Modpack
New World
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New World: A Totally rethought Minecraft Sandbox, not just Vanilla+. New Progression, New Generation, New Experiences.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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Welcome to a New World...
New World is a modpack that seeks to break free from the "what-does-that-even-mean" that is "Vanilla Plus". It rethinks Minecraft's progression, focusing on the Sandbox in Minecraft's Survival-Sandbox genre, while also not trivializing the proccess of becoming powerful. New World overhauls and changes a lot of what you would find in Vanilla Minecraft, so the rest of this description will serve to walk you through some of the more influential changes, sequentially from top-to-bottom for how much they affect the game!
Goodbye Villages! Goodbye Outposts!

Ever making a new Minecraft world, settling along a lovely river, but wait, what's that on the mountain there? An Ugly village with Cubes of dirt everywhere! You find a beautiful and flat plains... 5 Villages are already there claiming all the good real estate for themselves. Removing Villages isn't about removing villagers... You can still cure one of them from a zombie! Villages in vanilla Minecraft contribute to a specific problem... The world already feels inhabited! Pillager outposts have the same issues. With the amount of structures in vanilla, Minecraft feels like a world that is already inhabited, already claimed. For RPG games and modpacks, this is amazing. Massive structures, plentiful villagers to give you quests galore-- but for a sandbox game? It's like trying to set up a beautiful farming village of your own and having to tear down another village because it's already in the perfect spot in the center of the area. With them gone, open areas are open again, and Minecraft as a canvas is open and blank for the hands of the player to shape.
Goodbye Durability! Enchanting Rebalance!

Those darn iron tools stopping you from making your starter bases because they break too easily? You don't want to enchant them, not even with a tier 1 enchantment, for the same reason? Worry no longer! Without durability, the game's progression no longer has any real rush to it. You can make wonders and marvels with iron tools, with no worry of them breaking on you! Diamond tools can be used as soon as you get said diamonds, without needing to consider if you can get mending before they've snapped in two. Durability is an annoying and outdated mechanic, and managing it in vanilla is mundane and one-note. Removing it all together is a bit of a "landlord plaster special" fix, but it opens the game up to a more sandbox-friendly nature. Enchanting as well was a similar system. Getting the highest level of everything is a major pain, especially with sharpness five and protection four. All those hours spent getting protection three and sharpness three in enchanting tables is now... the highest level! Every enchantment (except for Efficiency & Piercing) has a new max level of 3. This is more of a power-scale related balance, as high level "stat increase" enchantments like protection and sharpness aren't really even neccesary when you have full netherite armor. Decreasing the max level of them makes it easier to enchant your gear to said maximum, makes things like PvP at said maximum more interesting, and most importantly leaves room for Artifacts to make up the difference! Artifacts are fun, and they take the place of the much-less-fun option of maxed out gear with crazy modded enchantments.
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