Developer notes

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-Developer Todo-

08/30/2022:

1. Looked into Greekfantasy-common.toml. I want to make the features to be regular frequency, but the final item [features] is not filled in. I also do not want them spawning in any custom dimensions so I am leaving it at "minecraft:\*" to keep them only in the standard dimensions.
2. In infernalmobs.cfg, it allows me to create a custom loot table for taking out infernal entities. Added the line     "{Count:1b,id:\"minecraft:ancient\_debris\"}", which made it where the highest tier mobs can drop ancient debris as well as diamond weapons/armor. I don't want them to be able to drop netherite, but adding this gives an alternate method to mining and fits the narrative that ancient debris was mass farmed and returned to the overworld for use in machinery.
3. In majruszsenchantments-client.toml, I changed unique\_book\_texture to false. I don't want special enchantments to be highlighted when you find them. I like the idea of the Enchanters guild (lore article to follow), having a standardized set of books and appearances they used.
4. Updated InventoryHUD+ to be more ergonomic and stop hiding the skill list. (To-do, standardize the control scheme before v0.5 is released.)
5. Looked over shieldmechanics-common.toml. It automatically added all new shields from the mod. It definitely makes things easier, but I might tweak it later. I personally do not use shields much, but having a passive buff really helps. I might lock down based on the power with an endurance level similar to how combat locks attacking.

08/29/2022:

1. Updated the Features.toml config of zombieawareness. Enabled roving hordes of zombies and other night creatures. Updated General.toml to make it where it isn't just zombies, but all mobs.
2. Identified the MobLists.toml config at config\zombieawareness which will allow me to update it with new mobs as I add them. Right now it is limited to vanilla night mobs. Not spider or enderman which makes sense.
3. Updated additionalstructures-client.toml to not check for updates.
4. Verified infernalmobs.cfg included all of the mobs I have added.
5. Researched PMMO stats. It still needs to wait until I am ready for Phase 1.
6. I'll make a phase page to describe the phases.
7. Did some more research and found Epic Knights: Shields, Armor and Weapons mod which adds not only the weapons I wanted, but also, tin, bronze and steel which I intended to add for phase 1.

08/28/2022:

1. Turns out any MCreator mod for structures will not work with 1.19.2, this means I'll have to do this the old fashioned way and hand jam it. I can still do it, but it isn't stopping me from creating the structures. For any Phase 3 or 4 locked area, I am blocking it off with Reinforced Deepslate as it is unbreakable and even with PMMO, it's level is beyond what is capable of being broken. It also is very easy to do a fill command and replace all of the blocks later to make it work better. My intention is to lock story by level. Higher level areas in builds will get you more tasty story snipits.
2. I have thrown the idea around of making a video log as well, but that would require me to have a consistent space to do so and at least for the next 8 years I will not have that. If I still consider this a worthwhile pursuit after 8 years, I'll start a video log.
3. I am going to make a quest page and a quest planning page to organize thoughts on quests and how I want them to do.
4. Updated installation for Windows to include how to play offline.
5. Removed The One Probe. It kept getting in the way and gave way too much information on enemy mobs.
6. Added more enchantment mods. I specifically like the Enchantment Infuser mod as it replaces the enchanting table with a much more effective gui where you can choose and pay for special enchantments. I also removed several of the limitations of what enchantments could be used together.
7. I am conflicted about enchantments though. Should they be rune words? or should they be enchantment table/infuser? I think both are viable options. I just need to figure out which one works best with the story. In either case, I can nullify the other. Either way, I still like the idea that you can cut stones into slivers for building projects, so that stays no matter.
8. Discussed the age old question "Why didn't they have guns if they had interdimensional travel" and the answer is finally out. I'll make a page for it.
9. The play test lacked the fear I had with version .04 with the lack of lyconites. I do not intend to install lyconites, but I did go through and add more mobs. I also added a mod which makes night monsters much more dangerous and they follow light, blood and sound to find you. After a few tests, it came out awesome. I even added the lunar cycle mod so blood moons are now truely terrifying. Blue moons are nice and so are harvest moons though. So it has perks which I appreciate.
10. I identified the method of updating ProjectMMO configs. They changed it into server datapacks which I appreciate. I am going to wait a bit before going through them some more so I know I have the right mods installed.
11. I need to add more weapons. I intend to do this via my own mod so it can have themed weapons to the story. Expect a page for weapons to help me plan this out.

08/27/2022:

1. Spent a good amount of time creating the first structure and story for the mod. The Office Building of ORCO is almost complete. I've also set up the next two structures to create.
2. Found out that PMMO has a quest system now which negates the need for FTB Quests! I have to learn it, but it will be of great use as I develop things.

08/26/2022:

1. Tested FTBQuests. No joy. The idea when I had it was to use it to help with progression of the game and as a method of adding a store without the barrel economy mod which required placing barrels and such in the world.
2. I have shifted to using MCreator for the smaller mods necessary to bring the pack together for simplicities sake. The first one is called Whip It Good. The idea is that I added a set of weapons which allows for variety. They are functionally identical to swords. Includes a single post netherite weapon "flaming Netherite Whip".
3. I essentially started over with mods so I am going to update the mod list for v0.5. This time I am going to write why I added each one in its own page to simplify things.
4. Updated the mod list. While going through, I was able to identify mods which did not belong. The next step is to begin developing structures which to scatter around to help tell the story, so I will create a page with the lore section to discuss different structure types to create with backstory and then I will build them and create structure files from it.

08/23/2022:

1. Been busy with work, continued development while offline. A lot of work on the story with a focus on cleaning up the extra mods to help integrate better. Upgraded to 1.19.2. this created a bit of a problem with compatible mods but the caves and cliffs were what I was going for in several of the yungs packs so it should run faster with less overhead.
2. I also began work on a new mod that will eventually be integrated into this pack to pull it together.
3. I removed space-boss tools, and the gun mods. While they were fun, they also presented a moral conundrum for me letting my kids use them all willy nilly which they were. The space boss tools was good but it had some issues with integrating with the story I have been making. I will update the mod list as soon as I get to a point where I can.
4. FTB quests was not upgraded to 1.19 that I could find yet so I will wait to reintegrate that. expect more structures to help tell a story through exploration. I will create more pages to discuss story but expect spoilers in them. As I go I would love some help building the world based on the overarching storyline.
5. I am experimenting with a mod that chops all wood on a tree. So far it seems to break progression with woodcutting so I might drop it.
6. Found FTB Quests is updated to 18.0 so it might be compatible. Will check tomorrow when I have a computer available to test.
7. PMMO's update also changed how the configuration works. Plan to implement game progression through level and quests in Phases. Will create a page to discuss phased implementation plan.

11/27/2021:

1. Added a ton of stuff.
	1. Wesleys Roguelike dungeons: I am not sure why these were removed, I really like the rogue like dungeons.
	2. Mob\_vote\_2021: All 3 mobs had excellent uses and were really nice. I intend to use crafttweaker to make them spawn in the wild occasionally, but I have already begun working on making a crafting recipe and FTB quest quick craft for them.
	3. JEItweaker: works with crafttweaker to update stuff.
	4. Bloxy's Bosses: This adds some very lore friendly bosses (those player mobs include people like dream, but this allows me to blacklist dream and the bosses listed in this pack and then players can find them occasionally.)
	5. Modifiers: This mod adds item modifiers like "sharp" and "flaming" to the weapons. it will add variety to found and crafted weapons.
	6. MrCrayFish's Gun Mod: More on this and Timeless\_and\_classic in a minute, but it adds guns.
	7. Spartan Shields & Spartan Weaponry & Twilight Forest Integration Mod: I forgot the name of this mod but I've wanted to add this because it adds so much variety to the weapons and shields.
	8. Variety Zombies: This fills a very needed void. Zombies are awesome, but are also very boring in their abilities. This is lore friendly and integrates well with the boss mod I added, and also allows me to do something else I've wanted for a while. (more in a second).
2. I Removed:
	1. Lycanites mobs. I weighed the pros and cons on this one:
		1. Pro: It fills the world with interesting creatures, each creature has a unique style, adds new items, and introduced a boss group.
		2. Con: It caused massive lag, it made traditional defences useless. Regardless of how big your walls are, things just fly through the walls, it also has damaging events, and the crafting system it introduces produces items that are so overpowered that they make almost all traditional items obsolete ruining progression.
	2. Better Stuff Mod. This was solely because of the bomb. I love the mod, but the fact that the mod introduced the bomb via a structure made it unuseable. My server crashed, and crashed, and crashed. It has no configuration to remove it, and even using craft tweaker adds unnecessary complexity to it. Maybe to be readded later if the mod author makes it optional or changes the structure.
	3. LostTrinkets. Again, excellent mod, but it negates the theme of the game. Most trinkets are overpowered, and from my players, I identified that unlocking them felt trivial. They made so many items obsolete via zero effort breaking progression.
3. Gun Mods. This is where things get "fun". After a long discussion, I found that the game progresses very well until it suddenly jolts into space. By adding the gun mods, I add a smoother transition to rockets. The other goal is to add other crafting and progression through quests to help ease the transition. I started off by making the pmmo integration and will tweak the file after a bit of playing around with it. I will likely do it based on DPS by gun. That will take a bit of research, but my intention is that I will bell curve the dps unless it all equals the same and then leveling will be based on:
	1. First gun will require Combat:60, Agility:10. This is because I need a good transition into using guns which limits them. I might also have a questineering:5 required (or arbitrarily higher depending on how the quests work out, but that might come later when I finish the quest tree more.
	2. Follow on guns will be between 1 and 90 gunslinging level required. I also noticed that using the guns gives magic experience. I will have to get that fixed.
4. Quests: As mentioned previously, I added the ability to craft items using the FTB Quests mod. I used a command that resets the quest. I also created a lottery style quest, but it is inefficient right now. It requires you put in 9 Updawgs and the result is a 5% chance to get 10,000 money. 9 updawgs is 970x9 = 8730, so it is actually a bad deal right now. I want to make the odds better, so I might make it 17460 so it has a chance of doubling your money. The other 95% should half the money so 8730/2 = 4365. I'll also change the odds to 10% double, and 90% to half. This is more of less just a fun addition for server money creation.
	1. The other thing this allows me to do is create a shop system that doesn't rely on barrels for getting items, this removes the reliance on each server creating its own shopping district further automating the process.
	2. I found that I can create quests forcing players to travel, gather items, etc. The complexity of the quests can create for some fun random adventures using the mods included forcing players to enjoy them just to complete the quests.
5. I want to make the title screen use my own picture since the LGS resource pack is part of the pack, so before v0.5 is released I want to make that part of it.

11/23/2021:

1. Began adding quests for the Sailing skill. I added some fetch/crafting quests to gather all of the boats with an ultimate reward.
2. Since there is 120 levels max for each skill I am going to do a quest for each 5 levels. The rewards are something I want to consider. I can make it give you shrekels or mooney for completing quests so you can get items from the shop I will add in the quest menu later based on the price conversion. Since I can just give people money via quests this makes it a lot easier to manage.
3. Looking into the possibility of adding a skill known as "Questineering" which will be used for various cosmetic items I want to add via a mod I will create later.
4. Updated Adaptive Performance Tweaks. According to the github it has had an increase of 10% better performance for servers.
5. Updated Adventurers structures
6. Updated Abnormals Core
7. Updated Blueprint
8. Updated Chunk Pregenerator
9. Updated Cloth Config API
10. Updated Collective Forge
11. Updated Curios API
12. DID NOT update earth mobs as that update only addressed 1.17 and not 1.16.5
13. Updated Double Slabs
14. Updated Dungeons Gear as it fixed a possible crash with echo
15. Updated Dynamic Trees
16. Updated Inventory HUD+ as it adds a great QOL update with the duration remaining bar
17. Updated JEI
18. Updated all remaining mods to just get them to the latest version and remove any possible bugs.
19. Added McCrayfish's Gun Mod and a mod which extends it with further guns. (Rolling around with a 1911 is amazing!) but I definitely want to lock guns out of early game since they are so OP.
20. Discussed concept of locking achievement by technological ability. Natural Age (Wood), Stone Age, Bronze/Copper Age, Iron Age, Steel Age, Magical Age. But kind of create things to fit the mods available so the limit is also that you have to gain enough points to move on to the next age (have an 80% or 70% quest of items done in the previous age to unlock, and have this questineering or outright engineering skill be the one that progresses allowing for use of more advanced technology and blocks.)
21. Found the Hex map mod... This world gen mod is just so out there. I love it because it is so different, but it definitely isn't as beautiful as simply improved terrain or terraforged. It is so clever in its use, and would make it such an alien world. I tried it and it works so well, but in reality the game play is very difficult since it makes it hard to get to some normally easy to access biomes.
22. removed Lost Trinkets and Better Stuff Mod. I played around with everything and it just DOES NOT work with the Bomb. It sucks because I wanted to make it work, but I will have to do with other blocks for pillars now. Really wish there was a config to disable the bomb or curseforge let me edit that mod without it going crazy. It seriously kills my server and my computer when I tried to use it.

11/20/2021:

1. Added FTB Quests to allow for tailored quests for the server/game. Some of the quests will be very simple, some will be MUCH harder to manage. This should augment the Bounty Board system.
2. Updated losttrinkets/general\_common.toml to reflect: Max slots = 3, start with 1 and it costs 40 levels for each slot with no growth.
3. Updated Xali's Potions resource pack.
4. Researched Bounty board mod and found that a datapack would be required to update it with new rewards/items/values. The goal is to add integration of new items into it. The idea of getting a server type pack of items which can be worn with special requirements such as achievement items to show off.
5. If I wait until bounty board mod gets updated, the mod author has indicated they will add a config file, otherwise I have to learn how to use a datapack. In the mean time, I should begin making a server/modpack augmentation mod to help this.

11/19/2021:

1. I believe the trinkets mod is great, but easily overpowered. It takes levels to unlock trinket slots, and there is a multitude of trinkets. I want to keep it, but identify which trinkets are too OP. For instance, speed+++ is way over powered as it means you can travel over 1k blocks in the course of a minute.
2. Modifying the trinket page to gather data so I can mess with it sufficiently. It definitely turns the tables with a castle.

10/6/2021:

1. Identifying which resource packs work best with the Patrix mod and SEUS HTT 2.1. Added new painting which shows brewing chart (not entirely functional since its res is not the highest, but it really is something someone who makes an alchemy lab would have in their build. I've also added the invisible item frame mod because it really changes the game on how things look in your build. Add the crazy player heads you can find around already such as the cannon balls and such to make some AMAZING builds.
2. New 3D crop resource pack is definitely staying because it just looks so nice and fits well with patrix models.

10/4/2021:

1. Updated Salvage.json to remove any mods the pack doesn't contain.
2. I want to add a salvage option for burnt updawgs and updoge coin for rare treasure.
3. Updated pmmo-common to find tune values for auto xp to reflect max level of 125 with a boosted xp gain of 50% as it is too slow as it was. Additionally upped heart gain to every 5 levels and max endurance gain to 50. Other updates were made.
4. A glitch in mobile editing corrupted the pmmo-common.toml so I redid the edits on PC and the server was able to parse.
5. client failed to start. debugging.
6. It was an optifine error. Found how to use lost trinkets and Holy moly they are overpowered but I like the trade off. I am likely to nerf them a bit and make them harder to get.

10/3/2021:

1. Can't stop, Won't stop! Back at it.
2. Updated req\_dimension\_travel.json to update levels to all dimensions to make it match the dimension travel list. Was able to find the dimension full titles in the shutdown log (it saved to each one).
3. Updating recommended resource pack/shader pack to Patrix x256 with SEUS HTT 2.1, but leaving NAPP and such in there as the recommended resource pack is not free.
4. Updated xp\_value\_craft.json to add engineering exp to redstone and redstone block. Additionally added lever. The idea is all redstone components, placing them, crafting them, and activating them requires engineering. I will also add engineering requirements to spaceboss tools as it was confirmed that the rover is effectively a car which changes EVERYTHING!
5. continued to update xp\_value\_craft.json to add redstone torch and found that I might have mispelled redstone, it isn't giving exp for crafting or placing it, but the redstone\_block, lever, and repeater/comparator are granting xp. redstone is extremely slow so I want to make it a low amount so I changed it to 2 xp per place in case it does work next refresh. I also found that the system has built in cheesing protection because it requires that you place them in different locations to get the exp. If you try to just break and place real quick you don't get any xp which is perfect.
6. Added more tweaks to the xp\_value\_place to include repeaters and comparators.
7. Added the Money and Sign Shops mod to allow for a simple in game economy. I am basing my pricing off of the previous identification that 1 Shrekel = 1 iron nugget. so, 1 iron ingot = $135 and everything else is roughly the same.
8. Utilitizing $135 for 1 iron ingot, I created the following prices for items Item Price List

10/1/2021:

1. Had a catastrophic failure in my life so had to take a break.

9/28/2021:

1. Identified that immersive portals is not compatible with vivecraft and got it working after disabling it.
2. tweaked req\_dimension\_travel.json to make the required levels be all lower case because they weren't working otherwise.
3. Verified Patrix works well with pack, began integration of jacaranda and other wood types with NAPP style planking to improve quality.

### **V0.4 Notes**

Release Goal: PMMO cleanup complete. Vivecraft integration. Unique Server and Client mod pack.

9/9/2021:

1. Backlog: I managed to get Vivecraft to work with all mods, but was forced to update all mods to allow for optifine G8 support which is a requirement of Vivecraft. The intent isn't to have Vivecraft in the official release, but to be vivecraft capable since my server will host it.
2. Updated xp boost for wear to include additional armor and boost diamond a bit more since it is much more powerful. The idea is that wearing better gear will give you a larger boost of exp, so you don't hit a sudden wall when leveling.
3. Updated Req\_wear.json to add a magic level 25 requirement to the evocation hat and robe. The intent is to have it be magic armor which gives extra magic experience.
4. Beginning to finalize the client release for Windows.

9/5/2021:

1. Installed Physics Mod for playing, but removed because it slows things down too much.
2. Updating all mods to allow for vivecraft and optifine G8.

9/3/2021:

1. Began filling in the PMMO skills pages so that I can balance and place unlockables at regular intervals. Discussion with other members shows that preference is towards regular unlockables vice structures every 10 levels.
2. Identified that the prefilled G3nius files didn't have several of the items available in the game, notably bountiful baubles have been removed. I will add to the To Do list to readd bountiful baubles, but it should just be added where I want them with everything else I plan to add.
3. The bomb is still a big problem, and because of the way the mod pack is designed, I may have to submit a tweaked version to remove the bomb, or I might be able to do a test to see if I can restrict the bomb's activation through pmmo or something.
4. I believe I can just replace the structure in the modpack with another structure and then just restrict the placing the the bomb. As it stands, one bomb and the server will crash...
5. The way forward is:
	1. Client and official mod pack will still have the original structure, however the server modpack will contain a modified mod for Better Stuff Mod which will remove the structure for the bomb and the PMMO requirement to use the Bomb will be 999 combat which means that if you can get near infinite experience, you can destroy the server.

9/2/2021:

1. Installed Just Enough Resources (JER) which is a JEI addon designed to allow for viewing loot tables and such, more of a quality of life thing, but I might remove if it makes the build lose some of its exploration wonder...
2. Seems like JER needs more work, but could become useful for development if anything since it will give me raw data.
3. Created a list of all PMMO skills for helping develop the configurations.
4. In an effort to change the title screen, I installed Better Title Screen and found it doesn't do what I want so I removed it.
5. Changed iceandfire-client.toml "Custom main menu" to False. I don't like that it is broadcast on my pack.

8/31/2021:

1. Identified that in geonach.json somehow reverted so updated spawn number max to 2 and spawn weight down to half. also added potential to drop mooney.
2. Made the same changes for vapula except made the moo-ney drop max 8 instead of 2.
3. Created Developer To-Do page, so that I can write ideas of what needs to be done.
4. Blueiron armor given a 50% xp boost to magic, woodcutting, mining, smelting and excavation when worn at full durability. Blueiron and Jit armor are both extremely high level armor, so it makes sense to give them high stat boosts... I need to come up with rules on requirement based stat boosts and such. I was actually working under the assumption that blueiron was a low level armor, it is better than diamond. Along with JIT which is even higher. I should start elsewhere, maybe dimension level requirements... maybe a combat requirement to ensure people aren't jumping back and forth so quickly into other dimensions? Let me make a list of all of the dimensions and I'll go from there... Link to: Dimension List.
5. Updated dimension list with my initial thoughts for level requirements based on the dimension's purpose and such. Adding dimension req to to-do.
6. Installed Shutup Experimental Settings! mod, that was so annoying.

8/29/2021:

1. Created v0.4a modpack file.
2. Enabled Betteranimalsplus.
3. Updated Inventory HUD+ for the added support for bountiful baubles and trinkets (also should support backpack space)
4. Updated Project MMO, as it adds more bug fixes and it is required before I begin the next phase.
5. G3nius from discord provided a starting point for several server files for pmmo which I will begin work with.
6. Updated Ice and Fire: Dragons as the latest version is a bug fix which should solve many of the server crashes that have happened.
7. Ice and Fire required Citadel updated, so updated that and updated SpaceBoss Tools as it fixed several bugs regarding world generation of other planets.
8. Updated Pmmo-common.toml to have showWelcome = false; showPatreonWelcome = false; warnOutdatedVersion = false;
9. Updated biome\_effect\_positive.json: minecraft:planes grants speed: 1
10. Updated fish\_pool.json to remove references to unused mods.
11. Updated info\_log.json to remove references to unused mods.
12. Updated info\_ore.json to remove references to unused mods.
13. Updated info\_smelt.json to remove references to unused mods.
14. Updated item\_specific.json to remove references to unused mods.
15. Updated req\_break.json to remove references to unused mods. Reference to iceandfire:gobber2\_ore but I don't know if that is a different mob (also referenced prior to deletion)
16. Updated req\_craft.json to remove references to unused mods.
17. Updated req\_place.json to remove references to unused mods.
18. Updated req\_tool.json to remove references to unused mods.
19. Updated req\_use.json to remove references to unused mods.
20. Updated req\_weapon.json to remove references to unused mods.
21. Update req\_wear.json to remove references to unused mods.
22. Updated salvage.json to remove references to unused mods.
23. Updated xp\_bonus\_held.json to remove references to unused mods.
24. Updated xp\_bonus\_worn.json to remove references to unused mods.
25. Updated xp\_value\_break.json to remove references to unused mods.
26. Updated xp\_value\_cook.json to remove references to unused mods.
27. Updated xp\_value\_craft.json to remove references to unused mods.
28. Updated xp\_value\_grow.json to remove references to unused mods.
29. Updated xp\_value\_kill.json to remove references to unused mods.
30. Updated xp\_value\_smelt.json to remove references to unused mods.
31. Not updating xp\_value\_trigger.json until I figure out what it does.
32. Found a listing of all biomesoplenty mod biomes.

8/28/2021:

1. After parsing through the crash logs from the v0.2 I have identified that all crashes were related to the Ice and Fire mod. The crashes were due to corrupted entities. This could be caused from excessive lag, or interaction with another mod. Additionally, a video was recorded of some of the most fun we have had exploring when we found a stage 5 lightning dragon underground. So, while the Ice and Fire mod has glitched slightly, I am hesitant to remove it. Instead, I want to try some server side performance enhancements to rule out the potential for lag causing the problems. The first mod I will add is called Adaptive Performance Tweaks (APTweaks). Reading the description, it sounds like it would be very useful. Additionally, another mod which might be very helpful is called Chuck-Pregenerator. This mod would allow me to pregenerate the first 100 chunks (1600 blocks) from spawn which would speed up the world for the players. Both of these mods are purely server side, so they would not require a new mod drop to allow, but it is becoming increasingly clear that I will need a Server modpack release and a client modpack release, as the client doesn't need most of the config changes I am making.
2. Of note, #1 from 8/26/2021 regarding castle dungeons might be cleared by APT as it makes a spawn limit for mobs.
3. Considering adding Spartan Weaponry as it provides some real cool weapons, but some can be rather OP... discussing with my player base.
4. The prerendering and tweaks supported the entire server load with no lag! Success! Now to attempt to reintegrate betteranimalsplus.
5. Want to start integrating Items into PMMO to allow for XP buffs and such. Maybe blueiron can be a major buff to endurance.

8/26/2021:

1. Server seems to really struggle from Castle Dungeons, but they are truly formidable. Couldn't cheese by building to top or breaking from outside. Inclusion of Geomancers was EPIC. Additionally, playermobs are working exactly as expected. Unfortunately #5 from 8/19/2021 did not work, will have to identify why. Still getting 3 Geonachs from coal.

8/25/2021:

1. Server still lagging during , and slow to load. Immersive portals works smoothly even on server.

8/19/2021:

1. Continued integration work. In pmmo/treasure.json, added shrekels to the treasure list with similar chance of obtaining as iron nuggets.
2. removed references to the create mod in treasure.json since this modpack doesn't have that mod in it.
3. Need to add biomes added in the modpack to pmmo/biome\_effect\_negative/positive and mob\_multiplier .json.
4. In pmmo/fish\_enchant\_pool.json, removed references to the Charm mod.
5. In lycanitesmobs/creatures/geonach and ent to only spawn 1 at a time.
6. Disabled totaldarkness mod for the server, kept on client.

1-6 Implemented in official server to verify it works. Improved QoL updates.

1. NEED TO REMOVE ALL CLIENT SIDE ONLY MODS FROM SERVER TO IMPROVE SERVER PERFORMANCE!
2. disabled betteranimals plus on server to see if it improves performance. target is good performance on a 6g server.

### **V0.3 Notes**

8/19/2021:

1. Started integration work with whats updawg. added shrekel, mooney and updawg to pmmo/fish\_pool.json.
2. , "whatsupdawg:updawg-20", "whatsupdawg:mooney-50", "whatsupdawg:shrekel-100" added to held items in player\_mobs-common.toml. The ideas is that some players just have money and will attack you anyways.
3. Castle Dungeons default and desert config have both been updated to integrate mcaws roofs. Verified it looks much better. Also added whatsupdawg:updawg\_block to the storage-room-block list, it makes sense they would want to store money too.
4. xp\_value\_smelt.json added smithing exp for cooking updawg, mooney, and shrekels.
5. in waystones-server.toml, changed restrictRenameToOwner to True. I like the idea of the claiming a village you found.
6. in lycanitesmobs-common.toml, changed randomSizeMax from 1.2 to 2. Larger and smaller creatures will be very interesting to see, might change this back after testing.
7. THIS SETTING SCARES ME: #Increases the base start level by this amount of every world day that has gone by, use this to slowly level up mobs as the world gets older. Fractions can be used such as 0.05 levels per day. The levels are rounded down so +0.9 would be +0 levels. levelPerDay = 0.0
8. changed packTreatLuring = True, more of a quality of life thing.

8/18/2021:

1. Identified that Total Darkness is working with the current mod list. Whatever was preventing it has been cleared, so I will turn it on for V0.3 unless it is prevented elsewhere. This totally changes the dynamic of the game and love that mod. (Might just not work on the server, in which case I will disable on server without worry.)
2. Identified that New Ores texture pack does not look as good as NAPPs ore textures, so I removed it from the official list.
3. Completed Whats Updawg mod, added to modpack.
4. Uploaded whats updawg mod to curseforge for official inclusion, verified no conflicts with current mods.

8/17/2021:

1. Learned to mod and began work on the crucial addition of the currency system items.

8/15/2021:

1. Changed the file for LGS Resource Pack to release and was finally able to add it as an official addition to "A Hole New Whirled", so v0.3 will have it by default.
2. Looking into how to add Optifine as an official mod for it, but since it isn't curseforge, it might take a bit of extra work.
3. ***Saw that sodium is good for FPS boosting, but turns out, it doesn't mesh well with much anything in the pack, so while it may be a way forward, it will be a tough path to walk. Going to continue without it and then can do integration as v0.4.***

8/14/2021:

1. Attempted to check resource packs, but NAPP seems to be the best for vanilla textures for right now (closest in style to my vision)
2. Finished adding aquaculture mobs and betteranimalsplus mobs to dungeons\_gear-common.toml effectTargetBlacklist. Now I wont have angry geese chasing after me because of a snowball helmet.
3. Identified configuration setting rareLootTables which will include dungeons gear. Aquaculture 2.0 and pmmo both include fishing loot tables, so I will see if it is possible to include those loot tables to this.
4. Created the wiki page Loot Tables to support the list of loot tables from all of the mods.
5. Consolodated the Mob List into a single table to allow for organizing it.
6. Changed enableOverpoweredEnchantmentCombo to true. The concept is a combination of something like sharpness and committed allows you to go past normal sharpness abilities, but that is kind of the point when dealing with these. They allow you to transcend the regular mobs to fight more dangerous mobs.
7. Adding "Passive/Agressive column to the Mob List to help categoize mobs.
8. Updated all existing mobs to include the passive/aggressive trait. Then continued through the mods, currently halfway through Dungeons Mobs.

8/12/2021:

1. Updated Mob list with aquaculture mobs and betteranimalsplus mobs.
2. Began adding aquaculture mobs to the dungeons\_gear-common.toml effectTargetBlacklist to ensure things like the snowballs do get thrown at fish (I absolutely hate that, as the fish never did anything to your helmet.)

8/11/2021:

1. Added the Official LGS Resource pack (now linked) to the mod pack.
2. In dungeons\_gear-common.toml under effectTargetBlacklist I need to add all aquaculture 2 mods. In Castle\_dungeons folder there are 2 defaults, and I need to finish Mob list to get these two handled.

8/9/2021:

1. Started this developer note section and filled in previous versions.
2. Added Lycanites Mobs 32X Resource pack - To improve the quality of Lycanites mobs.
3. Added NAPP Resource Pack by Del\_Cieno\_NAPP - to improve the vanilla blocks.
4. Added New Ores Resource pack by doodooxyz - to get the new ore textures, this really helps with color blind folks which in of itself is a worthwhile reason.
5. Re-added xali's Enchanted Books by Xalixilax - Somehow this got removed. It just makes enchanted books look grand and distinct from regular books.
6. Added LGS Resource Pack by Desert\_Thorn - At the time of addition, it only changes the Marble and Black Marble block from the Better Stuff Mod. It is not an official resource pack yet, so it is an offline addition and will be made available on the wiki until it becomes official.
7. Created Project page for LGS Resource Pack HERE.
8. Deleted all configuration files and reloaded to get a clean slate with current mods. Some older configuration files were still present and the only major change from default configs was the minimap location and the change of cave generation from 100 to 80 (the caves were destroying villages.)
9. Reconfigured minimap location, inventory hud+ location in game to update config files.
10. Began making a list of all mobs at the page Mob List. The purpose of this is so when configuring files I can just pull from the master list of mod pack entities.
11. In castle\_dungeons/config.cfg, updated castle max size to 10 from 8. The castles are large already, but I want them to be more imposing. They should be a long journey.
12. In player-mobs-common.toml updated the attack twin option to false, and added the following to the names list: "Dream", "Ben", "Ian", "Sapnap", "Georgenotfound", "Dad", "Mom", "Mumbo Jumbo", "Reginald", "Graystillplays", "DanTDM", "CaptainSparklez", "StampyLongHead", "Joey\_Graceffa", "PrestonPlayz", "Skydoesminecraft", "Skeppy", "Grian", "TheAtlanticCraft", "Kiingtong", "FavreMySabre". It is more creepy that way and the names are rather popular so it'll give people a bit of fun finding their favorite youtubers on there randomly.
13. In backpacked-common.toml, updated backpack size to 3 rows from 1 row. The backpack should be a major component in your adventure and 1 row, while good, is kind of small.
14. In backpacker-common.toml, updated sizes up by 1 to ensure they still have a use. Netherpack is max room of 6 rows.

### **V0.2 Notes**

Had to rework most of the mods, in the 0.2a build I started from scratch attempting to make the mod pack an underground cave theme, but found the mods were too much and crashed together. I got in over my head and started back from the v0.1 build and added my favorite mods from the 0.2a build effectively making 0.2b build. The 0.2b build required a bunch of tweaking to get to work together. I started using this wiki as a method of tracking the mods and my mentality on each one. The tone and story shifted with DTRT joining the fray to help make the official Resource Pack. The story shifted to a space faring player who has become stranded on a highly dangerous planet rife with war and turmoil.

Replaced antique atlas with the xaeros minimap due to the better look and inclusion of a large world map.

Still unable to get Total Darkness to work with it. Terraformed also more than a 6gb server can handle.

### **V0.1 Notes**

To be fair, I just added mods that I thought were cool and worked with the theme I was going for "exploration and building".