Supplementaries

From the Fear Nightfall wiki · Supplementaries
Supplementaries
Items/blocks350
Mobs14
Structures2

Supplementaries is a content mod that adds several hundred decorative and functional blocks, a set of utility tools and weapons, two mobs, two worldgen structures and a large number of changes to vanilla behaviour. It requires Moonlight. In Fear Nightfall it supplies much of the pack's building material, its ranged and explosive weapons, the pirate-themed Galleon shipwrecks and a number of unsettling mechanics, such as zombie horses, lightning that targets nearby entities and fire that leaves ash behind.

Overview

The mod is a "Vanilla+" addition rather than a dimension or biome mod. Most of its content is placed by the player: wood-like fine wood and wattle-and-daub sets, lamps and sconces, awnings, bunting, flags, presents, jars, cages, safes, sacks, planters and notice boards. Its functional items are mostly carried or used during play, so they change how the player moves, fights and stores items rather than where the player goes.

Its vanilla-facing changes are wide. Pistons push block entities, lightning can strike a nearby entity instead of the one it was aimed at, raids can take place on open water, skeletons can carry quivers, and zombie horses can be made from skeleton horses. Almost all of these tweaks can be switched off in the mod's config. Fear Nightfall keeps most of them enabled.

Content

Blocks

Items and tools

  • Slingshot is the mod's main ranged weapon. It fires rope arrows, bricks, bombs and other projectiles.
  • Bombs are thrown or fired explosives, including the Blue Bomb.
  • Quiver is an accessory that holds arrows for the player.
  • Flute and Wrench covers the flute, which plays songs, and the wrench, which rotates and adjusts supplementaries blocks.
  • Altimeter, Slice Map and Navigation covers the altimeter, speedometer and depth meter, and the cartographer's quill and slice map.
  • Soap and Bubbles covers soap, the bubble blower and the bubble block.
  • Bamboo Spikes are a tipped trap item that can be used as an impaling weapon.
  • Stasis is an enchantment for slingshot projectiles that ignores gravity.

Mobs

  • Plunderer is a pirate illager that rides on Galleon shipwrecks and joins naval raids.
  • Red Merchant is a wandering trader-style villager that sells explosives, rope, lanterns and cannon parts. It appears on the wandering trader spawn cycle.

Structures

  • Galleon is a shipwreck structure that generates in water biomes and can hold Plunderers.
  • Road signs are a second structure, described in Way Signs and Road Signs.

Biomes and natural generation

The mod adds barnacles to ocean and shore areas, cave urns below sea level, wild flax at the surface and basalt ash patches in basalt biomes. It also adds mineshaft pulley elevators. These features are placed into existing biomes listed on the Biomes overview.

Mechanics

Quiver and sack

The quiver holds up to six stacks of arrows by default, and arrows picked up by the player go into the active quiver first. Skeletons can spawn with a quiver (chance 0.03 by default, scaled with difficulty) and drop it on death.

The sack holds nine items by default. A full sack applies the Overencumbered effect, which prevents sprinting, and the penalty grows with each additional level. The effect is explained in Status Effects.

Slingshot, bombs and cannons

The slingshot charges for 20 ticks by default before it fires at full range. Bombs explode with a default radius of 2 blocks, fuse instantly and break only weak blocks, the same class that TNT breaks. A cannon fires cannonballs or TNT-like blocks with a power multiplier of 0.6 by default, a 40-tick fuse and a 60-tick cooldown. Cannon boats mount a cannon on a boat, including bamboo rafts, and recoil at half strength by default.

Galleon, Plunderer and naval raids

Galleon shipwrecks spawn Plunderers and regular pillagers. Raids can start on open water near a village instead of on land, with a default chance of 0.75 per raid. In naval waves, a pillager is replaced by a Plunderer with a chance of 0.5. Pillagers can use cannon boats, and mobs can leave boats on land. See Raids and Illagers for how raids normally work.

Red Merchant

A spawner mixin adds Red Merchants to the wandering trader spawn cycle, with a base chance of 1 in 9 per attempt. Their trade list covers bombs, cannons, cannonballs, rope, lanterns, gunpowder, rockets, firework stars and TNT. The trade list is also covered on the Villager Trades page.

Zombie horses

Feeding a skeleton horse 64 rotten flesh converts it into a zombie horse. The conversion takes 4600 ticks, during which the horse gets Movement Speed II. A weakened zombie horse can be turned back by feeding it a golden carrot. Saddle and armour carry over, and zombie horses can be ridden underwater.

Slimed and Flammable effects

A thrown slimeball applies the Slimed effect for 300 ticks, and the effect can hinder jumping. Standing in Lumisene applies Flammable for 50 ticks, and a bottle of Lumisene gives Flammable for 300 ticks and Glowing for 200 ticks. Flammable entities catch fire more easily, and fire spreads through Lumisene.

Ash and fire

Fire turns burned blocks into ash with a chance of 1.0 by default. Rain washes ash away, and burning mobs drop ash.

Pistons and redstone

Pistons can push block entities, cooperative pistons share a movement budget, and moved empty cauldrons fill from adjacent water or lava sources. Redstone behaviour for the mod's own blocks is covered on Supplementaries Redstone Components.

Jars, cages and soap

A jar holds up to 12 items, a fluid, a mob or a food item. A cage captures mobs. By default it needs a tamed mob, and only at full health. Soap cleans blocks in the world, and the bubble blower uses 5 soap per block, up to 200 charges.

Creepers and heads

A charged creeper that kills an Enderman or spider drops that mob's head.

Changes to vanilla

  • Lightning: lightning has a 50% chance to target a nearby entity or position instead of its intended target, if the lightning unluck option is enabled. Lightning rods also trigger this.
  • Raids: raids can spawn on water and include boats and Plunderers, as described above.
  • Skeletons and horses: skeletons can carry quivers and fire arrows from them, and skeleton horses can be converted into zombie horses.
  • Wandering traders: wandering traders open doors.
  • Villagers: the cartographer, farmer, mason and wandering trader have extra trades. See Villagers and Villager Trades.
  • Cats and parrots: cats can sit on supplementaries blocks, and parrots land on Plunderers.
  • Shulker boxes: a slot rule changes which items can be placed in a shulker box, and the shulker shell item is replaced.
  • Lanterns and iron bars: lanterns can survive on different supports, and iron bar connections are changed for the mod's gold bars and iron gates.
  • Gravel: hoeing gravel makes raked gravel.
  • Grindstone and cartography table: the grindstone accepts mod items and changes experience extraction. The cartography table works with the quill and adventurer maps.
  • Campfires: campfire smoke interacts with ash.
  • Fire: fire spread interacts with flammable liquids, and fire can leave ash behind.
  • Redstone: observers and diodes propagate updates differently for the mod's blocks.
  • Mineshafts and strongholds: mineshafts can contain pulley elevators, and strongholds have extra sconces.

In Fear Nightfall

  • Loot: the pack's chest additions for Supplementaries are mirrored into the vanilla loot tables, because the mod only adds loot when the table name matches vanilla exactly. The mod adds flax seeds to dungeon, pillager and mineshaft chests, quivers to dungeon, mansion and pillager chests, bombs to dungeon, fortress, mineshaft, stronghold and temple chests, and stasis to end city chests. Globes are added to shipwreck treasure, and antique ink is added to fishing treasure.
  • Sodium: Supplementaries requires Sodium 0.8.12 or newer. The pack runs Sodium 0.8.13, and the Sodium add-ons that do not work with that version are removed from the client mod list.
  • Horror setting: Galleon shipwrecks, Plunderer raids and zombie horse conversions are the mod's most dangerous encounters in the pack. Naval raids can reach the coast of any village near open water.

Advancements

AdvancementDescriptionType
How the Turn TablesUse a Turn Table to rotate yourselftask
Engineer GamingUse a Wrench to rotate a blocktask
This Must be a Sign!Follow me to find a villagetask
Why Would You do That!?Grind an Enchanted Golden Applechallenge
Angry BirdsToss a parrot with a slingshotgoal
When the Stew is SusDrink a suspicious stewgoal
Consume the Concoction ChaliceDrink from a Chalicetask
Tide Pod ChallengeEat a bar of soap. Don't try this at hometask
You Spin Me Right Round BabySpin a globe at ludicrous speedtask