Ok so I know I said in the comments on the Solar System Mod that I’d be taking the rest of the month off to do other things, but I had a sudden burst of creativity and decided to make a smaller-level mod heavily inspired by Pokemon’s fossil-revival mechanics.
But Wren, how does it work?
Good question!
Step 1: find a fossil.
Fossil blocks can be found in all biomes. They require a pickaxe to break, and are about as hard as Deepslate.
Step 2: craft a reviver.
To do so, you’ll need the following items:
- 2 Iron Ingots
- 1 Hopper
- 5 Smooth Stone Slabs
- 1 Totem of Undying
You then arrange them in this pattern, and place the resulting block.
Step 3: use it.
This step sounds easy, but it requires a little extra; you see, before you can revive your fossil(s) you have to get at least one Emerald. If you’re near a particularly generous village, then this should be easy; otherwise, better start digging!
After you get your Emerald(s), you just right-click the Reviver, slap your fossil(s) and emeralds into the slots on the left and hit the revive button; a spawn-egg for the associated mob will then appear in the output slot. Take it out, use it on the ground, and you’ll have a new mob!
Step 4: taming your mob.
Each mob can be tamed! Their associated items are listed further down, with the rest of the mobs. Speaking of which…
List of all the featured mobs and their “personalities”
- Ironhorn: tamed with Tall Grass; defensive (only attacks when hit first; targets mobs that attack its owner)
- Landwhale: tamed with any raw fish except Pufferfish; aggressive (actively attacks fish and targets mobs that its owner attacks)
- Sandstone Mimic: tamed with any metal, regardless of whether or not it’s been smelted; passive (doesn’t attack anything; acts like a walking 10-slot chest)
- Crystalclops: tamed with any form of Amethyst; defensive (targets mobs that attack it or its owner, but panics when attacked; tries to stay a minimum of 10 blocks away from Wardens)
- Spikeshell: tamed with Warped Roots; passive (doesn’t attack anything; immune to arrows)
- Skychomp: tamed with Nether Wart; loyal (doesn't attack unless its owner attacks another mob; can fly)
- Firesting: tamed with Magma Cream; loyal (doesn't attack unless its owner attacks another mob; immune to fire)
- Steglin: tamed with Warped Fungi; loyal (doesn't attack unless its owner attacks another mob)
That’s interesting. Is there anything else?
Well, there is one thing; this mod is the only one I’ve done that’s designed to interact with one of my others. Load this up with any version of the Solar System mod where Volkanis’s atmosphere is fully implemented, both the Crystalclops and Sandstone Mimic will be able to come along with you!
I might update this later to add more fossils or update some textures and/or models, but I’m fine with this for now.
1.1: Fire & Fusion
+ Added Nether Fossils (Spike, Stinger, Jaw, Thagomiser) and an accompanying Fossil Block variant.
+ Added four mysterious Fragmented Fossils (two left-sides, Paw and Fish Skull, and two right-sides, Animal Skull and Leaf) that will have some utility in the next version.
+ Added Spikeshell, revived from the Spike fossil.
+ Added Skychomp, revived from the Jaw fossil.
+ Added Firesting, revived from the Stinger fossil.
+ Added Steglin, revived from the Thagomiser fossil.
+ Added a new cross-mod tag, forge:adhesives, which will allow other mod-developers to make their items usable in fossil-fusing.
- Removed the 1.0 spawn-eggs, as they are redundant due to autogenerated ones now being usable in procedures.
- Removed two early Fossil sprites that were accidentally left in the mod's files.
- The Skull Fossil can no longer be worn as a helmet.
~ Modified the item rarities of fossils; standard and Nether fossils are Uncommon (yellow), while fused fossils are Rare (cyan).
~ Fossils can't be stacked anymore.
It seems good, but I don’t like the recipe of the reviver, the totem makes it hard