that isn't direct confrontation will simply make your situation worse.
Q&A:
Will there be a backport to 1.15.2 or any other version?
No. If you really want 1.15.2, play the original. It won't be as good, but it's what there is. Any other version before it is a solid no.
Why are the textures recolors or made with templates?
I can't draw/sprite whatsoever, that's the way I've always been, and I feel guilty having to ask other people to help me with a passion project.
Will you keep supporting 1.16.5?
I have a way I can do this, taking advantage of me having two computers. If the idea works properly, yes future updates will probably release for 1.16.5, and 1.18.2 will probably be a one and done thing with no further support. Look towards the future.
Why does the mod have less biomes than the original?
Quality over quantity. The original had some really bad biomes that can be considered straight up filler.
What can I expect from future updates?
The goal will be to add more structures, weapons, materials, and mobs. Due to 1.18+ terrain being so different and one biome being added can break all the other ones from generating properly, new biomes will probably be few and far between, with the focus being updating existing ones. Everything else though is probably fair game.
Where (version here)?
Check the forum post.
Can I use it in a modpack?
Of course you can, just give me credit.
I found a problem / I want to suggest something!
I'm all ears and I want this mod to be as good as possible. Shoot it in the comments or the forum post.
Will older versions remain up when future updates come out?
I will very likely create a version archive, yes. I am strongly against erasing media, and this comes from someone who erased their first two mods ever off the internet and as a result became lost to time, likely gone forever.
1.18.2 support is added, but be warned, it's scuffed.
Removed biomes from 1.18.2 (these biomes have no intention to be removed from 1.16.5), and why they are removed:
Highlands (Generation can't be replicated in 1.18.2)
Alps (Generation can't be replicated in 1.18.2)
Rough Wetlands (Generation can't be replicated in 1.18.2)
Grassland Plateau (Plateau exclusive biomes are not possible in 1.18.2 without custom coding.)
If a solution is found to any of these biomes, I promise they will return eventually.
Echo Grove cave biome now generates thanks to 1.18.2 (I think)