
ProjectFlint
ProjectFlint is a Minecraft overhaul mod seeking to re-envision the core Minecraft gameplay. It will feature comprehensive gameplay overhauls, including but not limited to entire technological reworks, new progression systems, overhauled world gen, etc.
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0.28.16-b
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PROJECT FLINT v0.28.16-a
From Stone and Wool to a World That Wants You Dead
Project Flint has changed. A lot.
Since v0.25.1-a, the mod has grown far beyond simply making Minecraft's opening slower.
The wilderness is becoming a complete survival ecosystem.
Fire matters. Rain matters. Darkness matters. Tools have purpose. Food has consequences. Animals fight back. Storage has to be earned. The ground itself changes beneath you as you work it. Primitive technology is beginning to turn into actual infrastructure.
And for the first time, surviving the night doesn't just mean closing a wooden door.
Welcome to Project Flint v0.28.16-a.
THE PRIMITIVE AGE IS EXPANDING
Project Flint's early game has continued its shift away from vanilla Minecraft's "punch tree → crafting table → wooden pickaxe" opening.
You aren't simply collecting materials anymore.
You're working them.
Stone, clay, plant matter, animal resources, wood, fire, and earth are becoming interconnected progression systems rather than disconnected crafting ingredients.
The result is a world where getting better equipment actually changes what you're capable of doing.
SHEEP ARE NOW A RENEWABLE RESOURCE
The Bone Brush gained a major new purpose.
Instead of slaughtering sheep every time you need wool, a sufficiently developed survivor can now brush/shear living sheep.
A successful brushing produces 3–4 Project Flint Wool, leaves the sheep properly sheared, and allows it to regrow its wool naturally after eating grass.
That means animal management is beginning to become more valuable than simply killing everything you encounter.
THE MORTAR AGE HAS ARRIVED
Mortar construction has evolved into actual infrastructure.
The Mortar Kiln
Primitive clay firing now has a serious upgrade.
Players can create a Mortar Kiln Base from Mortar Bricks, finish it with Advanced Kiln Glass, and build a much more capable long-term firing station.
The Mortar Kiln:
- runs for far longer fuel cycles;
- processes recipes 25% faster than the Baked Kiln;
- uses its own animated active front and top;
- becomes a valuable permanent piece of a developed settlement;
- requires advanced Flint technology to recover intact.
The days of relying exclusively on tiny primitive fires are disappearing.
THE ADVANCED KILN IS BECOMING A REAL MACHINE
The Advanced Kiln received an enormous amount of refinement.
Casting is slower and more deliberate, molds have greater purpose, and the entire structure now behaves far more like a true multiblock workstation.
Active kilns visually come alive.
When operating, their casing reflects their active state and their front/top surfaces animate instead of sitting motionless.
Every section of the kiln can access the shared workstation, making the entire structure feel like one machine rather than one magic controller surrounded by decorative blocks.
Casting has also expanded with new mold progression, including a reusable Clay Block Mold and compressed Burnt Branch processing.
COMPRESSED FUEL & BURNT WOOD PROCESSING
Burnt wood can now be processed beyond individual branches.
The new chain introduces:
Burnt Branches → Burnt Branch Blocks → Burnt Branch Slabs → Burnt Branches
This gives players an actual way to compress, store, process, and recover larger amounts of fuel material.
Burnt Branch Blocks also obey gravity, keeping them consistent with Project Flint's physical-material philosophy.
INTRODUCING THE WOODEN GRINDER
The Clay Grinder is no longer the end of mechanical processing.
Players can now work toward the Wooden Grinder, constructed through processed wood, crushed stone, and a Stone Grindsaw.
Unlike the Clay Grinder, it supports two-input processing.
That opens an entirely new class of recipes.
The Wooden Grinder can help process:
- Raw Leather;
- Sanding Paper;
- Ground Leather;
- Woven Chest Frames;
- Leather;
- Woven Wood;
- Reed Backpacks;
- Leather Backpacks;
alongside the existing single-input grinder recipes.
Its saw visibly animates while the workstation is active, and the entire grinder can face all four horizontal directions.
This is the beginning of Project Flint moving from hand processing into increasingly complex machinery.
STORAGE IS NOW TECHNOLOGY
Inventory space is supposed to feel valuable in Project Flint.
That means storage progression has continued expanding.
Mortar Chest
The primitive Mortar Chest remains an early stationary storage solution, now tuned to 3 slots.
It behaves more like an actual chest:
- proper chest proportions;
- opening and closing lid;
- chest sounds;
- obstruction detection;
- proper held/inventory presentation.
Woven Chest
A Mortar Chest can eventually be upgraded using a Woven Chest Frame.
The resulting Woven Chest provides 9 slots of storage and preserves the contents of the chest being upgraded.
This turns storage itself into another progression path rather than something you instantly solve by punching a tree.
THE LEATHER BACKPACK
The Reed Backpack now has a serious upgrade.
Through leather processing and Wooden Grinder technology, players can create the Leather Backpack.
It provides:
- additional carrying capacity beyond the Reed Backpack;
- 2 armor;
- infinite durability;
- a small food-exhaustion penalty while equipped.
Both backpack types have also received extensive visual improvements and now actually appear on the player's back.
Upgrading your carrying technology is no longer just an invisible inventory stat.
You can see your progression on your character.
LEATHER IS NOW A PROCESS
Animal hide no longer magically becomes finished leather.
The leather chain has evolved into a physical production process.
Raw Leather can be processed using Sanding Paper into Ground Leather, which can then be washed against water into finished vanilla Leather.
Leather is becoming a manufactured material instead of an instant mob drop.
CLAY & STONE WORKSTATIONS FEEL BETTER
Both major grinders have received repeated visual and usability passes.
Clay and Wooden Grinders now:
- rotate properly when placed;
- use corrected wheel/side textures;
- have improved workstation silhouettes;
- render their saws correctly;
- use clearer GUIs;
- display complete processing arrows;
- remember your selected recipe after successfully crafting when it remains valid.
Dual-input Wooden Grinder recipes also properly consume both ingredients without forgetting or rebuilding the recipe halfway through the craft.
Small annoyance.
Very large difference when using the machine repeatedly.
THE WORLD IS GETTING MORE PHYSICAL
Project Flint's ground-processing philosophy has expanded considerably.
Placed crafting components, tool pieces, stockpiles, and work piles increasingly behave like objects sitting in the world, not invisible crafting-grid ingredients.
Ground assemblies require proper support.
Remove the ground beneath them and they fall or break appropriately.
Placed items sit closer to the terrain instead of hovering awkwardly above it.
Flint, branches, tool components, fiber materials, rocks, and other physical crafting pieces have received major rendering cleanup.
The goal remains simple:
If you're building something by hand, you should be able to see yourself building it.
LOOSE SOIL IS BECOMING A REAL EARTHWORK SYSTEM
Dirt is no longer just a block you instantly shovel into your inventory.
Working Dirt, Grass Blocks, and Loose Soil with multitools can now destabilize nearby earth.
Every adjacent Dirt or Grass Block has a 33% chance to become Loose Soil.
And importantly:
Loose Soil can continue spreading Loose Soil.
That means repeated digging can gradually disturb an entire area instead of every block behaving independently.
Loose Soil:
- falls with gravity;
- can be properly mined with multitools;
- follows the same earth-working logic as ordinary Dirt;
- drops Dirt rather than becoming an inventory shortcut;
- has its own Creative-mode block access.
Earthworking is starting to leave a visible mark on the landscape.
CRUSHED STONE HAS GROWN UP
Crushed Stone now behaves like a physical material.
It falls under gravity and can be processed into Crushed Stone Slabs.
The Clay Grinder and Wooden Grinder can convert:
1 Crushed Stone → 2 Crushed Stone Slabs
and reverse the process:
2 Crushed Stone Slabs → 1 Crushed Stone
More Project Flint materials now behave like actual bulk matter instead of arbitrary full cubes.
CUSTOM BUSHES ARE FORAGING — NOT DECORATION DROPS
Project Flint's forage bushes can no longer be cheesed into dropping themselves.
No matter how advanced your multitool becomes, survival harvesting yields resources, not the custom bush block.
Better tools instead reward you with more Twigs.
Current progression reaches approximately:
- Refined Rock: 3–4 Twigs
- crude cutting tools: 4 Twigs
- Flint-tier cutters: 6 Twigs
- Advanced Flint Multitool: 8 Twigs
Upgrading your technology means harvesting more efficiently—not stealing the entire plant and carrying it around.
LEAF LITTER NOW ACTUALLY HAS LAYERS
Leaf Litter used to give the same result regardless of how much litter was visibly on the ground.
Not anymore.
Resource output now scales with the actual amount present:
1 layer → 25% 2 layers → 50% 3 layers → 75% 4 layers → 100%
Partial results round upward where needed.
What you see in the world now better represents what you can actually gather from it.
SWEET BERRIES HAVE THEIR OWN PROGRESSION
Sweet Berry Bushes have been pulled into Project Flint's tool system.
Bare hands are no longer enough.
With a crude plant-cutting tool or better, a mature bush can be harvested for 1–2 Sweet Berries without destroying it.
But propagating the plant requires greater technology.
With Flint Plant Cutters or the Advanced Flint Multitool, you can spend roughly 6.5 seconds cutting down the entire bush to obtain exactly:
1 Sweet Berry Seed
These custom seeds are now the only way to plant new Sweet Berry Bushes.
Ordinary Sweet Berries themselves can no longer be planted.
Sweet Berry Seeds can be planted on Grass Blocks and grow into normal bushes.
Sweet Berries have also been reduced to:
0.5 hunger / 0.3 saturation
And the groundwork has already been laid for future berry processing:
- Sweet Berry Jam
- Sweet Berry Pie
Both items now exist and have proper assets, but their actual production methods are being saved for future food-processing progression.
MELONS & PUMPKINS NOW REWARD THE RIGHT TOOL
Gourds have joined Project Flint's specialized harvesting system.
Flint Axe
Breaking a Pumpkin with a Flint Axe produces:
1 Pumpkin Seed
Breaking a Melon block with a Flint Axe produces:
1 Melon Seed
The axe gives you the propagation material.
Flint Plant Cutters
Using Flint Plant Cutters or an Advanced Flint Multitool instead gives food:
Pumpkin → 1 Pumpkin Slice
Melon → 1 Melon Slice
Both edible slices restore:
0.5 hunger / 0.5 saturation
Different tools now answer different questions.
Do you want to eat the plant, or do you want to grow another one?
FOOD IS GETTING HARSHER
Project Flint's food balance has undergone one of its largest changes yet.
Easy vanilla food is being pushed down so surviving through hunting isn't automatically the best solution.
Raw meat and fish now provide approximately half of their previous hunger and saturation, on top of Project Flint's existing raw-food sickness penalties.
Eating raw animal products remains dangerous.
Raw meat can inflict:
- Poison;
- Nausea;
- Hunger.
Cooking matters.
But even cooked food is becoming more deliberately balanced.
Current examples include:
Cooked Chicken — 1.5 hunger
Cooked Mutton — 2.5 hunger
Cooked Rabbit — 1 hunger / 3.6 saturation
Cooked Horse Meat — 2.5 hunger
Vanilla food stacks have also been reduced, with many foods now capped at 16 per stack.
Food is increasingly becoming something you manage rather than something you carry in stacks of 64 and forget about.
A MASSIVE NEW MEAT SYSTEM
The wilderness now provides far more varied animal resources.
Project Flint introduced dedicated meat for:
- Foxes;
- Frogs;
- Goats;
- Horses;
- Llamas;
- Dolphins;
- Polar Bears;
- Camels;
- Black Bears;
- Brown Bears.
Each has raw and cooked variants with its own food balance.
Animals killed while burning can drop their cooked meat directly.
Baby animals do not produce these meat drops.
Combined with stronger animals, raw-meat sickness, reduced food values, and dangerous wildlife, hunting is becoming a deliberate survival choice rather than free food walking around on four legs.
BEARS HAVE ENTERED THE WORLD
Project Flint now has three dangerous bear families.
Black Bears
Black Bears inhabit forests, taigas, meadows, and similar wooded regions.
They're less aggressive than their larger relatives and will often avoid players unless threatened or protecting themselves.
But they're no pushover.
Current Black Bears have approximately:
22.5 health 6 attack damage
and improved melee reach.
Their natural spawn weight has been increased to 6, making them rare enough to remain noteworthy without being practically mythical.
Brown Bears
Brown Bears favor rougher terrain:
- old-growth taigas;
- mountains;
- windswept terrain;
- groves;
- rocky peaks.
These bears are considerably more dangerous.
Current Brown Bears have approximately:
27.5 health 7 attack damage
with increased melee range so standing just outside their old attack distance is no longer an easy exploit.
Brown Bears use their own dedicated geometry and UV layout, rather than sharing the Black Bear/Polar Bear body mapping.
Their spawn weight is now 4.
Polar Bears
Vanilla Polar Bears are more threatening too.
They actively target nearby players and move faster than their vanilla counterparts.
Bears are not scenery.
They are predators.
WATER IS NOW AN ENVIRONMENTAL THREAT
Rain and water have become genuine survival mechanics.
SOAKED
Spend time swimming, standing in water, or exposed to rain and you'll become Soaked.
Soaked slows you down, increases survival pressure, and reduces your ability to naturally recover health.
DRENCHED
Stay wet for 90 continuous seconds, and Soaked escalates into Drenched.
Drenched retains the penalties of Soaked but becomes significantly more dangerous:
- periodic poison-like damage;
- natural healing completely disabled.
Getting wet isn't just a visual inconvenience anymore.
If you're already injured, being caught outside in a storm can become a serious problem.
RAIN CAN KILL YOUR FIRE
Open primitive fire is vulnerable to weather.
Rain will extinguish exposed:
- Twig Pile fires;
- permanent Campfire Stone fires;
- Crude Plant Torches.
And while rain continues reaching them, primitive fires cannot simply be relit.
Shelter now matters for more than aesthetics.
Where you build your fire matters.
When you build it matters.
Watching the weather matters.
FIRE NOW HAS DIFFERENT LEVELS OF TECHNOLOGY
Not every heat source performs equally.
Compared with the Baked Kiln baseline:
Mortar Kiln — 1.25× processing speed
Permanent Campfire Stone fire — 0.90× processing speed
Primitive open-fire cooking remains useful, but proper infrastructure is better.
Plant Fiber also takes 25% longer to cook, further separating quick survival processing from serious workstation production.
INTRODUCING THE CRUDE PLANT TORCH
Night survival finally has a desperate portable light source.
A Lightly Burnt Twig can be lit directly from a burning Twig Pile or permanent campfire, creating a:
Crude Plant Torch
This is not a comfortable Minecraft torch.
It is a burning stick you're carrying around because the alternative is darkness.
The Crude Plant Torch:
- stacks to 1;
- burns for only 5 minutes;
- emits only light level 6 when placed;
- continues burning down while carried;
- hurts the carrier for half a heart every 2.5 seconds;
- is immediately ruined by water;
- is ruined by direct rain;
- cannot be recovered once placed;
- disappears completely when it burns out;
- can ignite nearby wood and vegetation;
- requires direct sky access once placed.
Carried torches can remain lit beneath shelter, but once you place one, its crude construction demands open air.
It gives just enough light to survive.
Not enough to feel safe.
NIGHT IS ACTUALLY DARK
Perhaps the biggest atmosphere change of the entire update span:
Project Flint now has true darkness.
Minecraft's normal brightness floor is no longer allowed to turn midnight into dark blue daytime.
At full night, genuinely unlit terrain can reach actual black.
There is no fake short-distance fog wall.
That distinction is important.
A dark forest can disappear into the night...
while a campfire on a distant hill is still visible.
Torches, burning kilns, campfires, and illuminated structures can be used as navigation landmarks from far away.
Light matters because darkness isn't hiding geometry—it is removing illumination.
Nighttime exploration is now fundamentally different from daytime exploration.
You can leave home.
But you'd better know how you're getting back.
DARKNESS CAN KILL YOU
Being caught in sufficiently deep darkness inflicts Terrified.
Terrified no longer blinds the screen with a fake vanilla Blindness effect.
Instead, darkness itself is the problem.
The player has a 45-second grace period before prolonged qualifying darkness begins causing damage.
That gives you enough time to react:
find your camp;
reach a torch;
light a fire;
get back to shelter.
But staying lost in the dark indefinitely is no longer an option.
The Crude Plant Torch's weak light is intentionally just enough to help prevent that fate.
YOUR CAMP CAN NOW BECOME A LANDMARK
With true darkness and distance-preserved block lighting, settlements have begun gaining something Minecraft rarely provides:
visual importance at night.
A distant campfire isn't just decoration anymore.
It can be home.
A lit kiln can guide you back from a forage run.
A torch near an important path can prevent you from getting completely turned around.
Infrastructure doesn't just process resources.
It helps you survive the world around it.
ANIMATED KILNS
Advanced and Mortar Kilns now visibly show when they're operating.
Their active front and top surfaces animate while processing.
The front animation has also been slowed down from its original rapid cycle, giving the fire a heavier, more deliberate appearance.
For the first time, a Project Flint workshop can visibly look alive.
WATER COMBAT IS DIFFERENT
Animals are significantly harder to exploit by standing in shallow water and attacking them from safety.
Land animals and wolves take sharply reduced player damage while in water.
Drowned have also been changed:
- no more free Tridents appearing in their hands;
- shorter follow/aggro range.
Water remains dangerous without being an easy source of progression-breaking equipment.
WOLVES HAVE BEEN RETUNED
Wild wolves remain dangerous predators, but their automatic player detection has been repeatedly refined.
They no longer aggro from absurd distances.
Current behavior keeps wolves threatening at close range without turning an entire forest into an unavoidable chase the moment you enter it.
SLEEPING IS MORE VALUABLE
Sleeping Bags received further integration and polish.
Successfully sleeping through the night grants a short burst of Regeneration I, giving shelter and rest a small but meaningful survival benefit.
Sleeping Bags maintain their linked two-block behavior and retain their color when properly recovered.
FOOD INFORMATION IS FINALLY VISIBLE
No more guessing whether a strange piece of Project Flint food is actually worth eating.
Food tooltips now display:
Hunger
and
Saturation
as separate values.
This applies across the food system, making the increasingly large number of meats, berries, seeds, and primitive foods much easier to compare.
The Leather Backpack also communicates its food-exhaustion penalty directly.
INVENTORY & ITEM LIMITS CONTINUE TO MATTER
Stack sizes across Project Flint have received another major balance pass.
Important survival resources no longer automatically behave like vanilla building materials.
Examples include tighter limits for:
- food;
- leather;
- branches;
- twigs;
- bindings;
- processed materials.
This keeps storage, backpacks, chests, stockpiles, and settlement infrastructure relevant instead of becoming obsolete the moment the player can hold 64 of everything.
WORLD OBJECTS & TEXTURES RECEIVED A HUGE POLISH PASS
A massive amount of visual work has happened behind the scenes—and players should notice it everywhere.
Among the improvements:
- better ground-placement height;
- repaired Flint world rendering;
- repaired tool-piece assemblies;
- improved chest models;
- proper chest latches;
- corrected Clay Grinder UVs;
- corrected grinder silhouettes;
- improved Reed Backpack positioning;
- improved Leather Backpack rendering;
- refreshed Clay molds;
- Woven Wood top/bottom textures;
- improved Mortar Kiln presentation;
- active kiln animations;
- cleaner inventory layouts;
- repaired placed material textures;
- better Loose Rock hitboxes and world presence;
- human-made asset replacements across the progression.
A huge amount of "temporary mod object floating in Minecraft" presentation has been replaced by visuals that actually belong in the world.
QUALITY-OF-LIFE WITHOUT MAKING SURVIVAL EASIER
Project Flint has also accumulated a long list of fixes that make progression less frustrating without removing its difficulty.
Highlights include:
- grinders remember selected recipes;
- two-input recipes consume both ingredients reliably;
- Woven Chest layouts line up correctly;
- storage upgrades preserve contents;
- workstations rotate properly;
- every Advanced Kiln block opens the machine;
- falling slabs land correctly;
- durability bars stay hidden on unused early tools;
- placed assemblies use sturdier support rules;
- dropped-item visuals and physical crafting pieces are more reliable;
- knapping now consumes one Rock, not an entire held stack;
- Loose Soil finally follows the same multitool mining rules as Dirt;
- Sweet Berry propagation can no longer bypass the custom seed system;
- naturally generated resources and player-held versions are increasingly separated visually;
- item translations and tooltips have received extensive cleanup.
Difficulty should come from survival, not from broken interfaces.
SO… WHAT HAS PROJECT FLINT BECOME?
Since v0.25.1-a, Project Flint has gained or massively expanded:
Renewable sheep brushing Mortar Kilns Wooden Grinders Woven Chests Leather Backpacks Ground Leather processing Compressed Burnt Branch storage Clay Block molds Crushed Stone slabs Loose Soil earthworking Gravity-driven earth materials Directional grinders Improved Advanced Kilns Animated kilns Expanded animal meats Black Bears Brown Bears More dangerous Polar Bears Soaked Drenched Terrified darkness survival True pitch-black nights Rain-sensitive primitive fires Crude Plant Torches Tool-based Sweet Berry harvesting Sweet Berry Seeds Sweet Berry Jam groundwork Sweet Berry Pie groundwork Pumpkin Seeds through axes Melon Seeds through axes Pumpkin Slices through plant cutters Melon harvesting through plant cutters Major raw-food nerfs Major cooked-food rebalance Better forage-bush progression Layer-aware Leaf Litter harvesting Improved bear combat reach and stats Food stat tooltips Backpack character rendering Better physical world crafting Dozens upon dozens of visual, UI, progression, inventory, and interaction fixes
PROJECT FLINT IS NO LONGER JUST ABOUT STARTING WITH NOTHING
It's becoming a game about building your way out of nothing.
Your first Rock matters.
Your first flame matters.
Your first real storage matters.
Your first permanent kiln matters.
The first time rain kills your fire matters.
The first time the sun disappears while you're too far from camp matters.
The light on the horizon matters.
The bear standing between you and that light definitely matters.
And every new piece of technology is slowly turning an environment that does not care whether you survive...
into somewhere you can actually call home.
PROJECT FLINT v0.28.16-a
Survive the wilderness. Master the materials. Build civilization from nothing.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:acTRzlsF:PEyydsD2"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:acTRzlsF:PEyydsD2"
}
