Mods / KRPG Enchantment

Category: #Clothing #Magic #Other #Weapons
Author: BloodThunder
Side: Both
Created: May 30th at 5:07 PM
Last modified: 6 hours ago
Downloads: 3650
Follow Unfollow 98

Latest file for v1.19.8:
krpgenchantment_0.5.1.zip 1-click install


Warning: This is a Work In Progress 
This mod is being actively worked on, and should be used with caution.
You have been warned.

This mod aims to add a "Minecraft-like" style of Enchanting system.

Build an Enchanting Table, and apply magical enchantments to your items.
Stab your friends with your Falx of Healing!


Release 0.5 - New GUI & Recipe Redux

Goodbye complicated reagent recipes, hello random gods!
Enchanting now consumes gemstones by default, with the chance of higher tier enchants for higher "potential" values.
There is no coding needed to change which or how many items are needed to enchant an item.
Want to make your own reagents? Give them a "potential" attribute and update the config file.

New Default Settings
"EnchantTimeOverride": -1.0,  // In-game Hours to enchant an item. Set by enchant recipe, or override here. -1 or less disables override
"LatentEnchantResetDays": 7.0,  // The amount of in-game days before the item rolls new possible enchantments
"MaxLatentEnchants": 3,  // Maximum number of possible enchantments that can be chosen from in enchanting table
"ValidReagents": {  // Overriden by an explicit "reagent" ingredient in a recipe. Can be set as { "domain:code": qty }
"game:gem-emerald-rough": 8,
"game:gem-diamond-rough": 4,
"game:olivine_peridot-rough": 8
},
"ReagentPotentialTiers": {  // Defines the maximum possible Latent Enchant tier that MAY be inscribed to an item
"low": 2,
"medium": 3,
"high": 5
}

Includes a JSON Recipe system, so there's no need to wait for an official patch for your favorite mod or to make changes to existing recipes.
Please see this detailed guide for Custom Patches.
Multiplayer/Dedicated server compatible.

Please read the Wiki for more information on what enchants do what, and report all Issues at the github.

Enchantments
Chilling: Decreases target's body temperature.
Durable: Chance to prevent the item's durability loss.
Flaming: Deals fire damage.
Frost: Deals cold damage.
Harming: Deals injury damage.
Healing: Deals heal damage.
Knockback: Pushes target back.
Igniting: Sets target on fire.
Lightning: Calls a lightning strike at impact.
Pit: Creates a pit at impact.
Protection: Flat damage reduction (Blunt, Piercing, Slashing).
Resist: Percent damage reduction (Electric, Fire, Frost, Heal, Injury, Poison).
Shocking: Deals electrical damage.
Compatibility (Must be enabled in Config File)

WARNING: You must enable these each in your config file in the ModConfig directory.
Ancient Armory
KRPG Wands (recommended)
Fantasy Creatures
Feverstones Wilds
Outlaws for Rust & Rot
Paxel
Rust & Rot
Rustbound Magic (Melee and armor only)
Kanahaku`s (Not Only) Spear Expansion
Swordz
Custom Recipes (You can add your own with just JSON if you want to add compatibility)

WIP Features
Particles!
Single-use Scrolls
More Enchants
Credits

D0ub7 - Thanks for your automation and advice
https://github.com/d0ub7

QA, Advice, Inspiration:
l33tman
ApacheTech
Maltiez
areswarrior
NateDoesLife

There are many other modders out there whose code I learned from. Thanks for your hard work if you're not directly listed here. This is a small community of people keeping the modding scene alive, and we all work better together.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.5.1 9 6 hours ago Show krpgenchantment_0.5.1.zip Install now
v0.5.0 269 Nov 5th at 6:15 AM Show krpgenchantment_0.5.0.zip Install now
v0.4.7 468 Sep 25th at 12:50 AM Show krpgenchantment_0.4.7.zip Install now
v0.4.5 174 Sep 18th at 4:13 PM Show krpgenchantment_0.4.5.zip Install now
v0.4.4 101 Sep 16th at 11:38 PM Show krpgenchantment_0.4.4.zip Install now
v0.4.3 102 Sep 15th at 4:16 AM Show krpgenchantment_0.4.3.zip Install now
v0.4.2 183 Sep 9th at 3:39 AM Show krpgenchantment_0.4.2.zip Install now
v0.4.1 69 Sep 8th at 6:27 AM Show krpgenchantment_0.4.1.zip Install now
v0.4.0 249 Aug 25th at 2:56 AM Show krpgenchantment_0.4.0.zip Install now
v0.3.8 237 Aug 13th at 11:35 PM Show krpgenchantment_0.3.8.zip Install now
v0.3.7 83 Aug 12th at 2:27 AM Show krpgenchantment_0.3.7.zip Install now
v0.3.6 130 Aug 8th at 3:21 PM Show krpgenchantment_0.3.6.zip Install now
v0.3.5 88 Aug 6th at 10:29 PM Show krpgenchantment_0.3.5.zip Install now
v0.3.4 82 Aug 5th at 7:25 PM Show krpgenchantment_0.3.4.zip Install now
v0.3.3 175 Jul 30th at 5:03 AM Show krpgenchantment_0.3.3.zip Install now
v0.3.2 51 Jul 29th at 10:35 PM Show krpgenchantment_0.3.2.zip Install now
v0.3.1 69 Jul 29th at 1:03 AM Show krpgenchantment_0.3.1.zip Install now
v0.2.11 462 Jun 16th at 5:44 PM Show krpgenchantment_0.2.11.zip Install now
v0.2.10 151 Jun 9th at 3:18 PM Show krpgenchantment_0.2.10.zip Install now
v0.2.9 259 Jun 1st at 6:00 PM Show krpgenchantment_0.2.9.zip Install now
v0.2.8 118 May 31st at 7:35 PM Show krpgenchantment_0.2.8.zip Install now
v0.2.7 111 May 30th at 5:09 PM Show krpgenchantment_0.2.7.zip Install now

62 Comments (oldest first | newest first)

💬 BloodThunderAuthor, Nov 6th at 5:23 PM

Alright, the WIki should be updated for 0.5.0. Hope this makes clear how to work with the changes to the recipe system.
In-Game handbook will be updated next minor patch.

💬 BloodThunderAuthor, Nov 6th at 4:32 AM

I could probably make a potential imbuing table. I picked "potential" because it was a sort of unused vanilla setting that's relatively easy to add to any item.
If you can handle a little JSON, you can make a custom item, you just need to add ' attributes: { "potential": "low/medium/high" } ' to the file.
Of course, if you want to use a recipe in the old style, where you give a set "reagent" ingredient and a set given enchantment/tier, that will work, too.
I'll have a full tutorial about this on the Wiki soon.

💬 NateDoesLife, Nov 6th at 3:42 AM

Ahh ok, I like the idea of discovering from lore, thats cool!

Could you explain the gem potential a bit more (if I am understanding right this is just a vanilla system for the 3 gems in the game?) and how that would effect if I added say an item itself (say I wanted to use copper instead of diamonds) to be used for enchanting or can I only use vanilla gems?, how is that determined could it possibly be better to create your own value system so that people can add their own "gems/items/reagents"?


💬 BloodThunderAuthor, Nov 6th at 12:31 AM

NateDoesLife Thanks for the input! There are a lot of points here that are on my task list
1. The arrow not updating properly is a known bug. It's an annoyance, but should be graphical problems only, so it hasn't been a higher priority to fix.
2. I haven't checked anything with CAN Jewelry, tbh. The item's ID's should match exactly for each item in the Config, as well as it will need to have a matching Potential attribute. I'll have to just look at their mod to see what's going on there.
3. Currently, gem potential dictates how high of an enchantment you can get, as set in the Config. I believe defualt is MAX tier 2 for Low, tier 3 for Medium, and tier 5 for High. I'll update the literature on this in the Handbook and Wiki soon.
3a. I'll have to do some testing to see, but it's possible you're just using Low potential gems?
4. There is only 1 Tool enchant available (Durable) currently, so multiple enchants will only yield various versions of that enchant.

I'm working on an in-universe way of "learning" enchantments. Likely, through random lore books/scrolls you might find in ruins. This would make the detail text of your selected enchant show in plain text when selected, or reveal more info in some other way.
As for particles and animations, I have a lot of cool ideas swimming around in my head on how to make it more interactive and immersive. They're on the list
There will definitely be more explanation in the Handbook to help with some of that confusion. I'll do some thinking on how to indicate a valid quantity of reagents has been met

Thanks again for taking the time to comment and share your thoughts 💖

💬 NateDoesLife, Nov 5th at 11:42 PM

Love the update btw, Great idea to use gems for enchanting and the enchanting gui changes are awesome.

Some feedback/bugs as an active user of your mod:
1 - Making the enchanting table keep the arrow green somehow, its a bit odd when I load the table gui and its not there at first (this is not a big deal)
2 - For some reason I added some gems from canjewelry to use as well as the diamond/emeral/peridot but it didn't seem to like using them (this could be me I will test more later and let you know)
3 - I enchanted a shovel with a diamond twice to get it to have durable II and another to have durable I, when I went to enchant them with an emerald for Durable III and II neither worked at all
3a - I did change the value down to 1 as well for enchanting with emeralds, it did the full load but then no increase. I eventually went back and tried with a diamond, the durable I went to durable II but durable II did not go to durable III?
4 - I just had this occur on me, I went to enchant 2 shovels with dur 2 already, when they finished they only had dur I back on them? Not sure if intended or bug

Recommendations
1 - Some way to view what the possible enchants are in the table and how high they can go maybe?
2 - Table animation so I know when the table is in use versus done (maybe the gear could spin on the bottom or the book could be open with "particles" floating around it?
3 - Indicator in GUI to show how many of the "reagent" you need to enchant, I originally tried with an emerald and vanilla config and had no idea you needed 8, I just thought it was broken

💬 BloodThunderAuthor, Oct 18th at 5:52 AM

warpStory They're typically found in ruins. I'm sure you'll find a bunch if you do some spelunking

💬 warpStory, Oct 14th at 8:24 PM

How do I get the Altar item?

💬 BloodThunderAuthor, Oct 4th at 11:21 PM

LadyBlakeHammer You getting smote a lot? Your server sounds fun lol
Jewely/clothing is definitely on the list after 0.5.x, when I finish the rework of reagents and enchantment recipes.

RuneScholar All good with Outlaws/RnR?

💬 LadyBlakeHammer, Oct 2nd at 1:48 AM

Can't wait for the Jewelry update >:D

Will be resisting lightning like nobody's business.

💬 RuneScholar, Sep 25th at 3:14 PM

Cool, I understand how that could be a problem them. I’m looking forward for 1.20 being stable and the things modders will be able to do. I’ll give the Outlaws and Rust and Rot update a test later and see how it goes.

💬 BloodThunderAuthor, Sep 25th at 1:00 AM

Apologies for delisting 0.4.6 - I didn't want any more servers to load it.
Deployed a quick hotfix to fix a problem with Resist checking PetAI inventories

💬 BloodThunderAuthor, Sep 21st at 2:34 AM

RuneScholar Yeah, each entity currently requires a patch file to have the enchantments interact with them. Maybe I'll find a better way to do this, but atm it's really not a huge deal because entities don't often get added/removed.
As for mods that modify how projectiles or combat works pose a pretty big issue without me making them a direct dependency, which is not ideal. It's mostly ranged weapons that have this problem, due to the nature of how physics is handled. I've got some ideas for this, so it's on the list. We'll see how this changes in 1.20, since I know that's going to break a few things, too.

I appreciate the input, and look forward to some more compat patches soon.

💬 RuneScholar, Sep 19th at 12:41 PM

I did some testing and just wanted to report back. If there is somewhere else other than the mod page you’d rather me do so, let me know.

Your enchantment mod and the Item quality mod seem to work fine together. Items retain their increased stats from their quality and gain the enchantment when enchanted. I think this works well together, as quality feels like it refers to how well made an item is, whereas enchantments are a magical trait on top of that. 

As expected, the damage debuffs are not applied to modded enemies beyond those you’ve made a compatibility for. I actually didn’t realize this would happen until you mentioned having to make compatibility for them, but it makes sense.

I would also like to request compatibility for the mod “Gilded Steel” and “Maltiez Crossbows.” I know the crossbow mod is pretty popular, but I don’t see a lot of people using the Gilded Steel mod except me, so I understand if this request is a bit low on your list of concerns. It is only about 7 items to patch, though, so that helps. I don’t use Maltiez’s other ranged weapons mods, but plenty of people would probably like compatibility for them. I’ll continue testing things. No pressure to update, and thanks for making this mod for the community.

 

💬 BloodThunderAuthor, Sep 18th at 6:19 PM

NateDoesLife Hopefully you have a merciful server admin who can help you recoup some of the materials. I'll look into adding a safeguard for exact duplicate enchantments, but that's lower priority until I start reworking Reagents.
As for a guide, I released an update to the in-game handbook this morning, so hopefully that explains things a bit better.

💬 NateDoesLife, Sep 18th at 6:00 PM

Could you make it so that it wont consume the reagent if you only put 1 in and it already has said enchantment on it lol. I used like 2 durable reagents because I didn't realize. 

Honestly not sure if there is one in the handbook but a guide or something as well might help with that. Sorry if there is already one.

💬 BloodThunderAuthor, Sep 18th at 5:42 PM

NateDoesLife Right, the enchantments aren't additive. Whatever you enchant at the time is what you get, and so you'd need 4x Protection Reagents in the Enchanting Table to reach T2.

RuneScholar Noted. I'll work on Outlaws and Rust & Rot compat patches for 0.4.6

💬 NateDoesLife, Sep 18th at 5:36 PM

Maybe I misunderstood the higher tier enchanting process.

Do I have to add 4x the reagents to get it to show say Durable II? or do I have to keep enchanting until ive used 4x? 

💬 RuneScholar, Sep 18th at 5:26 PM

I actually use the Rust and Rot and Outlaw mods that I personally buffed the mods in and lowered their spawn chances for challenging but more rare fights, so this helps Ballance them out.

💬 BloodThunderAuthor, Sep 18th at 4:48 PM

RuneScholar Let me know if it works. I think I looked at compat for that mod before, and it shouldn't conflict. However, I don't actively use it, so idk.
In my server, I buffed the mobs a bit, so the ultimate goal is to make interesting late-game encounters without just scaling flat stats.

💬 RuneScholar, Sep 18th at 4:22 PM

Excellent work. This will probably now replace the RPG Item Rarity mod I usually use to add some more “spice” to weapons, since I like the idea of actively enchanting them better. I suppose I could use both, and I may test it for compatibility, but I like to keep my mod list under control.

💬 BloodThunderAuthor, Sep 18th at 3:16 AM

NateDoesLife I'll add a note in the in-game handbook for default timings. 
As for the Chain Head Armor, I couldn't reproduce the error. Make sure you're using the latest version of the mod, and if you get stuck ping me on the VS discord to help troubleshoot.

RuneScholar Wait no longer since 0.4.4 0.4.5

LadyBlakeHammer Girl, I'm trying lol Appreciate the support

💬 NateDoesLife, Sep 17th at 11:20 PM

Awesome that you added a way to get to higher tier enchantments - any chance you can make it display the time it will take to do the enchant as well?

Also I tried to do the enchantment up to T2 on a Chain Head Armor (Steel) and all it did was eat my reagent and keep it at protection 1 lol, unless you have to do it from base form?

 

💬 RuneScholar, Sep 17th at 5:36 AM

That’s awesome of you. Looking forward to it.

💬 LadyBlakeHammer, Sep 16th at 8:24 PM

Love ya mod, keep up the great work man!

💬 BloodThunderAuthor, Sep 16th at 4:55 PM

Mandikor Good suggestion. This will be in the next release.

LadyBlakeHammer Definitely! I know balance is a really subjective thing, so I try to make things configurable. You can actually edit all of the recipes without any code, so if you want to make things cheaper, it's fairly easy. (see the Custom Patches) link in the description.
Bleed and Poison are likely to be added soon.

RuneScholar Official compatibility will be in the next release.

💬 LadyBlakeHammer, Sep 15th at 2:11 PM

There's things like mining speed, harvest, run speed speed or even jump that could stack, but anything like that remains up to you. I just think it'd be fun and/or silly cus I can understand how any of my suggestions can come off as over-powered. Seeing as *some* of the reagents are easier to obtain via crafting, over others.

>I surprisingly didn't a notif for your reply D:

Editing to add a couple more ideas of mine.

Bleeding
Poison

If applicable.

💬 Mandikor, Sep 15th at 12:21 PM

If you could now, as a small improvement, specify the different enchantment tiers in different colors in the ToolTips, that would be great. 👍

💬 BloodThunderAuthor, Sep 14th at 5:22 AM

LadyBlakeHammer I appreciate that! I really want to do more passive enchants like that, more likely for certain jewelry slots or items. Clothing introduces a lot of variants, so there are some other things I need to update before I can tackle that.
Which enchantments do you want to stack?

💬 LadyBlakeHammer, Sep 13th at 2:58 PM

Hey, I have a few suggestions that you can look over.

Reagents on Jewely and/or Clothes

More Reagents:
Speed Reagent
Jump Height
Night Vision
Mining Speed
Harvest %
all that fun rpg stuff :P

Oh and stacking enchantments. :D

💬 BloodThunderAuthor, Sep 12th at 9:44 PM

RuneScholar Sure thing. I'll look into those and make an official compatibility patch if possible.

💬 RuneScholar, Sep 12th at 4:26 AM

Will this mod work with tools and weapons from other mods?

Edit: I tested it and answered my own question. It does not. If I could make a request, could you add compatibility for Ancient Weapons and Kanahaku’s (Not Only) Spear Expansion? Swordz is great, but not just not one I use. I like the extra bows from Kanahaku’s mod and the fact that Ancient Weapons makes usable versions of the ruined weapons you find in ruins.

 

 

💬 BloodThunderAuthor, Sep 9th at 3:46 PM

DejFidOFF Check back later for recipe rebalancing. I'm working on some better ways to handle enchants vs the current reagent system, but it's what I've got right now.
if you have suggestions for what is a reasonable amount of resources, I'd be happy to hear them, too.

💬 DejFidOFF, Sep 9th at 3:30 PM

BloodThunder

Thank you. I try. But honestly, the enchants not worth that resources.. Pointless in my opinion..

 

💬 BloodThunderAuthor, Sep 8th at 4:35 PM

DejFidOFF To enchant an item requires an Enchanting Table, a Reagent of some kind, an appropriate item for the enchantment, and some in-game time. Please read the Wiki for more details on which Enchantments do what. If the docs are misleading or confusing, let me know and I can update it.

💬 DejFidOFF, Sep 8th at 7:34 AM

BloodThunder

 

I´am a bit confused. Where I can get that enchantments from?

💬 NateDoesLife, Aug 14th at 6:09 AM

So the only problem with utilization of temporal stability is for people that have it off in there world (i do myself) it might be hard to use the mod (I would think) but I do indeed like the direction of that or maybe something involving jonas tech, not sure. If I think of any more ideas I will 100% post them here!

💬 BloodThunderAuthor, Aug 14th at 4:01 AM

Thanks for the input there. It helps to hear from someone actively using it, as I honestly spend more time coding the mod than using it.
I was kind of leaning towards a new table, and utilization of temporal stability in some way. I like the idea of being required to use a temporally unstable area to reach higher levels of enchantment, but I don't like the idea of modeling a new table lol

💬 NateDoesLife, Aug 14th at 1:50 AM

Gottcha, I had a feeling that was what it was but was just checking.

As for the higher tier enchants, few ideas I can come up with quickly
- Higher tier enchanting table (upgrade the current one some way or add alternative ones that you can craft from other items you find in the world similar to the altar (alter was an awesome idea for the recipe btw I loved that!!))
- Higher tier reagents (make the recipes require more stuff or something along those lines, higher tier metal or what not)
- Enchant the item with said reagent more then once (pretty basic idea but it works lol)
- Add placeable objects or totems that you can build around the current enchanting table that "unlocks" higher tier enchants (this idea is similar to the old ars technica mod from minecraft)

As for textures....I know nothing about teh VS Model Creator, and a tiny bit of photoshop/gimp and nothing of how the two work together but if I get some free time I will certainly give it a shot.

💬 BloodThunderAuthor, Aug 14th at 1:27 AM

NateDoesLife Thanks so much! I'd call the Reagent recipes a placeholder at best right now. The Temporal Reagent isn't really useful beyond being a base item for all the other reagent types, so it didn't make sense to require that conversion in the reagent recipes.

As for higher tiers, I have a few ideas, but I haven't settled on a solution just yet. I'd really like to tackle higher tier enchants in 0.4.x, but the bug squashing has been high prio lately. If you have suggestions, I'm down to hear them here, the official VS Discord, or GitHub.

Finally, for extra textures and models, that's fairly low prio atm. I can work the photoshop and the VS Model Creator, but I'm certainly not the best. If you or anyone wants to contribute, the official VS Discord is probably the best place to reach out to me

💬 NateDoesLife, Aug 14th at 12:54 AM

Thank you for fixing! Hate to keep mentioning things but it looks like you can craft all the reagents with just a temporal gear instead of having to craft the temporal reagent (not sure if this is intentional or not)

Wanted to also ask and not sure if it says how in the wiki so sorry if it does, but how do you get higher tier enchants, say durable II and so on?

And then finally, do you have any plans on making custom textures/items for the reagents so they are easier to identify?

Love the mod so far!

BloodThunder


💬 BloodThunderAuthor, Aug 13th at 11:36 PM

NateDoesLife Thank you for the report. That should be fixed now in 0.3.8

💬 NateDoesLife, Aug 12th at 11:27 PM

Found an interesting one, when you enchant some armor with durable its giving it protection, specifically found this to happen on the leather helmet.

Also there is a way to double the enchants up on stuff, if you put the item into the table before the reagent the arror fills green, then if you put the reagent in and click enchant, wait the time it will have 2 versions of the reagent enchantment on.

💬 BloodThunderAuthor, Aug 12th at 2:28 AM

areswarrior Fixed in 0.3.7. Thanks for the report

💬 areswarrior, Aug 11th at 9:30 AM

your mod messes with my game with makes it so no enemies deal damage to me but when i remove it everything goes to normal 

💬 BloodThunderAuthor, Aug 6th at 10:31 PM

NateDoesLife Yeah, got all that stuff added today. Let me know if you have any issues with it

💬 NateDoesLife, Aug 6th at 5:01 AM

Seems that durable is not working on a few things that I noticed, shovels, pickaxes, blackguard shortsword, shears. I imagine this is probably just a config thing or oversight since durable was just added but wanted to give you a heads up.

Running latest version that I just installed today.

💬 jamescook, Aug 6th at 12:36 AM

mostly wanting an easyer way to repair the tools/armour tbh

💬 BloodThunderAuthor, Jul 29th at 5:26 PM

jamescook Mending is definitely a possibility. Rustbound is on my radar, as well. Is there anything in particular you'd want out of Rustbound other than just the armors?

Edit: I got the Rusbound Magic armor working, and technically the casting staffs work with melee, but it's ready to be enabled.

💬 jamescook, Jul 29th at 5:12 AM

i hope you are able to make a rustbound patch and maybe a repairing enchantment.

💬 BloodThunderAuthor, Jun 17th at 3:48 AM

NateDoesLife Absolutely, I plan to add tool enchants, armor enchants, bauble enchants, etc. I'm almost done polishing up the T1 weapon enchants, then I can move on to new stuff.

💬 NateDoesLife, Jun 17th at 12:46 AM

Any plans to add utility type enchants like MC has "durabiltiy, efficiency"?

💬 BloodThunderAuthor, Jun 8th at 6:50 PM

Maltiez This belongs in the Issue Tracker, please. I'm looking into adding better compatibility for projectiles, but combat system overhaul mods like this are not currently compatible.

Edit: Things should be much more compatible now, there are no more projectile overwrites.

💬 BloodThunderAuthor, Jun 5th at 6:35 PM

@SkollDrachen I'll look into it. Swordz has a lot of like partially implemented item variants when I looked last night, and idk about Rustbound yet. It should be do-able, for Swordz, though.

SkollDrachen Patch added for Swordz. Be sure to enable it in your mod config, then restart the server!

💬 SkollDrachen, Jun 4th at 6:59 PM

hi there can you add a patch for rustbound magic? with this the staves and rustbound it could be so awesome. adding alot to the game and maybe swordz to?

💬 BloodThunderAuthor, May 31st at 4:44 PM

@Neo_O
Paxel would require a recipe patch be added to enable, which can be done really easily with JSON. (See the mod's assets\krpgenchantment\recipes\enchanting-table\ for examples)
Otherwise, I see no reason why a melee hit from any tool wouldn't work, unless if it replaces the existing damage event system on an entity.

Edit: I had to make some patches for another set of mods I was using, so I did it anyway.

💬 Neo_O, May 31st at 2:20 PM

is compatible with paxel?

💬 GingerTail, May 31st at 7:22 AM

Exciting!

Best of luck with developement of this mod, it looks wonderful.

💬 Frepo, May 31st at 6:11 AM

This is excellent!!!

💬 LyndonBJohnson, May 30th at 9:56 PM

Talk about some quality content, it's about damn time! :D 

💬 Foxy_Grandpa, May 30th at 5:43 PM

LETS GOOO

💬 DUCATISLO, May 30th at 5:41 PM

holy moly

(edit comment delete)