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Mana and Artifice

Mana and Artifice

Mod

A splash of magic returns to Minecraft!

Client and server AdventureEquipmentGame MechanicsMagicManagement MobsTransportationUtilityWorld Generation

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  • Blood Sacrifice can no longer affect the caster
  • Constructs casting spells that override the SpawnParticles method no longer crash the game
  • Simulacrums casting a spell that reduces their mana below zero no longer crashes clients when trying to render their mana bar
  • Added some code to wellspring pillar rendering to improve an issue where they would disappear under certain circumstances
  • First person spell particles no longer center on the screen when looking directly up and down
  • Recall now offsets the destination position by one block in the direction of the rune of marking's face.
  • Fissure with frost spells now spawns the correct particles
  • Improved positioning and spawning of chain bolts
  • Updated lang/codex with new translations
  • Lowered the default values for configs for chain, which should lower its mana cost and complexity. You'll need to regenerate your configs to see it.
  • Added an API event that can be used to adjust spell cooldowns. It's called SpellCooldownCalculatingEvent.

Additions:

  • Added Blood affinity, a sub-affinity of ender
  • Added Curse of Agony component (T5, Demons)
  • Added Hemmorhage component (T4, Demons)
  • Added Blood Sacrifice component (T3, Demons)
  • Added Shackles of Pain component (T4, Demons)
  • Added Sense Life component (T3, Undead)
  • Added Soul Trap component (T4, Undead)
  • Added Blood Tendrils component (T3, Demons)
  • Added Simulacrum component (T4, Fey)
  • Added Summon Blood Golem component (T4, Demons)
  • Added a single item convenience parameter for the construct eat item task
  • Books of Marks in the main hand can set the location of runes of marking to clicked blocks, in the same fashion as runes of marking. They will set the location on the currently selected rune.

Bug Fixes:

  • Fixed an issue with ITieredItem where if a mod (incorrectly) returns a null ItemStack, it will not crash the tier check
  • Fixed the eldrin altar not being able to find eldrin conduits
  • Fixed the borders on silver spells
  • Fixed taking damage when walking into several blocks with dynamic collision shapes
  • The new decoration wall blocks now connect to other walls
  • Decoys now properly render for players using the slim player model
  • Improved deathcap animations
  • Reduced the texture size on a couple of portal textures that were causing issues on certain systems
  • Several effects that spawn particles no longer do so when in first person
  • Updated the hit box on a few blocks
  • Updated some default configs
  • Fixed an issue with Forgotten Lore on metal runes with a practitioner's pouch
  • Charged spells now properly consume charge when curio cast
  • Fey sanctum now accepts the new runic lights properly
  • Repair pylons now properly count for T4 progression
  • Improved the distinction on earth wellsprings
  • Fixed an issue where constructs wouldn't channel spells for the correct amount of time
  • Fixed an issue where replacing a construct's caster arm wouldn't properly update its list of castable spells
  • Fixed an issue with construct butcher that could cause a null entity to be selected and have the construct move to 0,0,0
  • Fixed an issue where constructs couldn't place fluids in world when a fluid of the same type was already in world at that location either as a source or flowing block
  • Invisible lights no longer block raycasts
  • Fixed an issue where the practitioner's pouch could stack rituals on top of each other
  • Fixed an issue where the practitioner's pouch wouldn't consume wizard chalk when placing chalk runes
  • Fixed an issue where the practitioner's pouch could fail to activate a ritual after consuming the reagents thereby voiding the reagents
  • Fixed a bug with the single item filter on the construct "Take Item From Container" task

Balance:

  • Wither is now undead exclusive
  • Strength is now a blood spell
  • Life tap is now a blood spell
  • Lacerate is now a blood spell
  • Backdraft now has a reagent requirement
  • Chatterer summons are now friendly to the undead
  • Demon imps learned to cast spells
  • Summons/Constructs will no longer attack neutral mobs that aren't hostile to their summoner
  • Constructs can no longer die to non out of world damage. They will instead be knocked unconscious until there are no hostiles within 16 blocks. They can be picked up earlier by healing them for a cumulative total of 20 health, or by using a Construct Repair Kit on them. This can be disabled via config, enabling the old functionality where constructs can die.
  • Summer Fire and Winter Ice no longer affect range of spells
  • Added several new effects to manaweave caches:
    • Bulwark (Greater, T3 / Lesser T1)
    • Grow (Greater T3 / Lesser T1)
    • Shrink (Greater T3 / Lesser T1)
    • Sense Life (T1)
    • Soar (T2)
    • Spider Climbing (T1)
    • Water Walking (T1)
    • Telekinesis (T2)
  • Faction horns are now eldrin altar recipes
  • Hellfire Staff is now an eldrin altar recipe
  • Only vellum spells can be added to the Anelace now
  • Faction mobs now have a tier cap based on game difficulty. Peaceful/Easy won't spawn above T1, Normal won't spawn above T2, and Hard will spawn T1 -> T3 as before.
  • Newly summoned constructs are now automatically given a follow command to follow their owner
  • Changed the ritual of the flat lands to use a rune marking pair rather than 2 runes of marking
  • The practitioner's pouch collection patches no longer function while its gui is open. Other practitioners pouches that aren't currently open will work fine.
  • The wandering wizard and broker can no longer be crystallized, and is honestly pretty offended by it

API:

  • Moved OffsetPlacerItem into the API

New Features

  • Exchange is now smarter about keeping existing block states as much as possible, for instance when exchanging stairs or slabs.
  • Added emerald, amethyst, diamond, and copper decoration blocks
  • Added new models for runic lights and runic torches
  • Practitioner's Pouches now can activate rituals on the ground made of metal ritual runes
  • Runes of Marking are now dyeable to more easily allow them to be distinguished. This color is not removed when resetting the rune of marking's location. You can wash them in a cauldron to remove the color like other dyed items.
  • Runes of Marking also now render the block that was marked when in an inventory (cached; it won't be updated if the block changes in the world, for instance)
  • Condition: Construct Has Item now considers "no filter" to be valid and matches any item
  • Condition: Construct Has Item now has an optional single item parameter for quick filtering
  • Condition: Is Item In Container now has an optional single item parameter for quick filtering
  • Basic tables now have connected models
  • Added a "sort items" task for constructs
  • Added a rune of marking pair that allows defining an area with a single parameter.

Enhancements

  • Runic lights are now waterloggable
  • Improved the bounding boxes on several existing blocks
  • Improved lightning rendering
  • Bolt and Chain shapes now color their VFX according to their affinity, unless manually overridden
  • Improved beam rendering
  • Improved the positioning on beams and cones when channeled
  • Lodestar tasks now have a disconnected icon in addition to a misconfigured icon

Balance

  • Mana shield no longer boosts maximum mana
  • The construct plant task will search below the marked blocks as well, to help be a little more forgiving
  • Greatly increased construct hat drop rate for loot (5% from any M&A structure or cache)

Bug Fixes

  • Fixed translucency on spectral blocks
  • Codex unlock/read status now persists dimension transfer and death
  • Shrink and Grow no longer causes damage if attempting to apply when already applied
  • Manaweaving altar patterns are no longer affected by the brightness caused by time of day
  • Fixed construct fluid spray on their guard targets that are on fire. Note that follow still will not fluid spray; it is completely passive. You must use guard.
  • Construct use item on block now properly uses the item on the block rather than activating the block with the item
  • Fixed a sorting issue with ITieredItem in some packs
  • Improved blink with the ring of the enderman and added an upper limit check to the positioning loop to prevent server hangs with certain mobs returning unusual values
  • Fixed greater animus not dropping its item when the summon expires
  • Fixed the gui lockout bug of the lodestar. It now sends its sync across multiple messages. It's still recommended to run with a mod that allows larger packets though, as this only fixes the gui sync (which was the only issue a large packet mod didn't fix). Tested with 75 nodes with completely full ledgers.
  • Fixed the sub-affinities to properly affect construct attributes (ice affects perception as water, for instance)

API

  • Recipe byproducts for most M&A recipes now support the following properties:
    • "chance": floating point percent (0 -> 1) for chance of this byproduct being rolled. If omitted, defaults to 1 (guaranteed).
    • "rolls": integer for number of rolls that this byproduct should have. If omitted, defaults to 1.
    • "item": a registry name (for instance "minecraft:stick") of a single item. Ignored if the "tag" property is set.
    • "tag": a registry name (for instance "minecraft:wool_carpets") for a tag. Overrides "item" if present.
  • Recipes support a nearly infinite number of byproduct possibilities, however the JEI/Codex gui will only render the first 2. As such, it's recommended to not go above that and instead use tags for larger byproduct lists.
  • Recipe byproducts are now registered as outputs of the recipe, and thus will show up in JEI searches.
  • Recipes that do not support byproducts are Transmutation, Eldrin Fume, Ritual, Runescribing
  • Construct forced animations can now be done serverside and will automatically sync to the client
  • Renamed Transmuted Silver to Quicksilver
  • Fixed a codex entry about the Bell of Bidding
  • Fixed a couple datapack entries related to Pylons
  • Added Raw Vinteum, dropped from mining vinteum ore
  • Fixed a positioning issue with spectral blocks and permanence
  • Fixed a crashing bug with fluid constructs spraying enemies
  • Fixed a target bug with constructs on guard
  • Constructs on guard will no longer target creepers UNLESS they can spray water, which will soak the creeper preventing ignition. Then it's on.
  • Fixed warding candles
  • Warding candles no longer block mobs spawning from spawner blocks
  • Changed Ritual of Visiting/Summoning to consume one of the ender pearls, but Visiting also now allows a rune of marking to teleport to an arbitrary location
  • Fixed a comparator issue when determining scoreboard team for eldrin power sharing. This fixes a bug where scoreboard team sharing would not work if the conduit's owner hadn't logged on since the last time the conduit's chunk was loaded
  • Fixed fluid rendering on the infinite fluid jugs

Additions

  • Added Light Pylon, will light up an area over time
  • Added keybinds to cast spells from curio slots
  • Added a keybind to open a practitioners pouch in the belt slot
  • Added sound effects for when books and practitioner's pouches are opened and closed
  • Added freeze pylons, which will freeze standing water to ice and flowing water to snow
  • Added Ukranian translation
  • The list of swords that count for the Amulet of the Battlemage is now a tag.

Balance

  • Spectral Web can no longer be channeled
  • Spectral Ladder can no longer be channeled
  • All spectral blocks are now waterloggable
  • Spell books, Grimoires, and Books of Rote can now be placed into curio slots
  • Ritual of the Earthen Steppes now creates a tunnel one block taller

Bug Fixes

  • Fixed a data issue with the recipe for spectral workbench
  • Improved constructs ability to interact with blocks inside chunks claimed by FTBTeams and the like. This should fix tree chopping.
  • Fixed a crashing bug with mage lights and LegacyRandomSource
  • Altar of Arcana now gives rote with lite mode enabled
  • Fixed an issue with astro blade/bone scythe in offhand with amulet of the battlemage
  • Constructs should path a little bit smarter when mining/hunting/adventuring
  • Fixed pylon buff re-application issues
  • Fixed an issue with enchantment registration that could cause crashes in certain circumstances
  • Fixed an issue with conduits not properly restoring certain properties on load. These properties were not properly saved in the first place, so you'll need to break/re-place conduits only. Everything else should be fine.

API:

  • A spell effect's tryPlaceBlock method has been updated to have an optional block state manipulator function, called after all validation checks are done
  • Added a new CastFromCurio method to ICanContainSpell, with a default implementation provided. Addons shouldn't need to change anything unless you want to make use of this.
  • Improved disenchanter functionality when dealing with enchanted books
  • Fixed a tag issue with Ritual of the Shadow Soul
  • Fixed a tier bug with runescribing elemental runes
  • Fixed a bug with Ten Years In The Making
  • Pylons now correctly drop when broken, and require the correct tool
  • Fixed the recipe display in the codex for the Staff of the Woodlands
  • Added a recipe to apply a spell to a bangle in the Manaweaving Altar
  • Fixed the Ring of the Skies
  • Re-balanced the speed curve on Fling, including Ring of the Skies. It will start slightly lower and grow to current levels. Impact damage amounts were unchanged.
  • Improved tooltip tier detection
  • Fixed a bug where freeform cantrips would cast if the manaweaving wand was no longer held
  • Fixed an animation controller issue with the wandering wizard
  • Fixed "new codex entries unlocked" on world load / dimension change
  • Updated the HUD to render the top 3 affinities
  • Fixed boss kill advancements
  • Fixed codex "back" behaviour always returning to the basics category
  • Fixed a couple of incorrect imports causing crashes in certain circumstances.
  • Constructs casting transmute now use the tier of their caster arm to determine if they can perform the transmutation.
  • The manaweaving altar and eldrin altar now correctly calculate re-craft reagent quantities. You may need to re-save previous recipes.
  • The Mbag now also works in belt slots, like practitioners pouches
  • The affinity hud no longer shows at t0
  • Fixed a missing override with warding candles which could cause them breaking to not properly remove the no-spawn zone.
  • Updated the Anelace to be more like a sword. It still technically isn't one, but it will act more like it in several cases.
  • The Anelace is now enchantable.
  • Fixed aura resolution from the M&A web server.

Fixed a crash on servers introduced by 3.0.0.17

Bug Fixes

  • Fixed blink and transplace to no longer incorrectly apply the teleport overlays - they are again instant, as intended.
  • Chalk runes no longer break mob pathfinding
  • Ritual of Locating has had a slight change which will hopefully make it work for those that have been having problems with it
  • Construct crafting now properly crafts the correct quantity from the workbench's remembered recipe
  • Fixed fey attribute calculation for day/night...again
  • Fixed a bug in hud rendering
    • Addon devs if you've registered new casting resources you'll need to adjust getBadgeItemOffsetX and getBadgeItemOffsetY
  • Fixed homing math
  • Fixed book of marks visualizations of in-world points
  • Construct ender legs now pick an appropriate point to teleport to, doing a brief search of nearby blocks for an open space, and failing to teleport if they cannot find one. In that case, they will attempt to walk instead.
  • The Seer Stone now properly updates its redstone signal of the block that is below it
  • Fixed the codex not falling back to en_us for translated versions of addons
  • Improved construct swimming while acting as a vehicle
  • Fixed drown damage applying in reverse (creatures that couldn't drown were drowning and creatures that could drown wouldn't)

Additions

  • Codex entries now track whether or not they have been read. This is automatic; addon devs you need take no action.
  • Codex entries can have an optional advancement ID required for them to show. This can be used to gate progression more gradually.
  • Merged the ui elements for mana and affinity; affinity will now be positioned relative to the main mana hud
  • Added Pylons! These eldrin power consuming devices cause effects in a configurable area. They can be set for map making/strutcture mode by right clicking them with a debug orb. They can also be dyed by right clicking them with dye once placed. Applying the same dye again will cause it to instead use its default color again (which is the color of the effect).
  • Added the following pylons:
    • Bind Wounds (Tier 4)
    • Camouflage (Tier 4)
    • Charge Equipped Items (Tier 4)
    • Creative Flight (Tier 5)
    • Grow (Tier 4)
    • Haste (Tier 2)
    • Insight (Tier 2)
    • Interdiction (Tier 5)
    • Leap (Tier 2)
    • Levitation (Tier 4)
    • Night Vision (Tier 4)
    • Pilgrim's Path (Tier 4)
    • Repair Gear (Tier 4)
    • Shrink (Tier 4)
    • Slowfall (Tier 3)
    • Spider Climb (Tier 2)
    • Soar (Tier 5)
    • Swift Swim (Tier 3)
    • Water Breathing (Tier 4)
    • Water Walking (Tier 3)
  • The Practitioners Pouch can now be worn in the belt slot, continuing to supply spell reagents when placed there. There is no change to inventory slot functionality; this is in addition to existing.
  • Added the Staff of the Wildlands; only craftable by the fey
  • Added the Bone Scythe; only craftable by the undead
  • Thaumaturgic links now use a different texture when they are pointing at a biome vs a structure
  • Added a new material for constructs: bone. Only craftable by the undead.

Balance

  • Increased the damage of hammer arms on constructs in exchange for slower attack speed. It now goes Sword -> Axe -> Hammer, as attack damage goes up, speed goes down.
  • Adjusted construct wood/wickerwood weakness to fire
  • Demon overcasting damage is no longer preventable
  • Crystallize no longer affects summons

API

  • The API now allows forcing constructs into specific animations.
  • Deprecated a duplicate event in the API; SpellCastingEvent - use SpellCastEvent instead. This will be removed soon, so update to ensure your addon doesn't break!

Localization

  • Updated existing translations
  • Added japanese translation

Additions

  • Added new vfx for gates. Note that old gates from pre-upgrade will still render with the old style, and may hover higher above the ground than new ones. Remember they can be closed by throwing a rune of marking into them, so you can re-open them with the new VFX.
  • Added an isRaining condition for constructs. It has an optional isStorming boolean parameter.
  • Added a new wind projectile renderer
  • Added a new ender projectile renderer
  • You can now right click on a construct gantry with a non-construct part to remove parts. They will be removed in the following order: Left Arm, Right Arm, Torso, Head, Legs. Previous part swapping functionality remains unchanged.
  • Pasting from the system clipboard into a patterning prism will now also properly set the prism into lodestar paste mode.

Bug Fixes

  • Fixed construct pathing when flight is enabled. They should no longer spin in circles so much.
  • Fixed construct targeting for faction enemies.
  • Fixed construct patrol not having its points in the lodestar.
  • Fixed levitate still requiring a feather for the fey
  • The Transcription Table and Altar of Arcana can no longer accept spell books (which would void the items)
  • Fixed the ritual of visiting not correctly locating previous death data
  • Attempting to craft vellum at a cauldron with a full inventory now correctly drops the resultant vellum on the ground
  • Fixed an issue with use item on block not returning the correct exit code in certain circumstances (such as creating leather).
  • The ritual of the flat lands will now drop its reagents when it fails for being too large or too far away.
  • Fixed an incorrect display of a message indicating there was an error setting serverside values and that validation had failed when opening the spell adjust gui while no spell was present on the spell item.
  • Fixed wooden constructs not dropping their materials on death.
  • Fixed an issue where offscreen lodestar nodes could prevent interacting with other controls within the lodestar gui.
  • Fixed an issue where constructs weren't properly able to automate manaweaves in bottles.
  • Fixed a bug where codices could be duplicated using the M&A lectern.
  • Fixed an issue with constructs requiring reagents for spell casting and made it more clear when they need a reagent.
  • Constructs no longer play a hurt sound when taking damage they're meant to be immune to.
  • Teleporting constructs more carefully select their destination.

Balance

  • Added a teleport overlay and timer. Now, when teleporting, you will stand still for roughly 2 seconds before actually moving. This will mean you will need to take some slight precautions when teleporting in combat.
  • Updated Fissure to have a slight built in bonus to radius.
  • Wickerwood and wood constructs now burn in the nether. Standard factors like fire resist can mitigate this damage.
  • Levitate no longer requires the tarma root for the fey to be permanent.
  • Impulse can no longer be channeled.
  • Re-balanced summer fire and winter ice
    • During auspicious times, boost durations 25%, damage 25%, range 50%, speed 50%
    • During inauspicious times, step down Duration/Speed 2 ticks, Range 3 ticks, Damage 5 ticks (previously it was inverted percentages to the boosts)
    • The lowering can no longer lower attributes below their configured minimums

API

  • Fixed an API issue where a method signature surrounding spell reagents was accidentally removed

Additions

  • Added a level check to construct container has fluid
  • Felled Oak now breaks nether wart blocks
  • Added a new projectile model for ice and earth
  • Updated lang files for chs and ko_kr, thank you TUsama, xiaoknya, and mihile!

Bug Fixes

  • Demon lord extinguishes nearby fires on death
  • Fixed construct crafting when the recipe makes more than one item
  • Fixed smite (and certain other sources) damaging allied constructs
  • Fixed has fluid level condition for constructs always returning true
  • Fixed a gui issue that made it appear like the fume filter could reset its burn time when the mote time ran out
  • Improved centering code on the lodestar gui
  • Fixed construct collecting items when not matching quantity
  • Fixed construct flying animation and speeds
  • Eldrin conduits are no longer pathable by mobs
  • Put in check code which should make manaweaving more compatible with PMMO
  • Fixed transforms for construct shields when held in hands
  • Fixed spawning of several structures; thank you Slickson!
  • Fixed an issue where a manaweaving altar attempting to copy a recipe could cause a crash

API Enhancements

  • Added flare control for orbit particle controller
  • Added some utility methods to SpellEffect to handle reagents cleanly and uniformly

Balance

  • Increased frost walker staff mist form duration for the undead

Additions

  • Added construct Stand Guard task in the lodestar. Will cause the construct to stand at attention at the given location and guard.
  • Added construct Guard task in the Bell of Bidding. This is equivalent to the current follow task.
  • Changed construct Follow task in the Bell of Bidding. This will cause the construct to passively follow you and not attack anything.
  • Construct Guard and Follow task in the Bell of Bidding can now be used on other players to have your construct guard them. This will not currently persist through world save/load or dimension change.
  • Added the ability for constructs to milk cows, and cow variants.
  • Added the magmoo, a very rare nether mob.
  • Construct take item now will put excess in a construct's backpack if available. Hands are prioritized.
  • Construct Patrol is now CO-LA-BO-RA-TION enabled
  • Construct Guard also makes use of CO-LA-BO-RA-TION. Only one construct can guard the same point at the same time (on the same lodestar).
  • Added a verbose prompt for capturing a wellspring without a faction clearly indicating that one is required
  • Added a verbose prompt for capturing a wellspring with the wrong lens, indicating which lens is required.
  • Added chinese translation; a big thank you to xiaoknya and TUsama
  • Added korean translation; a big thank you to mihile

Bug Fixes

  • Fixed a display bug in construct diagnostics; it now properly shows item quantities
  • Fixed an issue with construct patrol leash ranges
  • Improved ender leg teleportation AI
  • Fixed an issue with the Runic Anvil not accepting items from automation properly. Construct smiths celebrate!
  • Fixed an issue with the inventory management utilities causing incorrect detection of simulated item extraction
  • Fixed an issue with reagent consumption and result flags; which also fixed a duplication issue with crystallize
  • Fixed an issue where flowing water could replace transitory tile blocks; thereby deleting the original block
  • Made a change to projectiles to cause them to more reliably despawn clientside

Balance Changes

  • Re-balanced construct backpack capacities
  • Ender affinity now affects the maximum slot size of a construct's backpack. It starts at 4 per slot if no ender affinity, otherwise 8xender affinity score.
  • Significantly increased the cooldown time on constructs plucking feathers from chickens. It'll work out to somewhere between 1-2 plucks per minecraft day, per chicken, on average. Milking cows carries the same rate.

Visuals

Improved rendering of projectile spells, smite spells, and wrath spells. This remains a WIP and will probably be iterated on further. Probably.

Bug Fixes

Fixed a crash with Mind Control if it targeted non-living entities. Fixed break not working at higher magnitudes Fixed an issue that could cause crashes on servers with a channeled spell entity Fixed a bug where self-casting blink while wearing a ring of the enderman could cause timeouts Fixed greater conduit recipes Fixed a visual issue with the recipe copy book's radial menu Further improved render compatibility with other mods, which should prevent crashing Fixed an issue with permanent levitation Applied a change to Telekinetic Retrieval that should allow items to function while still blocking the placement of blocks themselves

API

Fixed an issue with the API related to registering new cantrips Added the ability when registering a new cantrip to have it require a specific advancement before showing in the cantrip menu

Additions

  • Added templates and copy/paste to the Patterning Prism for simple lodestar tasks
  • Added a new projectile model for water projectiles
  • Added a new model for the mana crystal

Bug Fixes

  • Fixed constructs swimming in puddles
  • Updated the gui for the inscription table to show paper instead of vellum for material predictions
  • Fixed mana crystal's upside down rendering
  • Fixed a bug where potions were usable by the undead.
  • Environmental soaked status no longer applies to players in spectator mode.
  • Fixed a crashing bug when using enchant particles with the particle emitter/aura
  • Fixed a dupe bug with M&A flowers and flower pots
  • Gave constructs back their groove mix
  • Fixed council structures having broken conduits and adjusted the blocks within them

API

  • Moved the cached config values themselves into the API - these should now be easily accessible to addon makers
  • Changed several config lists to use HashSet instead of List for better performance

Config

  • Warding candle blacklist and whitelist now support limited wildcards. "<modid>:" will block all mobs within that modid, and "." will block everything. The config value now defaults to ".*" to line up with the expected default functionality.
  • Clarified the config documentation.

Balance

  • Splash can no longer affect blocks in an AoE - only the first block targeted will be affected, successful or not.
  • Updated eldrin conduit recipes to require the corresponding lesser conduit instead of a mote of that type

Additions

Added some prettier particle effects for projectiles. This will be an ongoing thing with others shapes and effects as I feel motivated to do so. Updated the model and texture for the hulking zombie Re-added the magnitude attribute for recall, it was mistakenly removed at some point

Bug Fixes

Fixed aura enchanting. Again. Fixed a crashing bug with auras attempting to apply their effect in certain circumstances. Refactored configs so they will no longer continually reset, and will be able to adapt to config changes while the game is still running, to the extent that forge allows. This means you can change configs while the game is still running, and they will take effect without the need for a restart. This will also resolve the log spam that accompanied the reset. Fixed an issue in the runescribing gui where even though it was removing a line, it was not rendering as such until the next operation

General Changes

The global dimension/biome spell block configs have been moved to mna-spells.toml (previously mna-general.toml)

Additions

  • Added Russian translation for lang (not codex at this time)
  • Set up the public repo with the codex/lang files for easier translations via PR

Balance

  • Adjusted the graph for when faction mobs are tiered up, maximum tier and level will see a healthier mix of T2 and T3 mobs
  • Added a new tag for overworld spawns set up to not include mushroom biomes
  • Adjusted lantern wraith spawn conditions and weights

Bug Fixes

  • Fixed an issue related to camoflage that broke some utility entities used by modpacks as well as the bracelet of trickery
  • Fixed a texture issue with the Infernal Armor
  • Fixed an issue with sanctums that could cause crashes
  • Fixed undead sanctums not properly checking for allies
  • Fixed boss thesis drops
  • Fixed a crash with MrCrayfish gun mod
  • Fixed an off by one graphical issue in the Codex
  • Removed all references to Mojang's RandomSource within M&A particles and sounds in an attempt to fix the LegacyRandomSource crashing issue
  • Fixed an issue with the neural network's trainer that could cause crashes in extremely rare cases
  • Fixed a render crashing issue with the Runic Malus when placing a rune inside it

Additions

Added aura events to the API, allowing addons to customize the behaviour of auras Expanded factions in the API to support allied factions and custom sanctum structures. Currently allied factions can use allied relics, which makes sense to me. Added functionality to override progression advancement descriptions. Yes, this means "good luck" is fixed. It also means pack makers can override descriptions in the occulus for progression without needing to adjust the global description of the advancement.

Balance

Re-balanced spawn weights. This may need more dialing in, but it's a start. Moved the wither component to T5

Bug Fixes

Fixed chalk rune texture randomization Fixed a couple of advancements: upgrade runeforge (T4) assign construct to delegation station (T1) Fixed some enchantments not being able to be applied properly (cloudstep, bouncy, transitory step) Fixed self-casting animus not properly creating blocks Fixed permanent buffs for factions not properly applying

Balance

Adjusted the recipe for night vision

Bug Fixes

Fixed shrink render code to be more compatible. Tested with Vampirism, Werewolves, and Ice and Fire. Fixed 'g' key closing the codex search menu Fixed random staff loot generation Fixed damage attribution (damage caused by a player now properly counts as being caused by a player)

Additions

Refactored Eldrin Power. Addons from prior versions that use eldrin power may be incompatible. Existing 1.20.1 worlds will upgrade, but will need minor in-game adjustments to eldrin conduits. Read below for details.

Eldrin Conduits now have a UI that allows you to, per capacitor, control how eldrin power is shared

  • Just you
  • Same Scoreboard Team
  • Same Faction

Public Conduits must be placed by a player in order to collect data required to share and provide power. 
Conduits without this data will break themselves and drop as items.

  • This will happen with older worlds, so make sure you're prepared for that and go pick them up and re-place them.

Only the player that placed the conduit can edit the share configuration UI, but anyone can view to check levels and permissions.

Eldrin Conduits now hold a small amount of eldrin power

  • This makes them act kind of like batteries

Similar to the Lodestar, they can be turned off with a redstone signal, stopping all power transmission

They have a capacity, a charge rate, and a limit to how much eldrin power can be provided in a single operation

  • A single block, in a single tick is my definition of a single operation

They will recharge over time from their owner's eldrin power network, with higher quality conduits holding more and charging faster ALL consumers will draw from this shared pool, meaning you can overdraw your conduits

There is no negative effect other than slow (or potentially no) power provision. No explosions, etc.

Eldrin Conduits now determine their range of provided power rather than consumers determining a search radius

Eldrin Conduits now register into a chunk capability, making search and responsivity significantly faster

Lesser Conduits burnout due to proximity has been removed

The capability for conduits to provide more than one kind of eldrin power has been added, though nothing has been done with it at this time

A block, block entity, block entity interface, and the gui is available in the API for addons to very easily add new conduits

  • Block: EldrinCapacitorBlock
  • Entity: EldrinCapacitorTile
  • Interface: IEldrinCapacitorTile
  • Gui: EldrinCapacitorPermissionsScreen
  • Containter: EldrinCapacitorPermissionsContainer
  • The block entity interface in the API for addons to add new blocks that consume eldrin power has been updated.
  • Only minimal changes should be required.
  • Interface: IEldrinConsumerTile

Constructs now have swimming animations

Improved construct water navigation

Added an event to the API for when spell reagents are calculating; this can be used to add or remove reagents from spells

Added 23 new methods to the API IContainerHelper to assist in moving items around and check for various M&A capabilities (such as rings of collection)

Improved tagging for damage types

Improved feedback for eldrin power consumption

Improved visuals on Ritual of the Flat Lands

Bug Fixes

Improved construct midair control, they should no longer launch themselves when stepping off of a small ledge

Soaked no longer spawns particles while the entity is still in water/rain/etc

Adjusted when the casting resources are requested to register

Fixed a dupe bug with the practitioner's pouch

Fixed some odd stacking issues with the practitioner's pouch

Fixed a bug in the API where a reference wasn't properly set, leading to crashes

Fixed material display in the inscription table and altar of arcana

Fixed pinned recipe rendering for several recipe types

Fixed an incorrect registration for the codex category on eldrin power

Fixed some texture issues within the guide book

Fixed a lang file issue with rote

Fixed a crashing bug with the eldrin altar

Fixed an issue with construct advancement predicates

Added loot table display for transmutation recipes

Fixed exigent charm charge limits

Fixed the occuluse background texture

Fixed fluid jug fluid rendering

Fixed item tooltips to properly display tiers

Fixed the transmute cantrip to again properly set a radius

Fixed aura enchants on the Runic Anvil

Balance Changes

Moved haste to T2

Moved invisibility to T3

Re-balanced and unified several buff effects. You should re-generate configs.

Most buff effects default to 30 seconds and can be increased to 600 seconds in 30 second increments

Most debuff effects are somewhere between 15 and 30 seconds to 180 and 600 seconds, depending on their overall power

Added optional reagents to the following components which when provided, allows them to become permanent when self-cast:

  • Water walking (Wakebloom)
  • Night vision (Fermented Spider Eye)
  • Levitation (Tarma Root)
  • Grow (Desert Nova)
  • Shrink (Cerublossom)
  • Leap (Slime Ball)
  • Spider Climbing (Web)
  • Swift Swim (Cod)

These optional reagents are not required for factions that can already make them permanent. Casting the spell again will remove the permanent effect, and does not require these reagents.

Additions ==================================

Added the ability for addons to register new codex category tabs Added a config value for T5 max spell complexity

Bug Fixes ==================================

Fixed recipe insertion in the magician's workbench - shaped recipes will restore correctly when remembered Fixed a sided inventory bug with the magician's workbench Fixed an incorrect success code when chopping trees Fixed an issue with constructs activating blocks where items could be removed Fixed an issue where cantrips casting a transcribed spell would not remove their modifiers correctly Fixed an issue where a duplicate homestead would still create the homestead block but blank, and added a more clear message when it fails Fixed a rendering issue with pinned rituals Fixed an issue where channeling would not correctly double channel durations under certain circumstances Fixed an issue with shear and flower pots where the flower would be voided Fixed an issue with the magician's workbench such that it handles remainder items from crafting (like farmer's delight bowls) more cleanly Fixed an issue where the Practitioner's Pouch UI wouldn't update with externally initiated inventory changes while open (such as picking up an item) Fixed an issue where the Practitioner's Pouch wouldn't properly supply spell reagents from all linked sources Fixed several recipes for arcane stone block variants Fixed an issue where constructs would attack all faction mobs when you didn't have a faction Fixed a couple issues in the codex where pages showed earlier than they should Fixed construct mining and adventuring not properly rolling loot tables

Balance Changes ==================================

Increased the maximum number of patches on a practitioner's pouch to 4 (up from 3) Updated construct attributes and how the affinity affects them Air: Faster move speed, +0.25 knockback/point, +1 ranged damage/2 points, kinetic damage resist Earth: +1 physical damage increase/2 points, +1 armor/point, +1 toughness/2 points, physical damage resist Fire: 1s/point of ignition when attacking, fire/lava/explosion/lightning damage resist Water: +5 buoyancy/point, +4 perception/point, +10% fluid capacity/point, attacks slow targets, frost/drown damage resist Arcane: 25% increase in mana capacity per point, magic damage resist Ender: +1 carry capacity/point for each hand, void/dragon breath damage resist

Each affinity, as stated above, grants a fixed amount of resistance to the damage type of 1/2 heart per point. These are all tags that can be expanded to include additional damage types. You DO NOT need to re-craft your constructs; existing ones will update themselves automatically.

External resources


Project members

Mithion

Owner


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