Kingdom Keys 2 is a completely rewritten version of Kingdom Keys for 1.15+.
This mod adds many things from the Kingdom Hearts games.
As of v2.1.0.1 Just Enough Items (JEI) support has been added, make sure to use JEI v9.7. We highly recommend you use JEI as it will provide guidance on using the mod in game.
Features
- A leveling system to get stronger, giving you some boosts like more HP, Strength, Magic, Defense, Abilities and Shotlocks.
- A Synthesis System to get Keychains or consumables.
- A Command Menu system at the bottom left.
- Menu to equip weapons, items, abilities, create parties and check your status.
- Magic with their level ups and even Grand Magic!
- Drive Forms with growth abilities and dual wield with working offhand attack!
- Shotlock attacks that use the focus bar.
- Various abilities from the three categories.
- Reaction commands for Auto forms abilities and Grand Magic.
- Over 15 new enemies being Heartless and Nobodies
- A new dimension Station of Awakening where you can choose your path and initial boost.
- Plenty of config options to allow the best possible customization.
- Vastly configurable through datapacks, weapon stats, drive forms data, magic data...
Items
- Over 120 Keyblades alongside their keychains from KH 1, KH 2, KH BBS, KH Re:Coded, KH 358/2 Days, KH DDD, KH Chi and KH 3.
- Over 250 Organization XIII Weapons.
- 13 music discs from various tracks.
- Lots of synthesis materials and ores.
- Synthesis Bag to hold your Synthesis Items and prevent them from filling your inventory.
- Organization XIII system by wearing their robes.
- Lots of Armor from Keyblade Wielders, foretellers and villains.
- Consumable items to use with the command menu.
- Accessories to further boost your stats.
Blocks
- Bug Blox from KH Re:Coded, some of them with unique features once powered with redstone.
- Magical Chest which is able to be locked with a keyblade.
- A pedestal to show your keyblades.
Resourcepacks
Get the resource pack for the HD textures here.
Special thanks to
- Abelatox, the other developer of Kingdom Keys, for lots of help with the development of the mod (Lots of code saving a ton of time so I don't have to do it), ideas and motivation to get the update out :) and the spanish translations and for the HD resource pack.
- Wynd, for creating a lot of heartless.
- stel312 and Pokemew12 for tons of 3D models.
- Hartsa for the HD resource pack.
- EnderFurry for some better textures.
- Remorse Code for pledging $20 on Patreon <3.
- Collecter for pledging $1 on Patreon <3.
- Sr.Gato for pledging $1 on Patreon <3.
- Fuhreous for pledging $2 on Patreon <3.
- Kingdom Crafter for making the KH3 Minecraft edition mod pack, making the banner for the mod and coming up with a bunch of the synthesis recipes.
- xlash for some of the synthesis recipes.
- Xephiro for the Foreteller armour textures.
- Electric-Star for plenty of amazing ideas.
- leafreynolds for code contributions
- cheriecheese for a new Moogle model and Marluxia model
- KHWaterBlock and Ventusjs for their wonderful builds of the KH worlds
- The Minecraft Forge team for Minecraft Forge.
- Square Enix and Disney for Kingdom Hearts and all it's designs.
- Everyone who has given me ideas.
- Everyone who has downloaded and played this mod.
How to Install Kingdom Keys 2 (Mod)
Kingdom Keys 2 by Wehavecookies56 is verified for Forge, Neoforge across Minecraft versions 1.10.2, 1.11.2, 1.12, 1.12.1, 1.12.2, 1.15.2, 1.16.3, 1.16.4 (latest release: 2.9.5a-1.21.1, file size: 64.6 MB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.10.2, 1.11.2, 1.12, 1.12.1, 1.12.2, 1.15.2, 1.16.3, 1.16.4) and platform (Forge, Neoforge).
- Make sure you have the compatible loader or environment installed for Forge, Neoforge.
- Move the downloaded Kingdom Keys 2 file into your Minecraft
.minecraft/modsfolder and launch the game.
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- Reworked the player Heartless and Nobody mechanic:
- When killed by a heartless (if you're not an Organization XIII member) you will then become a Shadow and your heart will fly away from you, it reduces your STR, MAG and DEF stats by a %.
- You must chase it to return to your normal self.
- As a shadow you cannot use the Command Menu or consume items like food.
- The next Dusk that spawns nearby will become your Nobody, defeating it will drop a "Memory from another self" item, which will allow you to restore your full power.
- Joining Organization XIII now requires becoming a Nobody: after recovering your heart, defeat your own Nobody and use the Memory from Another Self it drops while wearing the full Organization robes to choose your member, which also restores your lost stats.
- Shift + right click on a Memory from Another Self with no owner (from commands or the creative tab) makes it yours, for testing purposes.
- Text box in the config menu to set your nobody name.
- Search bar for filtered and the Moogle materials screens.
- Amount text box to buy screen.
- ServerConfig to set the distance the heart will travel from the turning point (default 128).
- ServerConfig to set the lock on range (previously hardcoded to 35 blocks).
- ServerConfig to set the xp level curve factor, higher number the less steep is the xp increase.
- ServerConfig to set the % of lost attributes when becoming a heartless.
- ServerConfig to set the minutes that can pass when someone's nobody can be in non-loaded chunks, therefore despawning them and adding them to the queue again.
- ClientConfig to hide the second layer of the skin when wearing clothes/armor to prevent clipping or z-fighting.
- Command /kingdomkeys heartless <turn/restore> to become a Shadow or back to Human.
- MiniCO as a proper structure (/locate and /place works).
- KH1 Scan HP Bar.
- Config menu option to hide the "HP" label and enemy name.
- Some checks to ensure players can't end up in wrong parties and cleanup of empty parties.
- Jiminy's Journal entry for the Apprentice Clothes and the Cloth Station.
- Vanquish enchantment, lets any weapon or tool strike Heartless and Nobodies. Keyblades and Organization weapons can't get it as they already can.
- "Unlock & Next" button in the Organization weapon unlock screen, to unlock a weapon and move on to the next one.
- Strike Raid to the shop, same reqs as Tier 1 magic.
## Changed:
- Leveling paths now can go past lvl 100 if a datapack implements them.
- Removed mobLevelName config as now they no longer use the "Custom Name" to display it.
- Keyblade Forge can now give multiple abilities per level.
- All drive forms besides limit can no longer guard.
- Robes and Organization armor are now tighter to the player's body, fixing the issue where second skin layer would clip on the legs.
- All boolean buttons in the Config Menu are now checkboxes.
- Casting magic from the Command Menu now goes through the
- Mob-griefing property for gummi worlds (default or true = whatever the gamerule does).
- Hologram display for HP and Fuel in the hangar, unless if two ships are in the same hangar (they can still refuel but data won't be shown).
- Particles to show ship refueling.
- Ability to refuel ships while in edit mode.
- Sound for when healing and refueling the ship.
- Warning on the Hangar Screen if redstone power is blocking the refueling.
- New transition screen and sound when going to RoD.
- Castle Oblivion Map icons for players in other rooms in the same floor.
- Logger for when a dueler goes out of the map.
## Changed:
- Inverted hangar redstone functionality, now redstone power blocks transferring (Requires updating the hangar block by toggling the lever first).
- Gummi ship won't use fuel if pushed, only when the rider activates the engines.
## Fixed:
- Potentially the Castle Oblivion crashes and inconsistencies when teleporting in multiplayer.
- Castle Oblivion room effects not cleaning when leaving through other means besides doors.
- Gummi Engine particles spawning each tick causing fast ships trail to be broken.
- Struggle weapon duplicating after a match.
- Gummi block shapes are now adapted to their collision box.
- All blocks without any cost specified are now costing 1.
- Mobs will no longer grief in KK Worlds.
## Fixed:
- Destiny Islands access enabled again.
- Dark portals will no longer take you to the ROD in KK Worlds.
- Being able to cast multiple foreteller light portals.
- Finishing plus translation in Spanish.
- Gummi Aero Triangle and Square rendering the adjacent block face invisible (Might only happen with Sodium or some other mod, but now it's fixed).
- Gummi Boosters, Flares and Holy not dropping when breaking.
- Potential fix for foretellers getting under the map during the spar.
- IMagicCaster interface for addons to implement on their mobs to cast magics at a certain level.
- Curios support for bag slots.
## Changed:
- Improved Foreteller visit and portal placing.
- All foretellers now have different skin, Ava and Invi have a slim model.
- Black lines from Apprentice clothing 1 are now removed
## Fixed:
- Hopefully the crash regarding non-humanoid models trying to load humanoid layers.
- Large body and Defender invincibility now fully follow the model position.
- Gummi projectiles are now smoother.
- Unions system, now the SoA choice will be preceded by an Union choice, just like the path it's not changeable once done.
- They are all equal to themselves, if a player joins Organization XIII they won't have access to their Union privileges.
- Foretellers will be able to train you, either by summoning rounds of enemies or by sparring with them.
- Lux is used to claim rewards from the Foretellers. Foretellers from other unions will charge you extra Lux for theirs.
- Your foreteller will visit you once at dawn you synthesise your first keyblade (next keyblade you synthesise in old worlds).
- It will take you to Daybreak Town to do some introductory training, and then you'll return to where you were.
- Includes a config to turn it off.
- Daybreak Town, full of keyblade wielders who you can spar with.
- They will fight the heartless that spawn there, which will be weak since it's a light-related world.
- Their outfit's main color is linked to the union they belong to, the secondary color is randomized.
- Union apprentice armors, 4 designs which can be dyed in the new Clothing Table.
- The armor can be obtained by completing an initial training with your master and redeeming Lux to your union master.
- The table can be obtained by crafting with 3 strings at the top, shears in the middle and 5 wooden planks at the rest.
- It can be dyed with two different colors and can be cleaned by washing it on a water cauldron with right click.
- In the table you can add up to 8 dyes to make your desired color, can stack them and even after dyeing it you can put the resulting item as input again.
- Gummi Ship cost system.
- Can be changed in the config, by default it is 400 base cost and each cost increaser chip adds 300.
- These chips can be stacked up to the level of the ship (+1 initial), so the default max cost of an XL hangar is 1900.
- Their crafting recipe requires a diamond, 3 gold, a redstone dust and 4 gummi fragments.
- Cost will be seen on top of the hangar block as a hologram too.
- Booster/G and Holy/G engines, have a 2x2x2 multiform shape (like the Bubble Helm/G).
- Flare/G engine, has a 1x1x3 multiform shape.
- Tooltip data for functional gummi blocks (cost, power, armor...).
- Mythril synthesis materials as meteorite drops.
- Synthesis recipe tracker to keep the amount of required materials on screen at all times.
- Spells in the selling shop, for a 25% of their original price.
- Physics for Starlight keychain.
- World Markers in the Ocean Between, rendered while you're in a gummi ship.
- Lux when defeating enemies and training with your Foreteller.
- Orb of Light and it's shaded variant as enemies, not spawning on their own, only used by the foretellers as training to their pupils.
- Command to set a player Lux amount.
- Command to set a player union.
- Players **with no unions** (mostly returning players with a path choice already made) can use it to get their union, OP
- Consumables bag for potions and other recovery items.
## Changed:
- Update notifier is now a button that can take you to the mod download page.
- Growth abilities coming from Drive Forms no longer require leveling said form in order to work.
- This change does not affect mod progression due to the need of leveling them in order to earn the growth ability but it might help for servers giving them in different ways.
- Glide animation now won't move its arms and legs.
## Fixed:
- Lilostitched incompatibility where villages were made out of Moogle houses exclusively.
- Station of Awakening being very dark when using Sodium.
- Savepoint top buttons not rendering when using Immediately Fast.
- Hangar will now return the combustible remainder (for example a bucket when using a lava bucket).
- Savepoint tooltip numbers.
- Tooltip not visible for current savepoint.
- Shop item description not being properly aligned.
- (Hopefully) the bug where org portals could occasionally teleport all players in a radius on servers.
- (Hopefully) party crash under weird names like color codes.
- Translated banned blocks in hangar chat message.
- Translated savepoint tooltip attributes.
- Translated area button from Hangar screen.
- Some warnings when loading the mod.
- Bug blox NPE crash.
- Synthesis experience bar in the Synthesis screen.
- χ-blade and incomplete χ-blade hit particles.
- Command to set a player's synthesis level [1-7].
- New updater system that will notify of new versions in the top left corner of the main menu.
- [EFM] KH2 Roxas dual wield animations.
## Changed:
- Items obtained from Level up, melding, shop and synthesiser will now try to find a bag to deposit the item before sending it to the inventory.
- Keychains can now be upgraded in the Keyblade Forge from the Keychains bag.
- [EFM] Riku attacks are now individual attacks.
- Cloth-based armors are now fit to the player (not so bulky).
- Org armor texture (Thanks to Xephiro).
## Fixed:
- Keychains bag not being able to be upgraded.
- Equipped Shotlock being lost when using command to level up drive, fix exp or leveling up.
- [EFM] WIP Aqua style idle pose.
- [EFM] Riku's combat style (Thanks to Xephiro).
## Fixed:
- Crash when EFM is not present (for real this time).
- Animated keychains simulation! A proof of concept applied to the following keyblades:
- Bond of Flame, Bond of the Blaze, Braveheart, Dawn Till Dusk, Dead of Night, Destiny's Embrace, Earthshaker, Ends of the Earth, Fenrir, Frolic Flame, Grand Chef, Hidden Dragon, Incomplete χ-blade, χ-blade, Kingdom Key, Kingdom Key D, Kingdom Key Nightmare, Long Night, Lost Memory, Master's Defender, Midnight Blue, Mirage Split, Combined Keyblade, The Gazing Eye, No Name (BBS), Oathkeeper, Oblivion, Phantom Green, Rainfell, Retribution, Star Cluster, Star Seeker, Stormfall, Two Become One, Ultima Weapon BBS/DDD/KH1,KH2,KH3, Void Gear, Void Gear Remnant, Way to the Dawn, Wayward Wind, Young Xehanort's Keyblade.
- Keyblade hit particles! Most of them inherit the generic effect from Kingdom Key, but others have their own:
- JungleKing, Oathkeeper, Oblivion, Ultima Weapon BBS / DDD / KH1 / KH2 / KH3.
- Minimap icons for Air Soldier, Defender, Neoshadow and Novashadow (Thanks to WillabyNeko)
- Level up item giving tracker so further exp readjustments won't give them again.
- Keychains bag.
- Test Riku idle stance.
- Guard event which fires both, on guard start and on an actual block.
- [EFM] Added antiform idle, walking and running animations.
## Changed:
- [EFM] Combat style screen got slightly reworked.
- Pyramid gummi hitbox got slightly lowered in the lowest corner.
- Sonic Blade-like shotlocks movement got adjusted (Thanks to Xephiro).
- Removed Drive Form Visibility config option, it was added a long time ago when their render was buggy, now it's been fine for a long time :)
## Fixed:
- Grinding on rails not showing the flowmotion trail to other players.
- Antiform revert sound still being the old unsummon one.
- Keychain equipment screen button width overlapping the scroll bar.
- [EFM] Keyblades in dual wield boxing animation, removed their keychain requirement, now they will work as long as the held items are keyblades.
- [EFM] Idle animations on some drive forms.
- [EFM] Limit form boxing instead of attacking with the keyblade.
- [EFM] Valor form walking animation.
- [EFM] Drive Form poses not resetting when they are reverted until a weapon is resummoned.
- [EFM] Antiform rendering it's head in first person.
- [EFM] Crash when trying to cast any mob as a Player.
- [EFM] Crash when EFM is not present in the modpack.
- Magic Target block now requires lapis lazuli.
- EFM crashing when using impact guard.
- Chat flood if HUD rendering was set to HIDE or WEAPON.
- Keyblade sound hits for:
- Bond of Flame, Bond of the Blaze, Braveheart, Dawn Till Dusk, Dead of Night, Destiny's Embrace, Earthshaker, Ends of the Earth, Frolic Flame, Grand Chef, Hidden Dragon, Keyblade of People's Hearts, Long Night, Lost Memory, Maverick Flare, Midnight Blue, Oathkeeper, Oblivion, Phantom Green, Rainfell, Soul Eater, Star Cluster, Star Seeker, Stormfall, Way to the Dawn, Wayward Wind, K111 and Retribution.
- The ones not listed get a generic sound.
- Some of them might not be 100% accurate as we've used the Bond of the Blaze as a generic fire-based sound.
- Message when right-clicking on a struggle poster without a compass in hand.
- Defender heartless is now bigger.
- 2D player portrait skin not being correct.
- O keybind not hiding the HUD elements.
- Renamed Worldmap to Ocean Between
- Some new advancements to make the early game mod progression a little bit clearer.
- Kingdom Key recipe in the Common Config for startingRecipes (won't affect if you are in an existing world or if the config doesn't regenerate).
- New Magic: KH3 Aero, Aeroga and Aeroga.
- Old KH1 Aero was renamed to Aero Shield.
- New Abilities: Guard, Counterguard, Aerial Recovery and Once more.
- New Reaction Command: Reversal, when fighting off a Dusk.
- New Heartless: Air Soldier, Defender, Neoshadow and Novashadow.
- World Map dimension where gummi ships won't use any fuel, filled with meteors.
- Destiny Islands world, built by our beloved builder Ventus.
- Mod worlds will have idle and battle tracks which will fade in and out once the player gets in a fight.
- Worlds can be set to allow players to build in them, by default true, if false only op players will be able to.
- Flowmotion Rails, which you can ride once you have the Wall Kick ability.
- They can be crafted in all 16 colors, different colored rails won't interconnect (unless it's a straight line).
- Sneaking or flying in creative avoids you grinding on them.
- Rail jumping power is boosted by the ability superjump.
- Redstone can be used in intersections just like with vanilla rails.
- Option to auto build Gummi Ships based on the blueprint, place items in a chest right next to the hangar and if you have energy stored it will start to build it.
- Server Config to enable or disable that option.
- Creative blueprint which builds the ship rather than displaying the hologram when clicking import.
- Option to export gummi ship blueprints into files to be able to load them as blueprints in other worlds or servers, or even send them to your friends.
- Gummi shots can now destroy meteors.
- Gummi inner corner shape.
- Highwind gummi ship blueprint can now be found in strongholds and end cities.
- Sound when placing and breaking gummi blocks.
- Realm of Darkness arches.
- Staff crowns: for devs, for people who helped to develop Addons and people who contributed to the mod somehow.
- New sounds for: heartless spawning, defeating heartless, defeating nobodies, ko loop, opening a treasure chest and for picking up synthesis materials into a bag.
- Data driven property for magic data where you can specify what the projectile does to various blocks:
- light_lightable: Allows the projectile to turn on campfires, candles...
- turn_off_lightable: Allows the projectile to turn them off.
- light_portal: Allows the projectile to light up a nether portal.
- light_tnt: Allows the projectile to light a TNT block.
- extinguish_tnt: Allows the projectile to extinguish the TNT fuse, placing the block back again.
- extinguish_fire: Allows the projectile to extinguish fire blocks.
- dry_sponge: Allows the projectile dry a wet sponge.
- wet_sponge: Allows the projectile turn a sponge into a wet sponge.
- freeze_water: Allows the projectile turn
- Recipe for mini helm:
- glass block | glass block
- gummi frag. | cure spell
## Fixed:
- Items that can be picked up by a bag could be duped.