"Any sufficiently advanced technology is indistinguishable from magic."
This is a fabric-only mod that aims to recreate the atmosphere of classic magic mods. It is inspired by historical alchemy and will have a strong emphasis on visuals and automation.
Currently Pre-Alpha - Incomplete, but contains some of the ever-increasing number of blocks, items, and worldgen features.
This mod requires TerraBlender. Download it here:
TerraBlender Fabric
Additionally, due to changes since Minecraft 1.18, biome modifications are currently incompatible with other biome mods/datapacks.
Planned Features
- Automatable alchemy for extracting energy from materials
- Wisps, sentient beings that grant the player abilities and control the balance of the world
- Staves with selectable foci - a unique tool and weapon system
- World generation - resources, biomes, tree types, and structures
- Progression based on exploration and crafting (rather than scanning and research)
- A really special book that hints at lore and progression as the player discovers more
- Good looking blocks - loads of wood types, building blocks, furniture, and lighting options
- Really cool effects for staves, alchemy, and wherever else
Inspiration
- Actual alchemy - many features are direct implementations of ancient scientific tools and terminology
- BiomesOP - foliage and custom biome implementation
- Thaumcraft (what magic mod isn't?)
Currently Implemented
- Six new tree types with entirely custom (but work-in-progress) generation
- Their respective log/wood/stripped variants, leaves, plank variants, stairs, and slabs
- Some worldgen (one custom biome)
- Crafting recipes, furnace recipes, and blast furnace recipes
- Base models and texture work
Common Questions
- When will this be done?
Not sure. I'm a novice modder and life is a thing. Major updates will be on my YouTube channel; in the meantime, progress is available on GitHub.
- Will you support older Minecraft versions?
This mod depends on features from 1.17 and the upcoming 1.19 update, so, no.
- Can you implement X feature?
Maybe! I'm always open to suggestions. There will eventually be a Discord server to make this process easier.
- Did X feature rip off Y mod?
Probably not. Each feature was designed from a blank slate with tons of historical research. For this reason, many concepts and terminology overlap with other mods.
- Will this be available on Forge?
No.
截图:
0.3.2-alpha+mc1.18.2.nobiomes
### Notable Changes
- New models for pipes, arcane furnace, and alembic
- Added phial rack and glass receiver
- Removed TerraBlender while it is updating
- Updated to 1.18.2
### Known Issues
- No new issues
**Full Changelog**: https://github.com/trufflezmc/trufflez-arcanum/compare/0.2.1-alpha+mc1.18.1...0.3.2-alpha+mc1.18.2
0.2.1-alpha+mc1.18.1
### Notable Changes
- 2 new tree types (Myrtle and Sycamore)
- Added fence, fence gate, button, and pressure plate
- TerraBlender integration for biome injection
- Added Great Oak Forest biome
### Known Issues
- Missing or placeholder models and textures
- Sycamore TrunkPlacer error on generation
**Full Changelog**: https://github.com/trufflezmc/trufflez-arcanum/compare/0.1.0-alpha+mc1.18.1...0.2.1-alpha+mc1.18.1
0.1.0-alpha+mc1.18.1
- 4 tree types with all current variant blocks fully textured
- Injections for bark stripping and custom tree trunk and leaf generators
- Custom biome-dependent foliage colors
- Custom models for alembic, auric workbench, vitriol, staff cores and staves, staff pedestal
### Known issues:
- Missing models+textures for copper pipe, copper valve, furnace arcana, refractory clay brick, refractory brick
- Placeholder textures for staff pedestal, alembic, and saplings
- Staves are incomplete
- Sounds
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