Modpack
PIV5
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The 5th Iteration of Project Izatel, the MMORPG Project.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Features role-playing elements like character progression, quests, and story-driven gameplay.
Introduces player leveling systems with skills and abilities.
Adds skill trees or abilities for character progression.
Focuses on or is balanced for player versus player combat and competition.
Ideal for small groups of players or cooperative gameplay.
Works well on servers with a large amount of players, often adding social features, economy, trading, etc.
Enhances social interactions and roleplaying elements, ideal for servers and communities.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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By sheer luck, PIV5 has reached a point in which it is playable! The original plan for this version was scrapped early on actually, i was aiming to make a tiered, earn levels to go anywhere modpack while encouraging more team play. However, there are different with different play styles and play ethics that do come together and play, I would hate to have someone who can enter the end have to forcibly wait for their friend to grind levels and unlock the nether, so thats been canned, lets start off with the most important changes:
PROJECT MMO
Im sure most of you know about PMMO in the previous versions, and the weird requirements and poor payoff of leveling through the skills, here's what's changed:
-Skills. Skills now have a max level of 400 for each respective skill, and are LINEAR! While this does reduce the grind a bit, I figured
- Requirements for all weapons, blocks, entities, etc. have been PERMANENTLY removed. The original version of this pack was going to have requirements but after working through some of the items, I found that there was really no point in having it. PMMO in this pack is designed to be a supporting system, so to add requirements would force players to actively work through it instead of at their own pace.
- XP Values for actions will be changed over time. I've observed that some of you play a lot faster than others, and I'm sure that with previous versions being close to each other (and outside modpacks) it has become easier to get through it. This is something that I’ll keep an eye on, and focus more on buffing hard to level skills rather than nerfing skill xp gain (unless its crazy quick)
- Loottables are on the way, soon-ish. This pack presents over 21,000 items to minecraft, on top of that, there's some major balancing that's needed to make sure its actually fair since Im going to account for biomes and skill levels.
- Party System. Join up with other players using /pmmo party to gain xp boosts in skills (as long as you’re all nearby) (KEEP IN MIND THAT FOR LAND CLAIMS, PLAYERS WILL NEED TO BE IN A SEPARATE PARTY FOR SHARED CLAIM/CHEST ACCESS.)
-Overhauled perk system. The PMMO perk system was deleted in its entirety and redone to better fit this overall project. Over the time it takes for you reach level 400 in your skills, you will gain simple but powerful passives that will compound with the other skills in the game. Listed below are most of the passives you can gain (i forgor some)
Agility - Speed increase, reduced fall damage, jump boost, super jump boost, super sprint
Endurance - Max Health, Damage
Archery - Damage Boost
Building - Block Reach
Swimming - Extra Breath, Vision
Taming - Animal Stat Boost
Magic - Spell Power, Mana Regen, Cooldown Reduction
And increasing Dig speed for all tools (Besides swords, thats a little weird)
More Skills are actively being worked on, with fighting styles and perks being added in the next update.
*There are some caveats though, skills that would benefit from lootables (like excavation, and fishing) have not had any modifications since these need to be created from scratch, and again will take player pmmo level and biome/dimensions into account.
Dual enemy scaling
Enemies have also changed their leveling, just like you. Using PMMO, enemies will scale their level in a linear fashion as well, around 5%. Mobs will also increase their level with a small bonus in accordance to blocks away from spawn, as well as underground depth. Enemies will also drop bonus xp as well to account for this.
PvP and Keep Inventory
This pack will continue to use PvP flagging, allowing people to fight each other in mutual combat (and earn more combat xp), very useful for harassing people. I’ll also be using Corail Tombstone to handle the creation and maintenance of graves when you die.
In-game Guide
An ingame guide to better help players is being worked on and will come out in parts, since some mods have alot more documentation than others. For now, I will make a guide channel to help players out
Endgame
A proper endgame is being made to properly challenge players who progress far into the pack, this will be split into 3 different areas that are all a WIP:
Gateways - These gateways are wave based, allowing players to earn large amount of loot from gates of varying difficulties.
Dimensional Dungeons - Similar to Gateways, but a bit more fleshed out. Dungeons with higher leveled monsters, bosses and loot Team play is encouraged in these dungeons.
The Lost Cities - This dimension will be made into an automatic PvP zone, with pvp being always on as long as you're in this dimension. As loottables are being worked on, modified loottables and increased loot with higher quality will be added to this dimension (along with a combat xp boost).
With that being said, the install file is located below, and the code for easier setup is gz2SjXgG
This code will be available for use for the next 7 days. A direct link to the modpack is under review by Curseforge, and will be shared as well once approved. Lastly, theres no server info, since the server info is built into the pack itself. The minimum amount of ram I’d recommend for the pack to run is 6GB.
Enjoy!
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