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Maxims&Core
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To curb the rigid numerical inflation and strive for a balanced and smooth RPG experience
Themed around magical elements, mythical creatures, and enchanted worlds, often inspired by fantasy literature and folklore.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Features role-playing elements like character progression, quests, and story-driven gameplay.
Includes magical spells, wands, and other casting tools.
Introduces new enchantments and/or changes the vanilla enchantment system.
Introduces new weapons, which may add unique mechanics or abilities.
Introduces new armor, which may add special properties.
Adds extra equipment such special items and accessories specifically using the Baubles or Curios mods.
Features a progression system with stages or gates that must be unlocked.
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Description
The ultimate goal of this mod is to be a small adventure Modpack
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In order to achieve this, the module will start from the original mechanics, and with the help of the existing progression system, expand and extend to improve the quality of the game's adventures in all aspects, including new trinkets, weapons, equipment, spells, magic, and try to combine them to form a whole.
And intended to be the main part of another adventure pack(Striving Standoff), this module will focus on numerical balance.
[Maxims&blessings]
[Maxims&core&&blessings]
And all this begins with the unique accessory obtained from the start, which sets the overall tone for the mod, with subsequent equipment developments revolving around it.

There are a total of 18 maxims, core, and blessings (in planning) that will affect your gameplay process in all aspects and determine your subsequent equipment combinations.
Weapons, accessories, and armor in the mod will appear at various stages of the game process, participating in the construction of attribute values affected by the maxims' effectivenessre.
[More Series Enchantments]
Currently, more than a dozen unique enchantments have been added, covering all aspects of survival and combat, and will continue to add more and more, eventually reaching more than 60 kinds and highly linked with the motto and jewelry.
part of them:
"Crushing Power": "Attacks have a probability of losing part of their durability value to increase their damage accordingly"
"Excavation_Empty": "Digging up base stones cubes has a chance of clearing their drops with lossless",
"Excavation_Diamond Drill": "Increases the digging speed of a cube according to its hardness",
"Excavation_Smelter Mending":"Probability of repairing the durability of an ore when mining it",
"Sputtering": "Deals additional minor damage to entities near the primary target",
"Spectralization": "Damage taken is exponentially reduced except for drowning, magic,and explosion damage.",
"Snipe": "Enhanced damage based on distance, long range shots have a chance of hitting them hard",
[Numerical Equilibrium]
[Enchantment Mysteries]
In fact, a complete enchantment system can be built in the early to mid-stages of the original game. To avoid the collapse of combat effectiveness that could result from the stacking of enchantment levels and types,

As a result, for each enchanted piece of equipment, the requirement for "Enchantment Mysteries" will increase or decrease based on the quality of each enchantment — and as a further balance, treasure-type enchantments will have increased requirements, while curse-type enchantments will decrease them.
[Adventuring Experience]
Ensuring that item acquisition is challenging under a linear progression in most cases, so as to avoid early acquisition of overly powerful items that could disrupt the process.

Hence, each time a recipe is unlocked or a progression is completed, "Adventuring Experience" is gained, and some items will require corresponding attribute values to be used properly.
[vanilla optimization]
- Trying to fix possible NaN issues with entity blood levels
- Flame effects (damage, rendering) will be removed as soon as possible when having fire resistance.
[FAQ]
- This is currently an early test version, please forgive me, as I have not had spare time recently to continue this project. However, I assure that I will keep it updated.
- If you have any questions or suggestions, please feel free to post them in the comments section or on the GitHub page. However, I apologize for any delay in response as I may not be able to check them in time. Thank you for your understanding.
Imagine, when playing a certain supermodel mod or a large integration Modpack, the numerical value inflates rapidly under the overlay of multiple conditions, resulting in an extremely steep player experience.
Players may be excessively weak in the early stages and too powerful in the later stages, and both scenarios could diminish the gaming experience.
This mod aims to address this issue by introducing a new combat system, unique accessories, and continually completing related series of quests, progressing towards the ultimate goal
(to embrace or discard)
[Maxims&core&&blessings]
And all this begins with the unique accessory obtained from the start, which sets the overall tone for the mod, with subsequent equipment developments revolving around it.
Thousand Proverbs ScrollThere are a total of 18 maxims, core, and blessings (in planning) that will affect your gameplay process in all aspects and determine your subsequent equipment combinations.
Weapons, accessories, and armor in the mod will appear at various stages of the game process, participating in the construction of attribute values affected by the maxims' effectiveness
[Enchantment Mysteries]
In fact, a complete enchantment system can be built in the early to mid-stages of the original game. To avoid the collapse of combat effectiveness that could result from the stacking of enchantment levels and types,
As a result, for each enchanted piece of equipment, the requirement for "Enchantment Mysteries" will increase or decrease based on the quality of each enchantment — and as a further balance, treasure-type enchantments will have increased requirements, while curse-type enchantments will decrease them.
[Adventuring Experience]
Ensuring that item acquisition is challenging under a linear progression in most cases, so as to avoid early acquisition of overly powerful items that could disrupt the process.
Hence, each time a recipe is unlocked or a progression is completed, "Adventuring Experience" is gained, and some items will require corresponding attribute values to be used properly.
[FAQ]
This is currently an early test version, please forgive me, as I have not had spare time recently to continue this project. However, I assure that I will keep it updated. If you have any questions or suggestions, please feel free to post them in the comments section or on the GitHub page. However, I apologize for any delay in response as I may not be able to check them in time. Thank you for your understanding.
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