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Changes From Vanilla

Mikal edited this page Nov 21, 2024 · 4 revisions

Gameplay Mechanics

  • Moon phases greatly affect gameplay, as per Lunamatic
  • Overworld generation is massively overhauled
    • new terrain generation algorithms via Tectonic
    • new biomes & structures via Terralith
  • Land is no longer interconnected, and exists as disparate islands and rarely continents, thanks to Continents
  • Almost every action gives you special skill experience that makes that action easier, thanks to AuraSkills
    • In addition to the normal losses on death, dying also erases all progress towards next levels in your AuraSkills profile
  • Based on the aforementioned experience, mobs will get progressively more difficult as per AuraMobs.
    • The difficulty is based on two values, the SUM of ALL players skill levels currently online in a world, and the distance from world origin.
    • TRANSLATION: playing together makes everything better!
  • Cutting the base of a tree will destroy the entire tree, as long as your tool has sufficient durability, and the tree isn't absolutely HUGE
  • Dying puts all your items into a "Death Chest", that will persist for 10 minutes after your death, after which time both the chest and items will vanish.
  • Significant mobility added with Xaero's Minimap - allows for setting of nearly limitless teleport points. The tppos command may be used without the minimap, however it comes with the typical "suffocated in a wall" risks.

Content Added:

  • Craft XP bottles by interacting with an enchanting table while holding an empty bottle. XP bottles cost 11xp to craft, and give an average of 7xp when used, resulting in a typical cost of 4xp/bottle stored.

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