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Alone v0.5.0

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@noahpro99 noahpro99 released this 13 Jul 21:37
· 60 commits to main since this release

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.