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Minecraft: Java Edition
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First things first, I would appreciate any feedback here. Please comment about any bugs you have encountered or suggestions for what could be changed.
Similarly to Quark or Supplementaries, this Forge 1.20.1 / NeoForge 1.21.1 mod adds miscellaneous things to the game, including new mobs, blocks, items and game mechanics. I will try to sum up the major additions here.
New Villager profession - The Arcanist: They sell some of the mod's interesting items, while buying amethyst and Crying Obsidian.
- Their profession block is Crying Obsidian.
Chorus Veggies: Craftable consumable items that teleport you in a circle around coordinates 0,0. They manipulate your X and Z values by either swapping them or multiplying one or both by -1. These provide an easy way to travel great distances, but without the immense convenience of methods like Waystones.
- Xarrot multiplies you X by -1
- Zeet multiplies your Z by -1
- Xegetable Zoup multiplies both by -1
- Zoonxine swaps your X and Z.
- But be careful not to eat too many in quick succession, as they will build up your Chorus Fatigue, which causes increased fall damage when teleporting using Chorus Veggies, along with making the teleportation less precise. Chorus Veggies also have different behavior in other dimensions. In the End, they teleport you to the nearest Enderman, while in the Nether, they teleport you back to the portal you entered through. This is configurable. You can also smack mobs with these to teleport the mobs instead. But beware - you really don't want to smack a mob that has more health than you do. You won't like the result. They can also be bought from Arcanists.
New mysterious mob - The Boarlin: Relatives of Piglins, they are neutral pig-like humanoids that strangely seem to access all dimensions. They spawn in with randomized health, resulting from whatever fight they were in before they last dimension-hopped. They usually have equipment and often use Boarlin Swords. They also sometimes drop a Heart of the Void on death, which can be used to craft a Boarlin Sword. They hate the undead and will attack them, but are afraid of zombified versions of their own kind. They will reward you if you bring proof of having put down a Zombified Boarlin.
New type of sword - The Boarlin Swords: They are sturdier but slower swords inspired by real life's 'bastard swords'. Each material has its own special ability. Their special abilities manifest depending on the weilder's health and the sword's durability. At peak condition, you get the best abilities. But these abilities are only accessible if the sword is held two-handed (nothing in your off-hand). They can be crafted with Hearts of the Void or bought from Arcanists for some emeralds and a normal sword of the same material. They can also be gained as gifts from Boarlins for giving them a Corrupted Heart of the Void. The abilities include: All swords: Passive Strength and Resistance. Copper (if a mod is present that adds copper nuggets): Has a chance to lit nearby undead mobs on fire. Golden: Has a chance to drop XP from mobs being hit. Iron: Extra armor. Steel (if added through other mods): Extra armor and armor toughness. Ancient Bronze: Dolphin's Grace and more Strength when held under water. Netherite: Almost 100% chance at peak condition to get a tick of Fire Resistance each tick. Improved performance when on fire. Many other swords: These can be obtained from Boarlins by giving them a Corrupted Heart of the Void, if the appropriate gamerule is enabled. Otherwise, they can be crafted with appropriate mods installed (such as, and most notably, Cosmere).
New organism: Superkelp: It grows in coral reefs as blocks that grow kelp from the top. They also turn nearby tropical fish into Kelpfish of two types: Algobos and Khalus.
- Algobos protect the superkelp ecoystem by attacking any who attack it by attacking the kelpfish or mining growing Superkelp Paste Blocks. They can also collect some seafood to use as consumables when fighting (configurable by gamerule). Algobos use Sea Pickles to heal. Sea Pickles also tame Algobos, but Bonemeal reproduces them.
- Khalus tend to Superkelp Paste Blocks by removing useless blocks from the tops of them (such as coral fans) and planting Sea Pickles on them (configurable by gamerule). They can be tamed and reproduced with Bonemeal. Tamed Khalus give their owner Dolphin's Grace.
- Superkelp Paste Blocks grow kelp on top if unobstructed. They also bonemeal anything placed on them. This is used by the Kelpfish to grow sea pickles (configurable by gamerule). Superkelp Paste can be eaten for high saturation, though it gives you nausea. It can also be cooked into Superkelp Pellets, which are a more powerful coal alternative. They can also be crafted with two raw copper and one iron ingot into Raw Ancient Bronze.
Ancient Bronze is a new metal, which performs better when under water. Armor will repair itself on use when at least in rain, tools will do so when used under water. Armor also has some specific perks when taking damage in wet conditions. Tools give Haste and Strength when held under water.
The Ancient Bronze Trident is a new weapon crafted from tridents that works like a sword and gets special abilities based on enchantments put on it. It has increased performance when used in wet conditions.
- It can also be bought from an Arcanist for a trident and a conduit.
- Enchantment abilities include:
- Unbreaking: Passively gives Slight Speed to weilder based on how damaged it is. More damage means more speed increase. Unlocked even by just having a water bucket in your inventory.
- Mending: Sacrifices its own durability to repair critically damaged elytra when flying. basically, it makes Elytras last longer.
- Sharpness: Shoots a bullet projectile when right clicked.
- Bane of Arthropods: Shoots an insecticide projectile when right clicked.
- Smite: Shoots a Healing Aura projectile when right clicked.
- Fire Aspect: Shoots fireballs when right clicked while sneaking. If done mid-air, this pushes the wielder back strongly. Can be used to launch oneself high into the air.
- Knockback: Places a temporary mine when right clicked on a block.
- Sweeping Edge: Triggers a double jump/dash ability when swung mid-air. All abilities except Mending of course scale with enchanment level.
New Enchantments: A few damage enchantments and a few for bows that give passive buffs while the bow is being aimed with. I highly encourage using Enchantment Descriptions and JEI to see exactly what they do. Three of the enchantments for bows give you effects that last as long as an arrow is nocked.
More Projectile Deflection (CURRENTLY 1.20.1 ONLY): You can now deflect some more projectiles, especially if you have the new Curio: The Wind Glove. The strenght of the deflection also scales with a new attribute: Wind Mastery.
Immersive Nether Ores: Especially if you want to do a Nether-only playthrough, you will like the addition of new ores to the nether.
- Nether Iron Ore: Generates in Netherrack near the Lava Ocean and yields Iron Nuggets and XP.
- Nether Diamond Ore: Generates only in Blackstone and yields XP and only shards of Diamonds, not whole Diamonds.
- Nether Lapis Ore: Generates in Netherrack in Warped Forests and yields XP and Lapis Lazuli.
- Nether Kervite Ore: Generates in Netherrack in Crimson Forests and yields XP and Kervite. Kervite is a remnant of Blood Magic that accumulates in the Nether (lore) and it can be turned into redstone by cooking it on campfires, or it can be burned into ash and XP in normal furnaces (if you have Supplementaries installed). You can also craft Kervite into Kervite Blocks, which are a vibrant red decorative kind of block.
If you have The Undergarden installed, this mod also overhauls how you get Utherium from mobs there. You will need to go through a boss battle to actually obtain it. Without The Undergarden installed, the boss is still accessible in creative, but will be much weaker as it will not spawn with equipment and nor will its minions.
A new Ghast variant - The Ghust: It lives in the End and shoots Gust Charges at you (or Wind Charges if you are on 1.21.1 and have the gamerule enabled). Gust charges are something like Wind Charges. Gust Charges can be obtained through crafting them from Ghust Tentacles or buying them from Arcanists.
Three new totems:
- The Totem of Knowledge: Dropped by witches, it slowly leeches away your XP and releases it quickly when you crouch.
- Totem of Calm Waters: Dropped very rarely by Drowned, holding this totem while on a boat results in temporarily stopping the AI of all nearby mobs that are in water, except a handful of immune mobs. Admittedly, this one is mostly useful in my modpack, where it prevents me from angering whales (from Alex's Mobs) when I accidentally ram them with a ship (from Small Ships). It will also help against Guardians and Drowned though. As a price, it makes you a little hungrier as you row your boat.
- Totem of Totems: Can be bought from Arcanist villagers. After use, it turns into a random other totem.
There is more, but this list is already kinda too long :')
If you wanna contact me or see more details about my projects, here is my Discord server: https://discord.gg/AScKNEcjDX
DISCLOSURES:
MCreator:
Yes, this is an MCreator mod. I know that many people are averse to those, mostly for good reasons. The main issue with MCreator is that it is so easy to use, people can easily spew out low quality mods. And if people make bigger mods with it, they may be very poorly optimized, owing mostly to irresponsible uses of procedures that run every tick. With absolute honesty, I can tell you that I have learned much about MCreator and do my very best to avoid the problematic parts of MCreator mod making. This mod is well optimized enough to be used in a large modpack and as of writing this, I believe I have weeded out any major bugs. I can honestly say that I think you can treat this mod as simply 'a mod', rather than 'an MCreator mod'.
As of writing this, I have learned from a fellow MCreator user and creator of the amazing Luminous mod series, Jason Ripley, that MCreator mods made with versions of MCreator that we both use, if they add biomes, will cause an issue that turns a world unplayable after its 512th launch. Jason avoids this issue by using custom code and the Blueprint API, which also results in more natural, good-looking biome distribution. This mods does not have this issue, because it simply does not add any biomes. So you do not need to fear for your long term worlds with this mod.
Also as a side note, I do actually do some things for this mod outside of MCreator due to MCreator limitations, mostly when it comes to tags (MCreator does not support non-required entries, which is a huge deal for me and my version also does not support entries from other mods), loot tables (they are generally very limited in MCreator) and recipes (the MCreator recipe editor is also very bare bones). For all three of these, I mostly use Misode or hand-craft the .json files with help from looking at how other mods do them.
AI content:
I would say that this mod is about 99.99% free of AI. All assets are hand-made, or hand-altered assets from vanilla (though some of the Boarlin Sword sprites are based on sword sprites from two other mods - Cosmere Tools and Luminous: Halloween). This mod page, the changelogs, pretty much anything you can think of is AI-free. With one tiny exception.
For the vast, VAST majority of code, I rely on MCreator and community-made plugins for the version I use (2024.3). Occasionally, where the base program and the plugins lack what my procedures need, I ask the MCreator community for help with very small bits of custom code. I also have two specific people I have asked for coding help. Very rarely, when I don't feel like bothering these people, whether it be because of my aversion to being possibly bothersome or because the advice I need does not relate to specific areas of code that I know them to be well-versed in, I will ask ChatGPT to give me a code snippet to achieve a specific thing in a procedure (such as fetching the duration of an effect from an effect iterator, for example).
I estimate that I have done this somewhere between 5 and 10 times over the span of time I have worked on this mod. Any AI-provided code is always only a very short snippet (10 lines at most, probably) and is only used to achieve a small and specific thing that I need for a procedure to work. I do not generate entire procedures with AI, not by a long shot. And I definitely don't build entire game mechanics on AI. And where AI has helped me, I thoroughly check that is actually works as intended (though admittedly I do this for basically anything I add, I rarely include something broken in a release). So while yes, this is an MCreator mod and some people may be apprehensive to that, I don't think you need to be apprehensive about it having AI content. It really is extremely minimal, hence why I didn't mark it as containing "a substatial amount of AI-generated content" according to to Modrinth's Content Rules.
SPECIAL THANKS AND CREDITS:
The MCreator community in general, for some help on MCreator issues.
All the MCreator plugin creators for making absolutely amazing plugins that vastly expand what I can do in the program. Some of the most notable ones are:
and sumeshi0216.
RedWirePlatinum again for help with custom code and with help on utilizing his plugin.
Kapitencraft for help with custom code and for the amazingly useful KapLib, which I may utilize in future updates.
DoubleJester for the item textures for Xarrots, Zeets and Zoonxine.
Modiano for continued feedback and enthusiasm :)
Jason Ripley for cooperation on our projects and being a source of more insight on the workings of MCreator.


