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Releases: noahpro99/alone

Alone v0.6.0

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@noahpro99 noahpro99 released this 17 Jul 21:02

Alone v0.6.0 is the release where the survival body model became real. Hunger, cold, thirst and wasting stop being loose meters and start behaving like a body that lives, tires, and fails on a believable clock — and the whole shelter-against-the-cold loop finally closes, from felling the wood to sealing out the wind.

The hunger clock, fixed and made real. A wound no longer starves you in a day (a disabled-regen exhaustion leak was draining your whole bar to heal nothing). Hunger now runs on a basal metabolism — you get hungry over in-game days, not an afternoon — with graduated weakness as you empty, and being faint now caps your stamina ceiling, not just your recovery.

Wasting — the long game. A new body-condition meter sits behind the hunger bar: sustained deficit slowly wastes you away over days, and — the part that makes it Alone — even "just getting by" without a real surplus bleeds it down. Condition drives your maximum health, so you literally watch your heart bar shrink as you waste and return as you eat well. It's shown as its own HUD bar, and it's the whole-run arc that decides a long stint, exactly like the weight loss that ends real Alone runs. The harsh, gamey food-variety penalty was removed (a proper calories/vitamins model will replace it later); scurvy stays.

Dehydration kills. Thirst at zero used to just make you sluggish forever — now an empty reserve kills you, the rule-of-3s made lethal. And the HUD now warns before death: the temperature square and thirst bar flash an alarm as you enter the killing zone, faster the closer you are, so a cold snap or dehydration doesn't quietly take you off-guard.

Shelter is a real project now — and it has to be. Building is labour: heaving heavy structural blocks (logs, timber, stone) into a wall costs stamina, so a shelter is paced by your body instead of going up as fast as you can click, and a steel axe no longer trivialises felling. Hewn timber is the new worked-wood wall — hew a round log square (a timed craft) into a dressed beam that actually seals a shelter, where stacked round logs stay draughty and leak warmth.

Winter is coming — the cold model, complete. The world now starts in autumn, like an Alone drop: winter looms about a month out, and autumn itself cools, so shelter and fire are an early necessity, not a someday luxury. Warmth is held by a real chain — roof, walls (each sealed direction counts), and now WIND: out in the open a steady wind strips your body heat, and only a windbreak on the upwind side stops it. Winter + a clear night + wind in the open now stacks into deep, lethal cold that a well-oriented, well-walled shelter pulls you back from.

A big realism-polish pass. A worn edge now dulls, it doesn't vanish — cutting tools bottom out worn (hone them back on a whetstone), they don't shatter into nothing. The whetstone comes off the furnace (it's a fine natural stone, not something you smelt). Fire-strikers wear per strike, not only on a success — every scrape costs the tool. Arrows craft one at a time and are recovered from a kill (they don't evaporate on hitting an animal). Bark is cordage: debarking a log yields plant fibre — vital in winter when the grass is dead. Grass reclaims bare soil over days, not minutes, so clearing turf means something. You can finally rest on grass (and podzol, moss), not only bare dirt. Knapping now takes a crouch, and mining progress survives a hotbar slot change.

Fixes. The disabled-regen starvation leak; a crash-on-join from a mining-progress mixin colliding with Fabric; a world-gen path that still seeded wild livestock into fresh chunks near spawn.

AI was used in the development of this modpack.

Alone v0.5.0

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@noahpro99 noahpro99 released this 13 Jul 21:37

Alone v0.5.0 lands the Mesopotamian village economy and the standing village defense — a settlement is no longer a free pantry but a living town you trade with, and rob at your peril. Plus a large realism pass on farming, foraging, fishing, fire, and climbing.

The village economy (crops are the money-maker). Villages sit in a warm, dry, Mesopotamian setting and run on emeralds as the coin of the realm. Villager trades are rebuilt around an agrarian economy where grain surplus is your income — semi-autonomous crops are the meta, exactly as they were in the real thing. Livestock is bought from farmers as vanilla spawn eggs, priced for realism: a cow costs the yield of two football fields of grain for a year. Sheep and goats are cheap staple flocks; pigs and donkeys cost more.

The wandering caravan. The wandering trader is now a proper caravan — it comes by more often, deals in higher volumes, and carries a diverse, specialised barter of goods you can't easily make yourself.

Animal products, made real. Cows give milk on a day-long cooldown, milk actually feeds you, and eggs cook into food — the small domestic realities vanilla skips.

The village herd. Sheep and goat flocks dominate the roster, with goats and donkeys joining pigs, cows, and chickens; horses stay wild on the fields to evoke a different region. Livestock is confined to villages — farmed animals don't roam the open wilds, so a settlement is the source you visit to acquire, then breed, your own stock.

Village defense — wrong a town and it turns on you. Every village keeps a permanent, armed garrison of guards who live in it, patrol it, and open its doors like the residents they are. They move at your pace, carry a bow and iron sword, wear chainmail, and drop their whole kit. The iron golems stand alongside them (guards are neutral, so the golems ignore their own). Commit a crime against the village — hitting a villager, a guard, a golem, or a farm animal; smashing hay, crops, or a villager's workstation; looting a chest; or rustling livestock on a lead — and the whole settlement turns hostile to you personally: every guard and golem hunts you at once. The heat is a decaying timer you can outlast or escape by genuinely fleeing — but linger nearby and they keep coming.

Iron golems you can't cheese. The golem fights like the multi-ton construct it is. Poke it from behind a wall and it smashes a real doorway through — wide enough and tall enough for its body — and keeps digging until it can actually reach you, not merely see you. Tower up to snipe and it digs the pillar out from under you. Provoke one that's backing off and it charges if it can reach you, or flees if it can't, rather than standing to be farmed. Metal, obsidian, and deepslate still hold — a real bunker is safe; a thrown-up dirt wall is not.

Wild game made scarce. Big game (deer, boar, bison) now spawns thin and thins further where it's been hunted hard, so the trapline and the farm — not open hunting — are the staple of your food economy.

Fire, realistically fuelled. Campfire fuel follows a burn-time ladder tied to the day/night clock: a log burns for hours, leaves for moments.

Climbing overhaul. Free-climbing now needs a real wall, a jump, and your face on the rock to grab on — strict to start, lenient to continue, so you can climb sideways along a face. Clinging drains stamina (no more free regen while you hang), and a server-side fix stops stamina creeping back up mid-climb.

Foraging & fishing. Worms sift out early when you dig soil (like flint from gravel) and are the key to a catch — bare-hook fishing is deliberately poor. The wet-cold chill sets in more slowly.

Earlier tiers & tools. A throwable loose rock (the primitive ranged tier below the slingshot), the slingshot itself for small game, shield tiers (wicker → wooden → metal), timed weaves so a wicker shield and bug net take real time to make, the wattle wall as a day-one woven-stick barrier, and a flint-and-pyrite strike-a-light between the bow drill and the ferro rod.

Knowledge in-game. JEI Information tabs now carry wiki-like blurbs for Alone items — but only the non-obvious interactions (shift-right-click behaviours and the like), not recipes JEI already shows.

Fixes. Night field-spawns and daytime rest, co-op fast pickup, several recipes and riving, spider drops, and a boot crash from shield construction.

AI was used in the development of this modpack.

Alone v0.4.0

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@noahpro99 noahpro99 released this 13 Jul 00:32

Alone v0.4.0 — the world around the survivor comes alive: real water, real weather, real game to hunt, and a full primitive-tech ladder from a sharpened stick to forged steel. Install the .mrpack with Prism/Modrinth (Minecraft 26.2 / Fabric).

Water is a real system (§1.2/§2)

  • Tuned in real litres — you carry, drink, and sweat actual volumes, and you'll die of thirst in ~3 days without water, like real life.
  • Two-stage hydration: a drink fills your gut first and absorbs over ~a minute, so you can't chug back to full mid-sprint.
  • Get water for real — set a clay (or placeable iron) pot out to catch clean rain; rig a tarp funnel above it to fill far faster, and several pots under one tarp split its catch. Leaves are partial shelter now: rain drips through a canopy (≈half at 3 leaf layers, exponential falloff), so a pot under trees still slowly catches.
  • Purify by boiling (or hot-rock boiling in a skin that can't go on the flame); raw-water risk depends on the source (cold clear stream vs foul swamp); boil seawater to salt; eat snow in an emergency (but it chills you).

Hunting & wildlife (§7)

  • Deer are proper wild game: they flee hard in a straight line, smell you on the wind, see a crouched stalker only up close, swim fast to escape — and you run them down by persistence hunting, a real multi-minute endurance grind, not a sprint.
  • Dangerous megafauna — wild boar and bison join the brown bear; a shield is no turtle against something that big.
  • Livestock live at villages, not the wild (they're farmed, not game); squirrels are climbing small game; overhunting thins a patch you strip bare, and animals don't breed in deep winter.
  • Predators scent blood and fresh meat, raid your kill and bolt, and follow blood trails you can also track.

The trapping ladder & tanning (§7.2/§7.3)

  • Snare → deadfall → fish trap (plus a portable gill net) — passive food while you work.
  • Leather is earned: hide comes only from blade-butchering, then brain-tans on a drying rack into leather. Butchering also yields bone, sinew, and fat.
  • Bone tools (scraper, marrow, fish hook) and a woven pack basket (needs a bone awl) — the pre-leather carry aid.

Farming, seasons & weather (§4.1/§10)

  • 28-day seasons. Crops grow over a whole season, need tending, and suffer drought and blight; soil fertility wears out without rotation. Farm from the stone age with a flint hoe.
  • The sky warns you — telegraphed storms, deadly blizzards in the open, and insect pressure (with wetland fever) near standing water.

Fire, metal & the tech ladder (§3/§8)

  • Make fire with a bow drill (needs tinder) or a rain-tolerant ferro rod; carry an ember between camps.
  • Real metallurgy: fire pottery in a kiln, smelt iron in a bloomery, and climb flint → copper → iron → steel. Metal comes from the forge, not corpses — and the iron golem can't be cheesed (it smashes cover and digs out your snipe tower).
  • Spears are the weapon line: a sharpened wooden spear day one, up through flint/copper/iron/steel.

The body & skills (§1/§8.4)

  • You die from a system failing — bleeding out, dysentery, scurvy, infection, a cold-and-wet chill — each shown on the HUD paper-doll. A night's rest mends illness.
  • Sleep isn't free: you wake having burned the night's food and water.
  • Skill by doing — six crafts (mining, smithing, firecraft, tracking, pottery, and more) improve with practice, no XP pool.

Movement, carry & shelter (§5/§6)

  • Human pace — a sustainable jog, with a real stamina-limited sprint; carry is hands + pockets as separate budgets, and hauling uphill under load is exhausting.
  • Haulers: drag a travois sled or wear a backpack; rope to descend; a climbing overhaul for cliffs.
  • Shelter that matters: thatch (day-one roof, no crafting table), a packable fireproof tarp, a warm sleeping bag vs a roasting bedroll, rammed earth walls, and ice houses / cold storage to keep food.

The start (§ loadout)

  • An Alone-style pick-2 loadout read against your spawn biome — a click-to-pick menu, carried correctly across respawn.

382 commits since v0.3.0. AI was used in the development of this modpack.

Alone v0.3.0

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@noahpro99 noahpro99 released this 10 Jul 02:04

Alone v0.3.0 — the body becomes systems, not a health bar. Install the .mrpack with Prism/Modrinth (Minecraft 26.2 / Fabric).

The body is separate systems (§1.5)

  • No more health bar. The HUD shows the distinct systems — stamina, endurance, thirst, volume, body temperature — plus an injury paper-doll. You die from a system failing: bleeding out, freezing, dehydration, starvation, or trauma — not an abstract HP pool.
  • Realistic falls run through injuries with a real chance of death (safe under ~3.5 m, ~50% at ~15 m, near-certain past ~22 m). Survive one and the cost is a sprain/fracture/bleeding + a modest hit, not just a number.
  • Temperature is a slow, telegraphed killer now (~100 s at the extreme), so the shivering/roasting warning gives you time to reach fire or shade.

Movement & building

  • Climbing overhaul — climb walls/leaves; full jumps near walls preserved; 1-block steps never mistaken for a climb; wading through leaves is half-speed.
  • Pillar-jumping works (reach nudged up just enough).
  • Placing a block takes a moment, scaled by its weight — a torch is instant, a full stone block ~0.5 s.

Food, fire, cordage

  • Golden apples = a fantasy "second wind": refill stamina, clear fatigue, quench thirst, and a vigor window of fast recovery. Energy foods (fruit/berries/honey/etc.) give stamina back.
  • Eating takes real time; friction fire needs tinder; plant fiber → string (no spiders).

Clarity & pack

  • Messages when you can't sleep on hard ground or are too exhausted to hit.
  • JEI + YACL bundled and an in-game Alone creative tab (recipe viewers now see everything). Physics Mod removed.

See TODO.md / proposal.md (v1.3) for the full list.

Alone v0.2.0

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@noahpro99 noahpro99 released this 09 Jul 22:23

Alone v0.2.0 — a large survival-realism update. Install the .mrpack with Prism/Modrinth (Minecraft 26.2 / Fabric).

Crafting & smithing

  • Timed, stationary crafting (§8.2) — recipes must be worked before you can take them (green progress bar on the result slot), resumable across closing/switching. Times scale with real effort (torch ~2s → armor ~2min).
  • Forge & temper (§8.2) — metal gear is a brittle blank until you heat it at a forge and hammer it on an anvil; it gets a random quality (crude→masterwork) setting durability. Re-temper to reroll at the cost of the steel's ceiling.
  • Steel tier replaces diamond gear; armor now mitigates injuries and can fracture you.

Movement & terrain

  • Free-climbing — scale flat walls (slow, brutally strenuous, fall when spent) and climb up through leaves like scaffolding.
  • Rope — throw a coil down a cliff for a free, safe climb line.
  • Leaves drop sticks + leaf litter by hand, the block by axe/hoe; slow to break.

Survival loop

  • Plant fiber → string (no spiders needed); friction fire needs tinder.
  • Clothing insulation + thermoregulation — dress for the season; heat makes you sweat, cold burns food and slows recovery.
  • Salt water, iron pot, rain-catch cauldrons, timed drinking with a water-quality gauge on the vessel.
  • Food affects thirst; eating takes real time; realistic campfire recipe; vanilla torches abolished (burn-down torch only).
  • Many playtest fixes: saved mining progress, ghost items, sleep recovery, sprain duration, and more.

Pack

  • Bundles JEI + a curated set of client/experience mods; adds an in-game Alone creative tab.

Full details in TODO.md and proposal.md (now v1.3).

Alone v0.1.0

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@noahpro99 noahpro99 released this 08 Jul 23:19

Alone — a survival-realism overhaul for Minecraft 26.2 (Fabric).

Downloads

  • Alone-0.1.0.mrpack — the full modpack. Import into Prism Launcher (Add Instance → Import) or the Modrinth app. Bundles the Alone mods and pulls the 17 external companion mods (Sodium, Iris, JEI, Sound Physics, AmbientSounds, …) from Modrinth. (Physics Mod is included as optional/client-side.)
  • Alone-mods-0.1.0.zip — just the two Alone mods (alone-core, alone-food) if you want to drop them into an existing Fabric 26.2 instance (requires Fabric API).

What's inside

Survival meters (vitality/stamina/endurance/thirst/temperature) with a condition-panel HUD replacing hearts; injuries & sickness; realistic temperature (biome, season, day/night, weather, water, fire, underground); weight & volume carrying; water vessels + contamination; food spoilage, raw-food risk, nutrition variety; torches that burn fuel; seasons with farming hazards; saved mining progress; and more.

Requires Fabric Loader 0.19.3+ and Fabric API on Minecraft 26.2.