Forgero [Fabric]
A tool creation and customization mod with a huge number of possibilities!
This mod is under active development, and is in a BETA phase. Balancing and stability is prioritized. Visit the discord channel if you need help: Forgero Discord
Using Sodium? Indium is required for textures to work when using Sodium with Forgero.
About
Forgero is a mod all about creating, customizing and upgrading your gear. The goal of this mod is to provide the player with as many options for tinkering with your own tools as possible, and to provide yet another reason for exploring Minecraft's world, in search of new upgrades. This mod takes a lot of inspiration from Tinker's construct, and other tools creation mods like Smithee. This is not a copy of these mods, as it tries to put its own spin on the process of crafting your own equipment.
Upcoming
Forgero 0.10 is the next version slated for release, and marks the 10th officially released version of Forgero, as well as almost a year since I started development on this mod! :tada:
This update will focus on Gems and upgrades for your tools. This includes reworking a lot of the available gems, as well as creating new and unique upgrades which can be applied to tools and tool parts. To make the upgrade path of your equipment more interesting, and to make it possible to start working on new types of upgradeable items, like bows, fishing rods, armour and cosmetics, I realized I needed to make significant changes to how the internal system handles all resources, which means that the bulk of this update will not really include any new gameplay elements. Most of the design for the new internal Forgero architecture is complete, and includes support for numerous new features, which you will see implemented in the next updates. Some of which are:
New slot system:
The new slot system replaces the idea that every tool part can be upgraded with a secondary material and a gem. Items can now have any number of predetermined slots, which can contain a specified type of upgrade. This means that more advanced schematics can create tool parts with several upgrade slots, including gems, materials, unique upgrades or a compatible part(might make it possible to create tools with "combined heads"). These slots can also make visual enhancements to your parts, making it possible to create e.g. a longsword, upgraded with a material at the blade to upgrade offensive stats, and leather on the lower part of the blade to improve some utility stats, like attack speed. Most tools now has an upgrade slot for a binding, which means that bindings can be added after tool creation, as well as other upgrades.
New upgrades:
With the new slot system also comes new upgrades. Parts are no longer restricted to a gem and a material, anything can be made as an upgrade, as long as the target has available and compatible slots. Exactly which types of upgrades will be included has not been fully decided yet, but here are some possible ones:
* Crafting a Totem of undying trinket, which will function as a vanilla one, but applied to a part, which will save you from dying but break.
* Nether stars to create more powerful gems. As Nether stars are used to create beacons which can increase some of your stats, the nether star can be used to create more powerful versions of gems
* Most gems are fairly unbalanced as of now, as I have had very little time to take care of them, this update will also focus on balancing the currently avalable gems and making some sense of them
* Some new gems that are planned: Deepdweller ( more efficient deepslate mining ), Heart of the forest ( more efficient log harvesting ), Lucky charm ( increase your luck ), Quartz ( Possible mining speed + attack damage, although fairly minor ), Scute gem ( Durability, and mining speed against ores ), Choruz gem ( some teleportation functionality, although farily random )
* Some patterns can provide heads with an upgrade slot for another head, making it possible to create tools with dual heads( these will of course not be as effective as dedicated tools ).
* Suggestions are welcome! If you have any ideas for which upgrades, gems and trinkets would be cool to see in the mod, leave a suggestion! It very well make it into the mod if it makes sense
Upgrades to the Data system:
Forgero continues to be more data oriented, and almost all of the logic will be handled through customized data files. This means that everything can be changed by the user. The new system will also allow you to create custom parts and tools using only configuration files, which means that you can potentially create your own vein mining pickaxe, with a customized texture as well as upgrade slots with the addition of a single file. This means that Forgero can work as a base for creating large collections of custom tools, parts and armour ( in the future ) with support for all properties, upgrades and abilities regular Forgero tools can have.
Bows & wearables:
The 0.10 update has support for other types of items in minds, especially amour and bows. The new design for the resources includes setup for how bows and wearables will be handled, which means that creating an ingame implementation will be a lot easier when the time comes. Materials will support more tags, which will make it easier to differenciate which materials will be absolute garbagde for bow limbs ( Stone anyone?? ). As well as new model data types which will support animated models. In addition to this, new properties will be included for range and weight which will be needed for the Bow and Arrow update.
Forgero eventually aims to bring the same level of customisability to armour and wearables as well. The potential for wearable armours and cosmetics in Minecraft is huge, but not utilized very much. With the armour & clothing update, I aim to implement a lot more than just customized variants of vanilla's armoursets. A lot of changes for armours is being taken into consideration for update 0.10, to make it possible to extend Forgero with armours and clothing in the future.
When will this release?
Update 0.10 originally was just plan to house a few new gems and balancing them, but I realized that a lot of the core systems needed a redesign before I could start expanding to other tools and wearable items. This means that this update will take a long time to complete, and house very few functional changes for the users at release. In addition to this, I have just started a new job, which means that development will be a lot slower, as I really have to try to fit more development into my diminishing free time. This means that there is no timeframe for this releas. It will be released when it is ready, but stay tuned for test builds when they are ready! As stated earlier, the new update is nearly design complete, and I will be able to start implementing some of the new features in the coming weeks. As always, thanks for all the help with reporting bugs, translations, and coming up with suggestions. The positivie feedback from the community is the main reason for why I have continued to develop this mod. Keep rocking!
Key features
- Almost every material in the game can be used to craft part for your tools (but some are better suited than others)
- Unique schematics will enhance the look, attributes and functionality of your tools
- Vanilla friendly, this mod uses Minecraft's own textures to generate palettes for materials, and aims to fit the vanilla look and feel
- Gems can further enhance tools and weapons through an expansive upgrade path
- Support for vanilla enchanting
- All materials, schematics and gems can be entirely customized and expanded though configuration files
Getting started
Tools
Getting started with Forgero is pretty simple - just craft your first tool!
Tip: Forgero includes a command for creating a station with most items required for tinkering with its systems. Just run /forgero createstation
Tip: Forgero has support for Patchouli's guidebooks and will give you a access to an in-game guidebook to aid with you progression. If you want to craft the book, imply combine a tool part and a book in the crafting table.
Tools can be crafted by combining tool part in a crafting table. A tool requires a handle and a head. The binding is optional, but can yield supply the tool with additional attributes just like the other tools parts. The tools type, i.e. pickaxe, is decided by which head component you have used. Creating an axe requires a axe head, and a shovel requires a shovel head. The primary stats and functionality will be decided by the tools head by default, the handle and binding provides less significant stats, but can be supplied with upgrades making them a vital part of your tool. Tools are based on Minecraft's vanilla tools, which makes them compatible with all tool related activities in game, like enchanting or stripping logs with an axe.
You can view the tool's attributes in the tooltip, which will tell you how each unique tool configuration will perform as well as which tool parts were used to craft it.
Tool parts
Before you can create your first tools, you need to create the proper tools parts!
There are three types of tool parts: heads, handles and bindings. Creating a toolpart requires a schematic for that specific toolpart. The schematic will tell you how much material is needed for creating it. The material used when creating the toolpart will give it it's primary look, as well as some core attributes. The recipes are shapeless, but you need to fill out the correct amount of material!
Currently available tools parts:
- Pickaxe head
- Shovel head
- Axe head
- Sword head
- Hoe head
- Handle
- Binding
Materials
There are two types of materials in Forgero, Primary materials and Secondary materials. Primary materials are used to create the base of your tool parts and will give the tool part some core stats. Different tool parts will benefit from different attributes of a material. Primary materials are used to calculate the core attributes of a tool like damage, mining speed, mining level and attack speed. Secondary materials give unique looks and some additional bonuses to tool part. Secondary materials increase the properties of tool parts, and can increase the mining level. Materials and their properties are based on configuration files, editing existing materials, and adding new materials can all be done through editing some files! A goal for the mod is for other mods which adds materials to be easily integrated with Forgero's tool system. The textures of tool parts are generated from palettes which are listed alongside the properties of materials. If there exists a reference image which contains all colours of a materials, Forgero can extract a palette from these images and create new dynamic textures.
Currently available primary materials:
- Spruce
- Birch
- Oak
- Stone
- Iron
- Gold
- Diamond
- Netherite
- Copper
- Andesite
- Dark oak
- Crimson
- Diorite
- Granite
- Jungle wood
- Warped wood
Additional secondary materials:
- Leather
- Glowstone
- Rabbit hide
If you want to check out the progress on adding more materials to the game, as well as planned materials, head over to Github
Upgrading tool parts with secondary materials can be done with the smithing table
Schematics - previously known as patterns
Schematics are the most important factor when creating tool parts. They decide the primary functionality of the tool part. Schematics will decide which type of tool it is, as well as how it looks. Different schematics can create different looking tools. Schematics can vary both in attributes, functionality and looks! The schematics with better attributes will be more rare, and harder to come by. Rarer schematics might also require more materials for crafting. Check the tool tip of the schematic to see how much material is required. Some schematics will contains properties which will allow a tool to alter how it will interact with the world. These properties can be Vein mining and pattern mining. Different variant are available for all tools.
Pattern mining pickaxe head. This head will allow blocks to be broken, in a specified pattern, like 3x3. More patterns are coming in the future. This mining style will take a lot more time, than regular single block mining, as it will accumulate all blocks in the range and add the mining efficiency calculation of all blocks as one. Each broken block will also affect the tools durability.
Vein mining pickaxe head. This schematic will allow you to break veins of blocks, like coal and iron. The axe alternative allows you to vein mine Logs. The pattern has a set depth, which limits how many blocks can be broken as a single vein. Lower tier schematics will have lower vein depth. Mining veins can take a lot of time, as the tool will calculate all the selected vein block to break when calculating the efficiency of tools.
More schematics and supported properties for interacting with blocks and entities are planned and in develooment, head over to Github to check the current progress.
Gems
Gems are unique upgrades which can be applied to tool parts. Each tool part can hold a gem, which makes it possible for a tool to have three gems applied in total. Gems provide unique attribute bonuses to tool parts which improves the tool. Not all gems can be applied to all tool parts. Tool part heads can apply mining speed, attack speed and durability gems. Handles can apply mining speed and durability gems, which binding can only have durability gems. The total effect of the gem is decided by multiplying its base stat with the gems level. Combining two gems of the same level will produce a gem of higher level
Availible gems:
- Diamond gem(Durability)
- Emerald gem(Durability)
- Ender gem(Mining speed)
- Lapis gem(Mining speed)
- Redstone gem(Attack damage)
- Stoneheart gem(Mining speed increase against rocks)
- Blazed Stoneheart gem(Mining speed increase against nether based rock)
Currently, there are not many interesting gems provided by default, but this will change when I add new items, and gems related to fighting tougher enemies, creatures and bosses!
If you want to check out the progress on adding more gems to the game, as well as planned gems, head over to Github
Crafting gems requires an amethyst shard and the desired gem.
Upgrading gems can be done in the smithing table. Leveling a gem requires to gems of the same level.
Applying a gem to a tool part is also done in the smithing table
Property system
Upcoming...
Loot and treasure
A lot of the possible tool parts are not craftable by default. Only the default schematics can be crafted with piece of paper. More advanced schematics and tool parts are supposed to be found in treasure chests and dropped from enemies. Treasure chests have been manually configured to contain some types of Forgero loot corresponding to the type of chest as well as the rarity level of the tool part or schematic.
Some places you can find loot:
- Stronghold library: high level schematics
- Toolsmith villagers
- Treasure chests
- Boats
- Mineshafts
- End cities
- Ruined portals: Only golden tool parts
The loot system requires a lot of work, an will undergo a lot of expansion as the mod matures.
Status
This mod is a huge Work in Progress, and I have a lot of plans for how it will improve and evolve. Development takes a lot of time and I am currently working on making the tool system flexible, so I can add more features and additions to the mod without having to rewrite large portions of code.
Planned or WIP features:
- Add new weapons like spears and broadswords
- Add option for properties to read from NBT's allowing treasure chests to contain unique variants of tool parts and schematics
- Make the mod easy to integrate with, so other mods can add their own materials effortlessly
- Add new and rare materials which can only be gathered by defeating bosses and by exploring
- Add new workbenches which makes it easier to craft and manage tools
- Adding support for the Forge Modloader
I am also planning to add support for crafting bows and armour, but I haven't started development on these features yet.
To check the current progress of Forgero, head over to Github Forgero
Questions
Do you have any question about the mod or it's development? Feel free to leave a comment, er contact me over at Github. All suggestions and questions are Welcomed!
Licence
Forgero and all its assets are licensed under MIT which means you can do pretty much whatever you want with the source code and its assets. You probably don't need to ask me for permission!
Support
As this is experimental software, I provide no support for this mod. The mod is in active development. Contributions and suggestions are welcome!
Known issues:
Issues are tracked mainly tracked on Github. If you are experiencing issues, check there first. I will try to help you resolve your issues as fast as possible.
- Glint is only applied to one side of enchanted tools
- Weapons and tools are unbalanced. This is a WIP. All suggestions are welcome.
- If you are using an older version of the Fabric API, the tool might blink a lot when enchanted (Update Fabric API to fix this)