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Details
0.1.2
Compatibility
Required content
Changes
Changes:
*Switched to Neoforge
*Magic Book UI temp-removed, this is due to the removal of 'passEvents' being removed from the Screen class thus breaking the book's functionality of listening to key inputs while a gui is open
*Experimental: implemented more thorough checking for pickaxe/axe restrictions in terms of mining/woodcutting; if you meet the attack requirements to wield iron axes/pickaxes (10 Attack) but not the 10 Mining or Woodcutting, the mod will restrict you from even gathering the ore or wood
*Expanded range of what counts as a melee weapon for giving melee XP, this now includes tridents, shovels, hoes and shields; this also means any iron tool/weapon is restricted for use until 10 Attack
*Switched toolbelt mechanic from being enabled under 'modernrs' config value and instead the new 'qualityoflifechanges' config value
*Switched combat XP split key to Z, use the Reset button in Keybinds in Controls if it doesn't work
*Non-renewable rune essence ore now spawns underground in cold/icy biomes as small to medium vein
*Plain trees now also spawn in forest and river biomes, making them more easily available for a Woodcutting start
*Buffed bronze weaponry damage
*Normal logs can now be used as smithing/alloy furnace fuel *Corrected level requirements for mind altars
*Buffed talisman drop chances a little, a lot of the general drop chances for herbs and more may need tweaking next version
*Made the Gold Smithing Furnace texture color much less saturated
Fixes:
*Accounted for most crashes caused by opening utility blocks in the mod, these should occur less hopefully
*Fixed tiaras not being wearable, they should now work for Runecrafting if imbued at an runecrafting altar
*Made strung rabbit foot wearable, also changed how they proc (from in inv to being worn) and they now stack with ring of luck
Additions:
*Three new skills: Thieving, Herblore and Farming
*Thieving: sneak and right-click villagers to steal gold nuggets from them but beware of getting caught and stunned! Farmers can be pickpocketed at 10 Thieving and can give potatoes rarely as rewards
*Herblore: RuneScape style potion brewing. No brewing stand, all potion mixing is done in the crafting grid. Dirty herb>clean herb>vial of water>unfinished potion>secondary>finished potion.
*Farming: A WIP skill that comes with an expansion to vanilla farming. As you level Farming, you can farm barley, onions, cabbage, guam and redberries.
*The Banker villager occupation returns finally: their POI block is a gold block for now, bankers sell bank vault certificates; use vault certs on bankers while sneaking to open the cert's linked storage vault - bankers also give regeneration III for 30s while close to players
*Mainhand and offhand spells are now curios slots, basic elemental projectile and curse/etc spells craftable using runes and materials such as feathers for air strike
*As a compromise to removal of the magic book UI, magic tablets have been introduced early and are the only ways to access the enchant sapphire/opal/lapis and bones to bananas spells; each crafted tablet is equal to one spell cast and can be made at lecterns, use patchouli or see the wiki for exact info
*With modernrs toggled on, players now have access to a small set of stone spirits from RS3; namely copper, tin, iron and silver; copper are dropped by farmer villagers while wandering traders may sell the others at times, husks also drop silver ones uncommonly
*New quality of life config toggle, this is useful if you want to play the mod OSRS style but want modern RS3 QOL stuff like the toolbelt!
*There is now more variety in what players can smith with bronze: added Bronze Sq Shields and Bronze Chainbodies
Optional dependencies
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:uxlD00xV:3zyQZQyP"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:uxlD00xV:3zyQZQyP"
}

