User:IlIllII

=Surviving RLCraft=

First, you're going to need to understand that if you're going to play RLCraft, you're going to die. A lot. Because of the numerous mods which arbitrarily increase difficulty to a ridiculous extent, it'll be a surprise to the both of us if you manage to make it an entire night of wandering without getting hunted down by something and killed.

So, let's make an assumption:


 * You've got a decent understanding of Minecraft.
 * You can reach the End somewhat confidently on your own on Normal difficulty.
 * You have no prior modpack knowledge.
 * You're going in blind on Normal or Hard difficulty.

You're probably thinking "This shouldn't be too bad!", then once you load in on your first map you find out you spawned right next to a dragon nest and immediately get flambéed after you find out one of its chests is filled with bones. You respawn again, this time in the bottom of the goddamn ocean and you get ripped apart by a giant sea serpent which happened to spawn next to you. The point I'm trying to make here is you're going to be respawning a lot until you actually get a good one and it's going to be frustrating. If you're trying to do a hardcore run, this is where you reconsider your life choices because the likelihood of you appearing in any undesirable spot in a randomly-chosen -10000 to 10000 X/Z coordinate is going to be high and the likelihood you will find a desirable spot only to squander it by wandering near a enemy that looked weak just for it to turn 180 degrees and maul you to death in one or two hits is also quite high.

Spawning - Basics
Let's get to the basics and make another assumption and say you got a decent spawn, one that is just only slightly better than the bare necessities of actually surviving. What would you actually need in order to ensure "victory", provided you don't find a village or anything much better?


 * Somewhere inland, preferably near a body of water of some form and NOT a small island.
 * Woodland or non-snowy forest biome, one with plenty of trees and not too mountainous. Plains are fine as long as there's shelter. Birch is ideal.
 * A walled off shelter with no spawners (unless completely exposed to light so you can kill it).
 * Plenty of gravel and long grass nearby.
 * No dark area near said shelter, especially if said dark area has spawners or any other potential to annoy you.
 * NO DRAGONS.

Now, with that last point, you might scoff but I think for a very large point of the game you're going to be avoiding dragons. For some reason, their roosts spawn VERY frequently and they have godawful, hostile tempers, so much that they'll snipe you with their fire from a distance you thought you'd be safe in. Have fun with that in mind.

That aside, if you don't immediately have these things, you can just explore and search around for at least something. If there's still no gravel, wood or you're always constantly surrounded by water, you may as well just respawn because you're not going to last the night. But I should mention there's a few new things you'll immediately see that I'll get to now...

Thirst Meter
That's right. Your very own thirst meter! You will see this bar right above your hunger meter, telling you if you've forgotten common sense or not. This bar will drain faster than the hunger bar, especially when doing normally hunger-intensive tasks such as sprinting and jumping while also sprinting. Like hunger, you'll be unable to sprint with three full units remaining.


 * Hey, why is my screen all blurry? That would mean your thirst meter is at two full droplets or under. You'll probably want to drink something real quick or you'll start taking damage due to dehydration. Once you drink past two droplets, your vision should go to normal unless you've done something else to your body. Likewise, your screen will go grey if your hunger is dangerously low.
 * Wait, how do I drink? You can crouch near a body of water and right click it with an empty hand. Doing that will restore your thirst bar by 1.5 points. Alternatively, if it's raining you can simply look up while crouching and right click the sky instead to gain half a point per click.
 * My thirst bar is green now! Oh, right. You have the liquid equivalent to food poisoning now. You're meant to PURIFY the water first, but that takes time and effort to make. You have to take an ordinary water bottle and purify it, which at this point in the game you shouldn't worry about. Water is water.

Temperature Gauge
Wanted to be restricted to a certain couple biomes and have your access to lava limited? This pack will ensure that your suffering also comes dearly from just going around places that are a little too cool or too warm. That grey circle between your health bar and hunger meter will alternate between blue for when it's chilly and orange when it's chilli.


 * Aw, the circle turned into a snowflake! If you stay too cold for too long, your circle will eventually turn into that snowflake and begin shaking, meaning you're about to experience Hypothermia! Damage over time will now occur until you leave that cold place or be near a heat source like lava, a torch or a furnace. Just don't actually jump in the lava.
 * Now it's a fire!! Same thing but with Hyperthermia. This is a bit harder to tackle, but you can enter water or some form of shelter to get away from the heat. Make sure to actually look at what's in the water before you just waltz in there, though. The pack unleashes a storm of new sea monsters.

Rocks
Tiny rocks are everywhere in most biomes. Punching them will allow them to be picked up. Putting four in a square in your crafting menu will give you a single block of cobblestone depending on the type of rock you used in crafting (normal, diorite, granite, etc). Additionally, stone that you mine will become 2-3 rocks instead of just cobblestone/alternate stone. This makes mining more or less bothersome, where your inventory will get cluttered with rocks that you'll eventually have to compress to save space. It's like a less annoying version of clay mining in vanilla.

Level Walls & Levelling Bonuses
Yep, RPG elements that prevent you from doing tasks like using iron tools, shields or even placing saplings. If you click the lower left tag on your inventory, you can see what levels your stats are (all 1/32). If they're too low, you won't be able to use certain items. For instance, an iron pickaxe requires a Mining of 8 and a shield needs a Defense of 4. You can use your experience levels to permanently increase these stats and increase the amount of usable items. On top of this, you can get additional bonuses such as defusing creepers with a high enough Attack stat and being able to move much faster on grass paths with a good Agility stat.

Another levelling bonus is accessible by pressing L but only once you reach level 5, by then you must choose between getting XP from mining, crafting or killing. You can get bonuses such as increased sprint speed, permanent damage boosts or additional chances to find rare things from mining dirt (like iron or clay). You'll want to start filling this one up once you stop being blocked from using items by levelling the other.

Dynamic Drops
Items no longer are automatically picked up from proximity to the player. You have to crouch to pick up nearby items, or right click with an empty hand at an item as its name appears. They'll fall gracefully to the ground now instead of floating and spinning in place. This means they may be harder to track if you accidentally drop them in water or something like that. Try not to do that.

Body Part Health - Watch your head!
This is probably the most vital part of surviving in RLCraft. Welcome to having your body parts each assigned an individual health bar. Keeping track of this can be done by pressing H. It comes with a tutorial as well.


 * On the bottom right-hand corner, there is a picture of a green blocky person. If you are damaged, a body part will go from green to yellow to eventually red, meaning it is close to or at no health. Think of it like a traffic light.
 * If your arms are out of health, your mining speed goes from passable to molasses. Researches show that mining obsidian by hand like this marks the heat death of the universe.
 * If your feet and legs are out of health, your movement makes you eligible for the 100m race for the Tortoise Olympics.
 * If either your head or your body are out of health, you will instantly die regardless of what your actual health may be.
 * Falling will damage your feet.
 * Drowning will damage your body.
 * A skeleton will aim for your head. It only takes one headshot to kill you.
 * Armor now provides defense for that area. Helmets will reduce head damage significantly. You'll need one ASAP.

Every time you leave combat, you will need to micro this menu to ensure whether or not you need to heal up. Also, passive regeneration from a full hunger meter is gone, meaning you have to use other services. You'll need to either:


 * Use items such as salves or bandages which directly restore health (Magic stat needed).
 * Eat items that grant regeneration, such as golden apples.
 * Stand near nymphs, which spawn during the day and regenerate all mobs standing near it. Just try not to piss it off.
 * Sleep. That restores 50% of your health.

Dynamic Trees
You might have noticed that almost all the trees look closer to real life trees and not just a single trunk with a bunch of leaves around them. You might have also noticed that trying to obtain wood directly from trees is taking ages. If you've reached the step where you have no idea why having a single log block in your crafting menu isn't giving you the wooden planks you want, you may want to watch the modpack maker Shivaxi's survival guide on YouTube (or continue reading this, your choice). However, not all trees are affected by this mod, and they're usually restricted to their own biomes.

When you cut down a dynamic tree, it will begin falling away from you and will crush any being dumb enough to stand in its path of descent. It will drop a bunch of logs, sticks and acorns after it disappears.

Bottom line is, you're not meant to punch trees in this modpack. That's why I said you need gravel. The next step will show you how to get them.

Early Stuff
If you've been really unlucky with loot searching but you have a decent-looking shelter with trees and gravel, you should make a beeline for the gravel and start punching it for some flint. If you're feeling lucky, you only need one but three will almost guarantee you'll get what's needed. While you're there, get some sticks from punching leaves from trees as well. You can't do much with acorns at this point, so you can just drop those or store them away. I also recommend picking up 12 of the same rock (not sandstone) off the ground and turning it all into cobblestone.

To make a flint knife, find a hard surface (stone, sandstone, etc) and right click the top of it while holding the flint. Each flint should eventually break into two shards which you can craft into a knife.

Flint Knife
The knife has decent damage, but awful durability. Right now, you need to mow down a lot of tall grass with this item to extract grass fiber, which the knife will make drop about 50% of the time. For a single hatchet, you'll want three fibers. For a bed, you'll need 36.

Grass String
Each grass string requires three fibers oriented anywhere on the crafting grid and it functions identically to ordinary string, meaning you can craft it into wool if you need to. To cut trees, you'll need a hatchet.

The flint hatchet is essentially a downgraded wooden axe that can be crafted without needing a table.

Flint Hatchet
Once you get this hatchet, immediately start cutting down trees (but not enough to destroy the hatchet). Once you have about 15-20 logs, place them on the ground and right click the top of them with the hatchet out to get 1-3 planks per log. This means you won't have much planks to really do much outside of making essential items, like a crafting table, chest and any wooden tool you feel you might need.


 * Clicking the top doesn't work! There's several reasons why.
 * You've placed a log on top of another. The game sees this as a no-go, so you need to have the log placed on top of anything other than another log.
 * That type of wood isn't compatible with the mod. This is more likely for non-vanilla tree types. You should be able to craft that type of log into planks directly (but not planks into sticks, generally).
 * The "top" refers to the part that faces the sky, not the cross-section face.
 * If you cut the second block from the bottom, that last piece of wood is still technically a "tree", so you have to cut that down as well.
 * Sometimes, it takes more than one right click to work. If your axe does an animation, it means it had an effect but did not break up the log. Keep clicking it.

On top of leaves, sticks can be collected from cutting trees or right clicking the top of planks with an axe for 1-2 sticks.

Changes to vanilla passives
So far, most passive animals from the vanilla Minecraft are quite unchanged. Sheep, cows, pigs and chickens remain largely the same, and squid and horses now drop their own respective meats.

Changes to common vanilla hostiles
Hostiles have been given a large makeover, through animations and attack styles and health and the like.

Zombie
Zombies now move somewhat faster with a slouching animation. They have 2 armor and usually have around 21 to 23 HP. Zombies will usually hit a random body part when they attack, and oftentimes will call upon other zombies not already engaging to attack you. This means you're going to be dealing with hordes a lot, especially when dealing with spawners you haven't even found yet. Sure, a single zombie will go down really easily, but once you reach five, you're going to be in trouble since there's going to be even more to crowd you. So, basically the same as ordinary zombies but with the added bonus of having at least sixty spawners littered around the bloody minimap.

They can still be found holding iron tools and wearing armor while dropping iron ingots, carrots, potatoes on top of their standard rotten flesh, but now they have a chance to drop rarer and arguably more important items such as bandages which can directly increase your health.

Baby zombies are arguably the worst of the basic ones, moving faster than your walking pace and being absolute pains to even hit let alone kill. Husks will still linger in hot biomes, so if you don't want zombies that can stay in the sunlight I don't recommend going in hot areas.

Skeleton
Skeletons were always nuisances in Minecraft, especially due to their ability to strafe around the place and play hard-to-catch while kiting you to death. What makes skeletons even more dangerous in this mode is how good of a shot they are. Remember when I told you how it generally only takes a single headshot to instantly kill you? Well, skeletons have taken Thanos' advice and are poised to aim directly for your head, so if you don't want your brain to be turned into a pincushion, you'll have to:


 * Find cover. The moment you hear the sound of a bowstring getting stretched, you've got less than a second to react to the skeleton.
 * Use a meatshield; a zombie is a great way to neutralize a skeleton provided you haven't hit either yet. Anything else can work if you're good enough.
 * Get a shield, this time without meat. Shields are extremely powerful in RLCraft and you'll need one in almost every situation.
 * Tame wolves, somehow. Skeletons are still afraid of them and will run off, though there may be some occasional AI jank from time to time and they'll find some way to begin firing at you like nothing happened.
 * Wear a helmet. This cannot be stressed further. Don't want to die from a single well-placed shot? Get one.
 * Throw your sword at one like a madman and watch as the skeleton changes class from sniper to demoknight and attempts to chop you down to size with its new shiny sword which ironically makes it easier to kill despite it being a much faster zombie.
 * Strafe, but if all else fails and strafing is doing nothing, try jumping and throwing off their aim. If you're lucky, they'll only kill your arm.

In this mod, they still have around the same health of a zombie, minus passive armor if they aren't wearing anything. Strays are still quite rare and don't really show up that often even in cold places, so by the time you reach those you should be a pro unless you somehow found a safe place in the middle of a tundra biome, in which case good luck, they'll be everywhere.

Also, one more thing. There's a small chance that if any skeleton spawns, it'll have a trumpet instead of a bow in which it will doot repeatedly and piss off any mob that happens to be around it into attacking it. The skeleton itself can only do like half a heart of damage with melee, so it's. The trumpet also has some sort of windbox which knocks its target back a little bit after dooting. Don't worry about being left out of the party though, because the trumpet has a chance to drop on top of the usual bones.

Spider
Now, spiders have a new creepy looking animation which makes them look a bit more intimidating to fight against. In other words, their hitbox is absolute bonkers now and it's a guessing game of "What part do I hit this bloody thing to make it fall off this wall so I can kill it?". Spiders generally have 17 to 19 HP or about one or two full hearts less than a player meaning it should still take about three or four hits from a stone sword to kill. They still have their standard drops, the typical eye and string, so forth and so forth, though they can drop bandages just like zombies and skeletons. They're mostly unchanged considering and they will become neutral if exposed to light, so that's about it.

Creeper
Creepers are probably the most unchanged out of the main night mobs. They walk up to you and explode. They make no sound outside of hissing. They're scared of cats. So forth.

The single feature that I've noticed has been changed about creepers is that they'll get closer to you before they start priming, down to about a block and a half. This makes creepers arguably easier to deal with since they'll not start hissing the moment you're able to swing towards them. They'll also stop hissing for a shorter distance than before too.

You'll still have to deal with them otherwise you get craters that are a real joy to cover up.

Cave Spider
For an enemy often relegated to only being found in abandoned mineshafts I find it odd that I'm listing them as "common", but that's how RLCraft deals with cave spiders. Sure, you're not going to find them just anywhere like you would with other night mobs, but rather if you were to find spawners that would have zombies, skeletons or even creepers, chances are you'll find plenty of cave spider spawners there too. If not for endermen and slimes, I would consider these to be rarest "common" enemy that no doubt you will be facing over and over.

Cave spiders are still risky business too, their poison makes keeping them at bay annoying and their small hitbox almost guarantees they'll hit you the moment you miss an otherwise solid swing. However, they still have your standard spider drops including the bandages and the like, but also has a very small chance to drop a bezoar, which if equipped in the baubles section will render you immune to the annoyance that is poison and you're left with a small spider with a health pool of around 13 to 15 HP.

Enderman
Now, I admit I don't really bother much with endermen, but judging from what I do know is that when you're in proximity to one your vision gets a static overlay just like everyone's favourite game Slender. They still get aggro from being looked at, though. You'll still find these guys in the usual places, the Overworld, the Nether, the End... they're still fast, hit hard and have 41 to 43 HP. They still only drop an ender pearl, so if you're trying to rush a stronghold, you can fight these guys using the usual exploits, otherwise they're pests that you should probably avoid.

Slime
Slimes are a bit more of a threat, not because of new attack patterns or what norgZrsgrawgWR4G53EG

Boss Enemy
Now, wither

Common Lycanite's Mobs
Probably one of the first things people see are BIG DAMN DINOSAURS or HUGE SHARKS WITH MAGNETIC PULLS, and you'll see that a lot of these mobs have high-definition textures or even round models. Lycanite's Mobs is essentially a mod which will increase your world's variety in fauna by a large amount while having a sidequest of complete and utter confusion as people make a forge, look at its menu and not understand a single thing they're meant to do.

I'm getting ahead of myself.