{
	autofocus_id: "6C4C8FF43FCED01D"
	default_hide_dependency_lines: false
	default_quest_shape: ""
	disable_toast: true
	filename: "intro"
	group: ""
	icon: "ars_nouveau:worn_notebook"
	id: "6827135B158F87E2"
	images: [{
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		image: "adj:textures/texts/intro.png"
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	order_index: 0
	quest_links: [ ]
	quests: [
		{
			description: [
				"Some achievements only feature a &7short subtitle&f which roughly describes what you have to do to finish them."
				""
				"Some of them however, such as &6this one&f feature an elaborate description, which will explain &dhow things work in this realm&r, so that your playthrough is &oless of a headache&r!"
				""
				""
				"{@pagebreak}"
				""
				"&6Achievements&r can have either a &esingular task&r or a &elist of tasks&f (which you can do in any order) to complete. &lMost&r of them will autocomplete themselves whenever their condition is satisifed."
				""
				"A few conditions though &erequire you to confirm you completed them&r for them to count as finished. Those conditions are usually related to building things."
				""
				"In order to complete this achievements's task, &ejust click the checkmark icon in the top right corner of this menu&r!"
			]
			disable_toast: true
			icon: "structure_gel:building_tool"
			id: "4A074153AE2D521D"
			shape: "hexagon"
			size: 2.0d
			subtitle: "Click to read"
			tasks: [{
				id: "130423B37A140F64"
				title: "Click me to complete the achievement"
				type: "checkmark"
			}]
			title: "&l&fIntro:&r &dAchievements"
			x: 0.0d
			y: -3.0d
		}
		{
			dependencies: ["4A074153AE2D521D"]
			description: [
				"To create a &dParty&r, open your inventory and then open the &dTeams&r tab, then click '&dCreate new Party&r'."
				""
				"Players in the same party as you will &eshare achievements progress&r and can configure &cPvP&r rules!"
			]
			disable_toast: true
			icon: {
				Count: 1
				id: "minecraft:player_head"
				tag: {
					SkullOwner: {
						Id: [I;
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							-2121722025
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						Name: "kohara_"
						Properties: {
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			id: "797F46DC75EA4372"
			subtitle: "Click to read"
			tasks: [{
				id: "0D0785AD4D82BA48"
				title: "Click to complete"
				type: "checkmark"
			}]
			title: "&l&fMultiplayer:&r &dParties"
			x: -1.5d
			y: -4.5d
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		{
			dependencies: ["4A074153AE2D521D"]
			description: [
				"&6ADJ&r follows a &elinear progression&r. Your progress will increase at certain points in the game, &eturning the world more hostile&r, but also &eunlocking new items for you to obtain and use&r."
				""
				"Items which you can't use at a given point in progression or cannot obtain will be &chidden from your Recipe Browser&f (with a few exceptions) and will be shown as '&8Unknown Item&f' when hovered at. They also cannot be used in any way before reaching the point in progression where they become usable."
				""
				"{@pagebreak}"
				""
				"Progression is divided into &echapters&f, each focusing on a different part of your world. I don't want to spoil anything, so I'm just going to say that &echapter 1 starts whenever you enter &cThe Nether&r."
				""
				"You might also be able to figure out when a new chapter starts by looking into the &2Story&f chapter. Just saying ^^"
			]
			disable_toast: true
			icon: "minecraft:ender_eye"
			id: "2482788CF690BB31"
			subtitle: "Click to read"
			tasks: [{
				id: "242CD3E7A91DB6A5"
				title: "Click to complete"
				type: "checkmark"
			}]
			title: "&l&fBasics:&r &aProgression"
			x: -2.0d
			y: -2.5d
		}
		{
			dependencies: ["2482788CF690BB31"]
			description: [
				"As previously mentioned, &eevery chapter increases the threat level of your world&f."
				""
				"Mobs will get increased stats and a bunch of new ones will be able to spawn the further you progress. They can quickly outscale you, so &emake sure you are prepared well before starting a new chapter&f."
				""
				"Those changes in difficulty are &epermanent&r and &eglobal&f, meaning that if you are on multiplayer, &cany player can cause your world to change for the worse&r."
			]
			disable_toast: true
			icon: "kubejs:eye_of_cinders"
			id: "7D4DF8809C70CAFC"
			subtitle: "Click me to read"
			tasks: [{
				id: "3FC6110AD8C174DB"
				title: "Click to complete"
				type: "checkmark"
			}]
			title: "&l&fBasics:&r &cDifficulty"
			x: -3.0d
			y: -2.5d
		}
		{
			dependencies: ["4A074153AE2D521D"]
			description: [
				"The combat system has seen some changes to make it more immersive."
				""
				"All important changes are listed on the following pages."
				""
				"{@pagebreak}"
				""
				"Every weapon has new attack animations. &7You are probably familiar with those already, as they are present in every of the generic RPG modpacks (such as this one), so I am not going to talk about it."
				""
				"Jump attacks will &cno longer critically hit&f. &cCritical chance&r is a separate stat that now works off of chance. You start with &c5% base chance&r which you can increase with &6accessories&r and &aexperience&r (more on that one on the next page)."
				""
				"{@pagebreak}"
				""
				"The &aExperience&r system has been altered a little."
				""
				"You can only have up to &a50 levels&r at a time. You also &akeep more levels on death&r."
				""
				"Every &a4 levels&f your &cCrit Chance&f increases by 1%."
				""
				"{@pagebreak}"
				""
				"&cInvulnerability frames&r (AKA the &cred flashing&r when you attack something) are also a lot shorter than in vanilla - most attacks don't even give any to hit mobs. &eThink twice before diving into a group of Zombies, as &lall&r of them can hit you at the same time now&r."
				""
				"&7Knockback&f has been reduced to compensate for this change."
			]
			disable_toast: true
			icon: {
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				id: "minecraft:iron_sword"
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					Damage: 0
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			id: "3A065070417D1524"
			subtitle: "Click to read"
			tasks: [{
				id: "75053A6D20C802CB"
				title: "Click to finish"
				type: "checkmark"
			}]
			title: "&l&fBasics:&r &cCombat"
			x: -1.5d
			y: -1.5d
		}
		{
			dependencies: ["4A074153AE2D521D"]
			description: [
				"&eGetting around quickly&r will be crucial for your playthrough, allowing you to get materials from multiple places in no time."
				""
				"An early game method of quick travel are &eroads&f."
				""
				"&eRoads&r can be made by simply laying down a &eDirt Path&f from one point to another and charting it using a &6&lCharting Map&r. It comes with an instruction on how to use it, so I am not going to dive into details."
				""
				"&7&lHINT:&r The road &ndoesn't have to be very wide&r nor does it even have to be in perfect condition. The settings are so loose for those that you don't have to spend ages on building a simple road."
				""
				""
				"{@pagebreak}"
				"Another way to get around quickly is &5Waystones&r."
				""
				"&5Waystones&r generate naturally in Villages. &eRight clicking it will add it to your learned Waystones&r. You can then use it to instantly &eteleport to your other learned Waystones&f!"
				""
				"Waystones cannot be broken unless you have a pickaxe with a &eHarvest Level of 4 or higher&f. They are also expensive and difficult to craft normally."
				""
				"{@pagebreak}"
				"Do you need to only quickly get around your base or travel a smaller distance? Look no further than &6Hypertubes&f!"
				""
				"They are a bit more expensive than &eroads&f and not as costy as &5Waystones&f, though &ethey are the most troublesome to set up&f, requiring a rotational force to power them. More on how to produce rotational force in the &2Creating a Factory&r chapter."
				""
				"{@pagebreak}"
				"&5Warp Portals&r are also an option for quick travel, however they require &dSource&r to activate."
				""
				"First craft a &dWarp Scroll&r and use it to map the portal's target location. Then build a frame out of &dSourcestone&r and place a filled &dSource Jar&r next to it. Lastly, toss the &eWarp Scroll into the frame&r to consume the Source and &eactivate the portal&r. Be wary though, as &ethe portal is one way only&r - you'll need to build another one to go back!"
			]
			disable_toast: true
			icon: {
				Count: 1
				id: "patchouli:guide_book"
				tag: {
					"patchouli:book": "via_romana:guide"
				}
			}
			id: "7D7F1AD28AE3CF50"
			min_required_tasks: 1
			subtitle: "Click to read"
			tasks: [
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						Count: 1
						id: "patchouli:guide_book"
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							"patchouli:book": "via_romana:guide"
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				{
					id: "35920FBD787672B7"
					item: "via_romana:charting_map"
					type: "item"
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			]
			title: "&l&fTutorial:&r &6Quick Travel"
			x: 1.5d
			y: -4.5d
		}
		{
			dependencies: ["4A074153AE2D521D"]
			description: [
				"A lot of mods means a lot of items which your Chests will quickly get overwhelmed by. Same goes for your sorting capabilities."
				""
				"An easy solution is a &eStorage System&r! Craft an &6Inventory Connector&r and place it somewhere in your base. It will &econnect every Chest, Barrel or any block that can be used to store items inside of it&r. You can then access them from the &6Connector&r by adding a &6Storage Interface&r, which &eshows every item inside of the connected blocks&r AND has a &ebuilt-in search ability&f."
			]
			disable_toast: true
			icon: "minecraft:chest"
			id: "6C4C8FF43FCED01D"
			subtitle: "Click to read"
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				{
					id: "21F0D5FA6E1387D5"
					item: "toms_storage:ts.storage_terminal"
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				{
					id: "59C151249A54235A"
					item: "toms_storage:ts.inventory_connector"
					type: "item"
				}
			]
			title: "&l&fTutorial:&r &6Storage"
			x: 2.0d
			y: -3.5d
		}
		{
			dependencies: ["4A074153AE2D521D"]
			description: [
				"&6&lADJ&r &cdoesn't feature a traditional minimap/worldmap mod&r and &ccoordinates are hidden by default&r. Staying oriented and finding your way is ever so slightly tougher than usually."
				""
				"Having a &7Compass&r in your inventory will allow you to see your horizontal position again. Similarly, carrying a &6Depth Meter&r will allow you to see your vertical position. Both of these can be &eput into a Bundle&r and will &econtinue to work&r from inside of it."
				""
				"{@pagebreak}"
				""
				"If normal coordinates aren't doing it for you, try crafting an &6Atlas&r! It uses &eEmpty Maps&r to... well... map the locations you've been to. It's essentially both &ea minimap&r as well as &ea world map&r."
				""
				"If you run out of maps for it to use, you can add Empty Maps to the Atlas by &ecombining them in your crafting grid&r."
				""
				"You can &eput markers on your Atlas' map&r, &eright click Portals&r and &enamed Banners to add waypoints&r and probably do a lot more stuff that I was unable to figure out while playtesting."
			]
			icon: {
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				ForgeCaps: {
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						maps: [I; ]
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				id: "map_atlases:atlas"
				tag: { }
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			id: "133F7123D4CC512B"
			subtitle: "Click to read"
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				{
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				{
					id: "5D48B8CDC6F4822E"
					item: "minecraft:compass"
					type: "item"
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			]
			title: "&l&fTutorial:&r &eStaying oriented"
			x: 1.5d
			y: -1.5d
		}
		{
			dependencies: ["4A074153AE2D521D"]
			description: [
				"If this isn't your first modpack you might already be familiar with the concept of &lChunk Loading&r. If not, it's exactly what it sounds like - keeping chunks loaded so that your farms, machines, etc. keep running no matter where you are in your world."
				""
				"Usually in a typical modpack you have a &eclaim system&r and an option to &eforceload a selected chunks&r."
				""
				"You probably realized where I'm going with it, so let's just skip to the end - specifically &othat &rsystem &cdoesn't exist&r in &6ADJ&r. We have something better."
				"{@pagebreak}"
				"Say hello to &6&lChunk Loaders&r! You can craft them pretty much at the very start of the game if you manage to find &dAmethyst&r early. Though they do require rotatonal force to run, but it's really not a huge problem to power them. If you don't know how to generate that or even what rotational force is, check out the '&7Creating a Factory&r' chapter! It will help you get a hold of things."
				""
				"&6Andesite Chunk Loaders&r load a &esingular chunk&r they are in. "
				"&6Brass Chunk Loaders&r load a &e3x3 area of chunks&r around them (and have multiple modes too!)."
			]
			id: "0837881F85485D3F"
			subtitle: "Click to read"
			tasks: [{
				id: "74F644416D689AAB"
				item: "create_power_loader:andesite_chunk_loader"
				type: "item"
			}]
			title: "&f&lTutorial: &r&dChunk Loading"
			x: 2.0d
			y: -2.5d
		}
		{
			dependencies: ["4A074153AE2D521D"]
			description: [
				"Just to make your life worse, &6ADJ &rfeatures &aSeasons&r!"
				""
				"Every season lasts &e30 in-game days total&r (divided into &ethree subseasons&r, each lasting &e10 days&r)."
				""
				"It really isn't as threatening as it sounds though! &oUnless you don't have enough food stocked up...&r"
				""
				"You can craft a &6Calendar&r to view current season and how much longer it's going to last for!"
				""
				"{@pagebreak}"
				"Just because I don't want to make a separate entry for it, I'll just mention that days in &6ADJ&r are &eever so &oslightly&r&e longer&r compared to regular Minecraft. From 20 minutes to &e24&r."
				""
				"&cBeds&r also no longer skip time instantly, instead accelerating the flow of time around you. They can also be entered at any time of day to skip to the &9Night&r in case you wanted to e.g. farm monsters. Quite handy!"
			]
			id: "0204327B87A0A113"
			subtitle: "Click to read"
			tasks: [{
				id: "32CE5F99141C2165"
				item: "sereneseasons:calendar"
				type: "item"
			}]
			title: "&f&lBasics:&r &6Seasons"
			x: -2.0d
			y: -3.5d
		}
		{
			dependencies: ["3A065070417D1524"]
			description: [
				"If you're a fan of playing with &ekeepInventory&r, you're going to like this one - &eyou don't lose some items on death&r!"
				""
				"What you will &b&6always&r &akeep:"
				"- &rYour &ahotbar"
				"- &rYour &aarmor"
				"- &rYour &aaccessories &f(and by extension &awhatever is in your Backpack&r)"
				"- &aSome of your experience"
				""
				"What you will &b&6always&r &cdrop:"
				"- Your &cremaining inventory space &r(3 rows; unless enchanted with &dSoulbound&r)"
				"- &cSome of your experience"
			]
			disable_toast: true
			icon: "minecraft:skeleton_skull"
			id: "3C005F026A2BEF42"
			subtitle: "Click to read"
			tasks: [{
				id: "157DC079E3EAB986"
				title: "Click to finish"
				type: "checkmark"
			}]
			title: "&l&fBasics:&r &cDying"
			x: -2.5d
			y: -0.5d
		}
	]
	title: "Intro"
}
