Server_Messages=[default;Playing on &motd& (&players&/&t)]
Detect_Technic_Pack=false
Show_Dimension=true
Show_Biome=false
LAN_Game_Message=Playing on LAN
LAN_Game_Message=Playing on LAN as &ign&
Default_Server_Icon=alterlite
Dimension_Messages=[default;In The &dimension&, the_nether;In The &dimension&;the_nether, CompactMachines;Inside a Compact Machine;compactmachines3, overworld;In The &dimension&;overworld, the_end;In The &dimension&;the_end]
Default_Server_Name=Server
Dimension_Messages=[default;In The &dimension&, the_nether;In The &dimension&;the_nether, CompactMachines;Inside a Compact Machine;newcompactmachines, overworld;In The &dimension&;overworld, the_end;In The &dimension&;the_end, mining_world;In The Mining World;miningdimension]
# Move the JEI search bar to the bottom center of the screen. [default: false]
B:centerSearchBarEnabled=false
B:debugModeEnabled=false
# Choose if JEI should give ingredients direct to the inventory (inventory) or pick them up with the mouse (mouse_pickup).
# [Default: mouse_pickup]
# [Valid: [inventory, mouse_pickup]]
S:giveMode=MOUSE_PICKUP
# The maximum width of the ingredient list. [range: 4 ~ 100, default: 100]
I:maxColumns=100
# The maximum height of the recipe GUI. [range: 175 ~ 5000, default: 350]
I:maxRecipeGuiHeight=350
# How the mod name should be formatted in the tooltip for JEI GUIs. Leave blank to disable. [Default: blue italic] [Valid: [black, dark_blue, dark_green, dark_aqua, dark_red, dark_purple, gold, gray, dark_gray, blue, green, aqua, red, light_purple, yellow, white, obfuscated, bold, strikethrough, underline, italic]]
@ -3,6 +3,14 @@ and documentation will be printed.
pageOrder:
Arguments:
String array
Usage:
Array of root advancement resource location
Notes:
Forces an order for advancement pages in the gui. Any not added to this array are ordered alphabetically.
allowDragging:
Arguments:
boolean
@ -35,33 +43,17 @@ removeModAdvancements:
Notes:
Used to set whether Triumph should remove mod advancements.
printDefaultConfigs:
Arguments:
boolean
Default Values:
true
Notes:
Used to set whether Triumph should print default config files. This will replace files. Always backup first!
pageOrder:
Arguments:
String array
Usage:
Array of root advancement resource location
Notes:
Forces an order for advancement pages in the gui. Any not added to this array are ordered alphabetically.
useNewParentCompletionCriteriaNames:
Notes:
Tells the mod to use the new naming scheme for parent completion criteria generated with 'setRequiresParents()', instead of the old one. 'Completed Title' vs 'completedParent1'
printDocumentation:
printDefaultConfigs:
Arguments:
boolean
Default Values:
true
Notes:
Used to set whether Triumph should print config documentation.
Used to set whether Triumph should print default config files. This will replace files. Always backup first!
removeVanillaAdvancements:
Arguments:
@ -77,3 +69,11 @@ forceReloadFunctions:
Notes:
No longer does anything. Simply here to avoid script errors. Will be removed fully in a future update.
printDocumentation:
Arguments:
boolean
Default Values:
true
Notes:
Used to set whether Triumph should print config documentation.
@ -2,377 +2,377 @@ These are the functions which can be called directly in a script advancement fil
setDescription:
addCriteria:
Arguments:
String
String, String
Usage:
description
criteria name, criteria trigger type
Notes:
Sets the description for the advancement. This or setTranslatedDescription is required.
Adds a criteria to the advancement with the specified type. Returns the criteria object for use as a variable.
setTitle:
pageRequiresRoot:
Notes:
Convenience method to add a 'triumph:completed_advancement' criteria for this root to every advancement on the page. Can only be used in a root advancement.
addRewardRecipe:
Arguments:
String
Usage:
title
recipe name
Notes:
Sets the title for the advancement. This or setTranslatedTitle is required.
Adds a recipe as a reward for completing the advancement. You can get the name of the recipe you want to grant from NEI or JEI.
hideLines:
addRequirements:
Arguments:
String array
Usage:
array of criteria requirements
Notes:
Sets the advancement to hide connection lines to parents.
This is the manual way of adding requirements. The array of criteria requirements will be added as a requirement array. This is done in basically the same way as vanilla Json advancements, where an array of requirements is a group of criteria that, if all are completed, the advancement is completed. Multiple arrays can be added by calling this function multiple times.
drawDirectLines:
addRewardItem:
Arguments:
ItemBlockData
Usage:
item data
Notes:
Sets the advancement to draw direct lines to parents.
Adds the item as a reward for completing this advancement.
setHidden:
setRequirements:
Arguments:
boolean
String, String array
Usage:
if the advancement should be hidden
Requirements type, criteria exception array
Notes:
Sets if the advancement should be hidden until it is completed. Not compatible with other visibility options.
This is a helper method designed to make setting criteria requirements easier. If set to "all" this will make all criteria required for completion. If set to "any" this will make any criteria complete the advancement. If set to "any" the array of criteria exceptions is used to configure the requirements where all exceptions are required plus any other single criteria.
setIcon:
setRequirements:
Arguments:
ItemBlockData
String
Usage:
item data
Requirements type. This type can be either "any" or "all"
Notes:
Sets the item icon for the advancement. This is required.
This is a helper method designed to make setting criteria requirements easier. If set to "all" this will make all criteria required for completion. If set to "any" this will make any criteria complete the advancement.
addParent:
pageVisibleIf:
Arguments:
String
Usage:
Advancement resource location or gamestage name
Notes:
Adds a parent for the advancement. This only effects its position on the advancement page and connection lines. By default parents are not required for the advancement to be completed. At least one parent is required for non-root advancements. If the string ends with a / it will be treated as a folder, and all advancements within that folder will be added as parents.
Only usable in root advancements. Makes the page visible if the provided advancement/gamestage is complete. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
setBackground:
visibleIf:
Arguments:
boolean
String
Usage:
background resource location
Advancement resource location or gamestage name
Notes:
Sets the background for the advancement page. This is required and only used by root advancements. Be aware the background is tiled.
Makes the advancement visible if the provided advancement/gamestage is complete. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
setCompletedLineColor:
hiddenIf:
Arguments:
int
String
Usage:
color int
Advancement resource location or gamestage name
Notes:
Sets the completed line color for the advancement.
Makes the advancement hidden if the provided advancement/gamestage is complete. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
setCompletedLineColor:
setRepeatTime:
Arguments:
int, int, int
long
Usage:
red, green, blue
number of seconds before the advancement can be repeated
Notes:
Sets the completed line color for the advancement.
Sets the number of seconds real time between advancement completion and when it will be completable again.
setAnnounceToChat:
setShowToast:
Arguments:
boolean
Usage:
if advancement completion should be announced in chat
if the toast should be shown
Notes:
Sets if the advancement completion should be announced in chat.
Sets if a toast should be shown to the player when the advancement is completed.
setTranslatedDescription:
hiddenUnless:
Arguments:
String
Usage:
description translation path
Notes:
Sets the description for the advancement. Used for localization. This or setDescription is required.
setRequiresParents:
Advancement resource location or gamestage name
Notes:
This is a helper method which adds criteria either named 'completedParent'/'completedParent2'/etc or if the 'useNewParentCompletionCriteriaNames' option is set in the main config named the same as their title or resource location (Example: "Completed Some Advancement Title") with type "triumph:completed_advancement", and makes them a requirement. This effectively makes the advancement require its parents to be completed before it can be completed.
Makes the advancement hidden if the provided advancement/gamestage is not completed. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
addRewardSkillable:
setFrameType:
Arguments:
String, int
boolean
Usage:
skill, levels
frame type
Notes:
Adds a Skillable skill level up reward.
Sets the frame type for the advancement. Options are "TASK", "CHALLENGE", "GOAL". Default is TASK.
pageAlwaysVisible:
alwaysVisible:
Notes:
Only usable in root advancements. Makes the page always visible. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
Makes the advancement always visible. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
setUncompletedLineColor:
Arguments:
int
Usage:
color int
pageAlwaysHidden:
Notes:
Sets the uncompleted line color for the advancement.
Only usable in root advancements. Makes the page always hidden. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
setUncompletedLineColor:
visibleUnless:
Arguments:
int, int, int
String
Usage:
red, green, blue
Advancement resource location or gamestage name
Notes:
Sets the uncompleted line color for the advancement.
Makes the advancement visible if the provided advancement/gamestage is not completed. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
pageVisibleUnless:
pageHiddenUnless:
Arguments:
String
Usage:
Advancement resource location or gamestage name
Notes:
Only usable in root advancements. Makes the page visible if the provided advancement/gamestage is not completed. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
Only usable in root advancements. Makes the page hidden if the provided advancement/gamestage is not completed. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
setRewardExperience:
Arguments:
int
Usage:
experience
alwaysHidden:
Notes:
Sets the experience amount for the reward for completing the advancement. This is in xp, not in levels.
Makes the advancement always hidden. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
setTranslatedTitle:
pageHiddenIf:
Arguments:
String
Usage:
title translation path
Advancement resource location or gamestage name
Notes:
Sets the translated title for the advancement. Used for localization. This or setTitle is required.
Only usable in root advancements. Makes the page hidden if the provided advancement/gamestage is complete. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
setUncompletedIconColor:
hideLines:
Notes:
Sets the advancement to hide connection lines to parents.
drawDirectLines:
Notes:
Sets the advancement to draw direct lines to parents.
setHidden:
Arguments:
int, int, int
boolean
Usage:
red, green, blue
if the advancement should be hidden
Notes:
Sets the uncompleted icon color for the advancement.
Sets if the advancement should be hidden until it is completed. Not compatible with other visibility options.
setUncompletedIconColor:
setPos:
Arguments:
int
int, int
Usage:
color int
x pos, y pos
Notes:
Sets the uncompleted icon color for the advancement.
Sets the x and y coordinates of the advancement.
addRewardLootTable:
setTitle:
Arguments:
String
Usage:
loottable resource location
title
Notes:
Adds a loot table reward.
Sets the title for the advancement. This or setTranslatedTitle is required.
setCompletedIconColor:
setIcon:
Arguments:
int
ItemBlockData
Usage:
color
item data
Notes:
Sets the completed icon color for the advancement.
Sets the item icon for the advancement. This is required.
setCompletedIconColor:
addParent:
Arguments:
int, int, int
Usage:
red, green, blue
String
Notes:
Sets the completed icon color for the advancement.
Adds a parent for the advancement. This only effects its position on the advancement page and connection lines. By default parents are not required for the advancement to be completed. At least one parent is required for non-root advancements. If the string ends with a / it will be treated as a folder, and all advancements within that folder will be added as parents.
addRewardFunction:
setBackground:
Arguments:
String
boolean
Usage:
function name
background resource location
Notes:
Adds the function with the provided name as a reward for completing the advancement.
Sets the background for the advancement page. This is required and only used by root advancements. Be aware the background is tiled.
setUncompletedTitleColor:
setDescription:
Arguments:
int, int, int
String
Usage:
red, green, blue
description
Notes:
Sets the uncompleted title color for the advancement.
Sets the description for the advancement. This or setTranslatedDescription is required.
setUncompletedTitleColor:
addRewardLootTable:
Arguments:
int
String
Usage:
color int
loottable resource location
Notes:
Sets the uncompleted title color for the advancement.
Adds a loot table reward.
setCompletedTitleColor:
setAnnounceToChat:
Arguments:
int, int, int
boolean
Usage:
red, green, blue
if advancement completion should be announced in chat
Notes:
Sets the completed title color for the advancement.
Sets if the advancement completion should be announced in chat.
setCompletedTitleColor:
setCompletedIconColor:
Arguments:
int
Usage:
color
Notes:
Sets the completed title color for the advancement.
Sets the completed icon color for the advancement.
setPos:
setCompletedIconColor:
Arguments:
int, int
int, int, int
Usage:
x pos, y pos
red, green, blue
Notes:
Sets the x and y coordinates of the advancement.
Sets the completed icon color for the advancement.
addCriteria:
setUncompletedLineColor:
Arguments:
String, String
int, int, int
Usage:
criteria name, criteria trigger type
red, green, blue
Notes:
Adds a criteria to the advancement with the specified type. Returns the criteria object for use as a variable.
Sets the uncompleted line color for the advancement.
setFrameType:
setUncompletedLineColor:
Arguments:
boolean
int
Usage:
frame type
color int
Notes:
Sets the frame type for the advancement. Options are "TASK", "CHALLENGE", "GOAL". Default is TASK.
Sets the uncompleted line color for the advancement.
addRewardRecipe:
addRewardFunction:
Arguments:
String
Usage:
recipe name
function name
Notes:
Adds a recipe as a reward for completing the advancement. You can get the name of the recipe you want to grant from NEI or JEI.
Adds the function with the provided name as a reward for completing the advancement.
addRequirements:
setTranslatedDescription:
Arguments:
String array
String
Usage:
array of criteria requirements
description translation path
Notes:
This is the manual way of adding requirements. The array of criteria requirements will be added as a requirement array. This is done in basically the same way as vanilla Json advancements, where an array of requirements is a group of criteria that, if all are completed, the advancement is completed. Multiple arrays can be added by calling this function multiple times.
Sets the description for the advancement. Used for localization. This or setDescription is required.
addRewardItem:
setCompletedLineColor:
Arguments:
ItemBlockData
int, int, int
Usage:
item data
red, green, blue
Notes:
Adds the item as a reward for completing this advancement.
Sets the completed line color for the advancement.
setShowToast:
setCompletedLineColor:
Arguments:
boolean
int
Usage:
if the toast should be shown
color int
Notes:
Sets if a toast should be shown to the player when the advancement is completed.
Sets the completed line color for the advancement.
pageRequiresRoot:
pageAlwaysVisible:
Notes:
Convenience method to add a 'triumph:completed_advancement' criteria for this root to every advancement on the page. Can only be used in a root advancement.
Only usable in root advancements. Makes the page always visible. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
setRequirements:
setUncompletedTitleColor:
Arguments:
String, String array
int, int, int
Usage:
Requirements type, criteria exception array
red, green, blue
Notes:
This is a helper method designed to make setting criteria requirements easier. If set to "all" this will make all criteria required for completion. If set to "any" this will make any criteria complete the advancement. If set to "any" the array of criteria exceptions is used to configure the requirements where all exceptions are required plus any other single criteria.
Sets the uncompleted title color for the advancement.
setRequirements:
setUncompletedTitleColor:
Arguments:
String
int
Usage:
Requirements type. This type can be either "any" or "all"
color int
Notes:
This is a helper method designed to make setting criteria requirements easier. If set to "all" this will make all criteria required for completion. If set to "any" this will make any criteria complete the advancement.
Sets the uncompleted title color for the advancement.
visibleIf:
addRewardSkillable:
Arguments:
String
String, int
Usage:
Advancement resource location or gamestage name
skill, levels
Notes:
Makes the advancement visible if the provided advancement/gamestage is complete. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
Adds a Skillable skill level up reward.
setRepeatTime:
setCompletedTitleColor:
Arguments:
long
int
Usage:
number of seconds before the advancement can be repeated
color
Notes:
Sets the number of seconds real time between advancement completion and when it will be completable again.
Sets the completed title color for the advancement.
pageHiddenIf:
setCompletedTitleColor:
Arguments:
String
int, int, int
Usage:
Advancement resource location or gamestage name
red, green, blue
Notes:
Only usable in root advancements. Makes the page hidden if the provided advancement/gamestage is complete. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
Sets the completed title color for the advancement.
hiddenUnless:
setUncompletedIconColor:
Arguments:
String
int
Usage:
Advancement resource location or gamestage name
Notes:
Makes the advancement hidden if the provided advancement/gamestage is not completed. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
alwaysHidden:
Notes:
Makes the advancement always hidden. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
alwaysVisible:
Notes:
Makes the advancement always visible. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
pageAlwaysHidden:
color int
Notes:
Only usable in root advancements. Makes the page always hidden. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
Sets the uncompleted icon color for the advancement.
visibleUnless:
setUncompletedIconColor:
Arguments:
String
int, int, int
Usage:
Advancement resource location or gamestage name
red, green, blue
Notes:
Makes the advancement visible if the provided advancement/gamestage is not completed. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
Sets the uncompleted icon color for the advancement.
hiddenIf:
setTranslatedTitle:
Arguments:
String
Usage:
Advancement resource location or gamestage name
title translation path
Notes:
Makes the advancement hidden if the provided advancement/gamestage is complete. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
Sets the translated title for the advancement. Used for localization. This or setTitle is required.
pageHiddenUnless:
setRequiresParents:
Notes:
This is a helper method which adds criteria either named 'completedParent'/'completedParent2'/etc or if the 'useNewParentCompletionCriteriaNames' option is set in the main config named the same as their title or resource location (Example: "Completed Some Advancement Title") with type "triumph:completed_advancement", and makes them a requirement. This effectively makes the advancement require its parents to be completed before it can be completed.
pageVisibleUnless:
Arguments:
String
Usage:
Advancement resource location or gamestage name
Notes:
Only usable in root advancements. Makes the page hidden if the provided advancement/gamestage is not completed. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
Only usable in root advancements. Makes the page visible if the provided advancement/gamestage is not completed. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
pageVisibleIf:
setRewardExperience:
Arguments:
String
int
Usage:
Advancement resource location or gamestage name
experience
Notes:
Only usable in root advancements. Makes the page visible if the provided advancement/gamestage is complete. All visibility options (alwaysVisible, alwaysHidden, visibleIf, hiddenIf, visibleUnless and hiddenUnless) are run in order of addition to the script. The first one in the list to be completed is the one which enforces its visibility option.
Sets the experience amount for the reward for completing the advancement. This is in xp, not in levels.
"text":"In this world, the $(thing)weather$() is localized and is much more diverse. $(br2)Warm and cold particle based weather fronts spawn in, when they collide they can create a storm that will develop into deadlier storms."
@ -2,9 +2,9 @@ Read loading screen text tips, they can be really handy sometimes.
You have to survive in real life before trying to survive in-game. Remember to eat, drink water, and take frequent breaks if you plan to play for a long session.
Can't figure out how to get an item? Check JEI (the sidebar in your inventory). It may have your answer.
Don't forget to replant trees to prevent deforestation. (And so that you can get more wood)
You can move faster on certain blocks like Grass Paths.
You can move faster on certain blocks like Grass Paths and Asphalt.
There are tons of different kind of animals out there in the world, try to catch them all!
You can set your spawn point by sleeping in a Bed or Tipi.
You can set your spawn point by sleeping in a Bed.
Press the 'K' key to open up the advancements screen.
The Ore is setup in large veins. Locate the chunk a vein is in by finding a Sample on the surface.
Beware! Monsters spawn at night, and also in dark places. Remember to keep your house lit.
@ -14,28 +14,28 @@ There is no spoon.
Hold CTRL+R while in the main menu to regenerate new splash texts. You might be amazed at what you can find there.
Animals have needs too! If you don't tend to them they will get sick.
Mobs won't spawn on half-slabs, but they will on double-slabs.
Need Clay and Gravel? Check the oceanside!
Dont worry, there are no bears in this modpack... unless Animania decides to add bears one day.
Need Clay and Gravel? Check the riverside!
Don't worry, there are no bears in this modpack... unless Animania decides to add bears one day.
There is a button in your inventory menu that can sort your stuff for you. You're welcome.
Food is important, don't forget to eat or you might starve yourself to death.
There are vanity items in the game where you can trade from villagers!
Looking for Silver? Try higher ground instead of underground. (And no, this is not an excuse to make a star wars reference.)
Use Waystones to teleport from one point to another.
Need a map? Craft an Antique Atlas. It's really cool, you should check it out.
Need a map? Craft an Antique Atlas or buy one from a Cartographer villager. It's really cool, you should check it out.
Some animals fight back, you should be careful who or what you attack.
Bored of regular cooked meat? Try their other variations by drying them on a drying rack.
Bored of regular cooked meat? Try their other variations by drying them on a drying rack. [This is outdated information and will be replaced soon]
Try the Bonsai Trees!
Placing ice under soul sand will make whatever walks on it slower than normal.
Placing ice under soul sand will make whatever walks on it even more slower than normal.
Squids will try to defend themselves when they feel harmed.
Be careful not to fall down a deep hole.
Tools and Weapons made out of Tinker's Construct can be leveled up.
Dont forget to keep exploring the world!
Tools and Weapons made out of Tinker's Construct can be leveled up. [This is outdated information and will be replaced soon]
Don't forget to keep exploring the world!
Sugarcane can be planted on both dirt and sand, as long as its adjacent to water.
The Staging Belt is an early game inventory expansion, or as one may call it a backpack. You can make one provided that you have leather.
Looking for a chunk loader? Use a World Stabilizer or Weirding Gadget.
Endermen are pretty strong. Don't attempt to fight one until you're really sure you can take them on.
Using Water strainers? Don't forget about the efficiency bonus! Check the official Water Strainer page for more information.
The EFLN is a cheap and effective throwable mining explosive. Just be careful where you point it at.
Using Water strainers? Don't forget about the efficiency bonus! Check the official Water Strainer page for more information. [This is outdated information and will be replaced soon]
The EFLN is a cheap and effective throwable mining explosive. Just be careful where you point it at. [This is outdated information and will be replaced soon]
Got pets? Don't forget to feed and take care of them or they will eventually get sick.
Eating a balanced diet is important in this game, be sure to check your nutrition status.
Explore the world! You might even end up in a lost city, but be careful if you plan on visiting them.
@ -43,14 +43,14 @@ The number 42 is the Answer to the Ultimate Question of Life, the Universe, and
Be careful while mining! Mobs underground are stronger than their above ground counterparts.
In addition to food, animals need to drink too to survive.
Looking to prevent mobs from spawning in your base? Try setting up some Powered Lanterns around your base, they look aesthetically pleasing too.
Working with jetpacks? Press the 'Y' key to toggle jetpack hover mode, and 'CTRL+Y' to toggle emergency hover mode.
Working with jetpacks? Press the 'Y' key to toggle jetpack hover mode, and 'CTRL+Y' to toggle emergency hover mode. [This is outdated information and will be replaced soon]
Did you know? There are 20 ticks in a second, 1200 ticks in a minute, and 72000 ticks in an hour.
You can teleport from one point to another by using Waystones. They spawn naturally in villages but you can craft your own ones too.
In early stages of the game, you can hold the ~ key while chopping trees to take down the entire tree. This doesn't work properly for really big trees so you need a Lumberaxe for that.
In early stages of the game, you can hold the ~ key while chopping trees to take down the entire tree. This doesn't work properly for really big trees so you need a Lumberaxe for that. [This is outdated information and will be replaced soon]
There are multiple breeds of every animal. Try to see if you've spotted them all.
A good passive way to generate power is to use an Immersive Engineering Windmill or Waterwheel.
You can make also steel using the Alloy Kiln, but it takes significantly longer to make compared to using a Blast Furnace.
When mining underground, you might encounter overlapping ore veins. If you found an ore vein, try also digging around it as there might be another one very closeby.
When mining underground, you might encounter overlapping ore veins. If you found an ore vein, try also digging around it as there might be another one really closeby.
Cats don't take fall damage.
Different kinds of food will provide different kind of nutritions. Eating a balanced diet will give you better health.
Use a Name Tag on mobs and villagers if you don't want them to despawn randomly. This does not apply to passive mobs like cows and sheep as they don't despawn randomly.
@ -61,15 +61,31 @@ Watch out for support creepers. By themselves they are weak but when accompanyin
Your nutrition values will reset when you die so be careful.
It is only with the heart that one can see rightly; what is essential is invisible to the eye.
If you correctly port-forward the port you use for hosting a local multiplayer world, you can also invite your non-local friends too! Essentially turning it into an online multiplayer world.
You can make molten obsidian by mixing water and lava in a smeltery.
You can make molten obsidian by mixing water and lava in a smeltery. [This is outdated information and will be replaced soon]
Too many cooks spoils the soup!
Greed is not good! It may just lead you to your death.
You will not die from poison, unless you get punched or attacked on your last heart while poisoned.
Stencil Patterns can be infinitely recycled. Got a pattern you don't need or want to use anymore? Just put it back in the stencil table and draw something else on it in it's place.
Stencil Patterns can be infinitely recycled. Got a pattern you don't need or want to use anymore? Just put it back in the stencil table and draw something else on it in it's place. [This is outdated information and will be replaced soon]
*notices the tip number* OwO whats this?
Got something you need that you can't mine or get because its at somewhere dangerous? Try looking into villager trades, sometimes travelling merchants sell what you might need too!
If you don't have the high ground, don't try it.
Tinkers' Construct has an item called Mom's Spaghetti. It's a 'food' with 100 durability, you can repair it by enchanting it with mending.
Tinkers' Construct has an item called Mom's Spaghetti. It's a 'food' with 100 durability, you can repair it by enchanting it with mending. [This is outdated information and will be replaced soon]
You can restore backups using the 'Backup' button in the worlds menu in the event your world gets corrupted.
Crouching on blocks will stop you from falling off.
Zombies are attracted to sudden changes of light levels and sound.
Zombies, Skeletons and certain mobs are attracted to sudden changes of light levels and sound. If you're trying to avoid them then try to be sneaky!
You can change the color of certain blocks and items.
Don't spoil the endgame.
Putting fish in a fishtank will prevent them from despawning.
Remember to check the Tome of the Alterlite guidebook often. It just might contain the information you need!
Craft a Bow and some Torch Arrows if you're too afraid to explore dark caverns and areas.
The Senate will decide your fate.
Remember, this modpack is a work in progress. Don't take everything too seriously!
Pay attention to what season it currently is or your crops might not grow!
Beds can be made out of various different colors.
Cave roots are an alternative way of creating various different colored dyes.
Got a bunch of artisan tools lying around? Make a toolbox and place them adjacent to worktables. You can access the tools in the toolbox directly from the worktables as they get attached.
Cartographers may sell explorer maps that can lead to interesting places or even treasure!
Be sure to brush up on your knowledge of the world by reading the Tome of the Alterlite often.
Try to maintain a good balance in Aura for the sake of the environment.
Looking for End Stone but not ready to take on the Ender Dragon? You don't necessarily need to travel to the end for that. Small floating end islands generate in the overworld. You just need to know where to look.
Looking for Prismarine? Check out the deep oceans, you might just find an ocean monument. They're built using the prismarine which you so desire!