Modpack
The scientist in a magicians world.
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You're a scientist from an alternate reality who managed to create a portal.Unfortunately it drops you in a strange new land with no way back.
Themed around magical elements, mythical creatures, and enchanted worlds, often inspired by fantasy literature and folklore.
Set in a world after a major catastrophe, focusing on survival, scavenging, and rebuilding in a devastated landscape.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Features a central focus of farming and villages/ homesteading.
Centers on surviving in harsh conditions, managing resources, and fending off PvE threats.
Includes quests that drive progression, whether through a quest book, NPC, or other in world source.
Includes a structured narrative with plot progression and story-driven gameplay elements.
Focuses on zombie mobs, often with new types and mechanics.
Enhances farming mechanics and introduces new crops and livestock.
Designed to be difficult and challenging for experienced players, often with many hours of gameplay.
Focuses on cooking, recipes, and food-related mechanics.
Introduces lifelike mechanics and detailed enhancements to create a more believable and engaging experience.
Features a progression system with stages or gates that must be unlocked.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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(1) Scientist in Magicians World - YouTube A playlist of videos for getting started.
Version 2 is being worked on, currently parsing through mods and starting quests, adding many more dimensions and more magic mods and an "easier" start at least more obvious hopefully.
The story so far:
You're a scientist from an alternate reality who managed to create a portal.Unfortunately it drops you in a strange new land with no way back. Start by gathering resources and making a shelter. Can you survive long enough to get back home, will you let go of your prejudices of magic? More importantly if the time comes are you willing to abandon your new home and new way of life?
This is sort of a cross between blood and bones(rather hard early game with altered recipes), paths of magic(or was it simply magic? for the lack of traditional tools) and a realism packs....are those a thing? Well it is now at least.
General tips:
Tools are not available at the outset so food will need to from non crop sources like drops from trees or shrubbery.
Oak trees drop acorns which can be used to breed pigs for meat, killing other animals is not advised until crops are ready. Grass drops apple, pumpkin rice and melon seeds. Apple seeds can be planted without tilled soil.
Gravel and clay are required for early game progress so pick a world with those at spawn for best chances of survival.
There is no ultimate super food, the idea is to mix and match multiple foods for a few meals a day.
Torches are a mid game item candles and fire will be your light you can get candle making materials from honeycomb or killing pigs.
The bees from an apiary will help grow crops as an early game bonemeal replacement.
Wildberry juice gives regeneration
Intelligent life has long since been turned to zombies and so only the stone based ruins remain, villages and mineshafts are no longer around.
Zombies have a low chance to drop carrots and potatoes.
Several recipes have changed so check JEI. Additionally regular type tools and armor have terrible durability and won't mine up anything they are for recipes only.
Ironwood trees drop ironberries, so that's where to get iron.
Crops have prefered growing biomes so having a few farmlands around will be beneficial.
Tough as nails is installed but you get shears and flint and steel with a forever burning block as early game rewards so cold biomes should not be problematic hot biomes are a problem though.
If there is any other tips you think I should add please let me know. This is also an initial release/beta test so any problems please alert me.
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