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6.0.3+mod
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[v6.0.3] - 2026-11-11 - Automation, farms, rails and sound
Six new modules (Automation, Security, Railworks, Audio, Farming, Displays), new logic gates and sensors, more transport blocks, positions and directions in the Data Handler, recipes rebalanced for survival, and automatic chat notices off by default.
Added
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Ram Upgrade (Railworks). An item fitted onto a minecart: sneak and right-click the cart with it, or right-click while riding a plain minecart (a chest or hopper minecart opens its inventory instead, so it does not take one). While the cart goes faster than 3 blocks a second, living things in the block ahead of it are hurt, more the faster it goes (3 to 7 damage, 1.5 to 3.5 hearts, up to the vanilla top speed, more on worlds with faster carts), with its rider as the attacker. Its own riders, players riding any minecart, and anything that is not a living mob (vehicles, armor stands, frames, paintings, displays) are left alone, and a victim is hit again only once its hurt animation is over. Shift+RMB with the Wrench takes it off and gives it back; breaking the cart drops it. Crafted from four iron ingots, an iron block and a piston.
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Rail Builder (Railworks). A hopper minecart that lays a straight track by itself. Place it on a straight rail, load it with rails, a filler block (cobblestone, stone, deepslate, dirt, netherrack and other blocks that stay put) and redstone torches, and push it. It then builds one block every 6 ticks in the direction it was pushed: digs a tunnel two blocks high as a diamond pickaxe would (what it digs goes into its inventory; what does not fit stays on the track), fills the floor under the track where there is air, liquid, grass or snow, and lays a rail. Every 8 blocks it hangs a redstone torch on the tunnel wall; with powered rails in its inventory, the rail under that torch is a powered rail, powered by it. It never breaks bedrock, barriers, portals, end portal frames, reinforced deepslate, command blocks, chests or any other block entity, or a Redstone Additions block. When it cannot go on (out of rails or filler, a block it may not break, liquid ahead, the void, an unloaded chunk, a track that is not straight) it says why and rolls back along its track to where it started. It breaks every other block in its path, player builds included, and it does not stop at the world border (a data pack cannot read it). Breaking it drops its contents and the Rail Builder. Crafted from two rails, a diamond pickaxe, two dispensers and a hopper minecart.
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Counter (Logic Gates). Counts the times its input turns on and fires when the count reaches its target (1 to 1000, default 10). By default it then starts again from 0 and gives a 2-tick pulse, so it divides a pulse train; with hold on (Shift+RMB with the Wrench, or the Data Handler) the output stays on until it is reset. Redstone on the top of the block resets it to 0; any other side counts. The Goggles show the count and the target.
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Edge Detector (Logic Gates). Gives a pulse of pulse ticks (default 2) when its input turns on (rising), turns off (falling), or both. Shift+RMB with the Wrench cycles the mode.
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Signal Calculator (Logic Gates). Maths on signal strengths: A is the strongest signal on the bottom or sides, B the signal on the top, and the result (0 to 15) is the output. Operations, stepped through with Shift+RMB with the Wrench: add (at most 15), subtract (at least 0), max, min, greater / equal / less (15 or 0), invert (15 − A). Place target blocks around it for the analog output; iron blocks around it turn into redstone blocks while the result is above 0. The Goggles show the operation, A, B and the output.
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Sequencer (Logic Gates). Each input pulse moves it on one step, 1 to steps (up to 15, default 4) and round again; redstone on the top resets it. The step number is its output level on the target blocks around it, so one dust line carries the step and a Signal Calculator set to equal or a comparator picks one out. Iron blocks around it light on the last step, to chain Sequencers. Shift+RMB with the Wrench adds a step.
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Light Sensor (Sensors). Outputs the light level of the block in front of it as a redstone signal of the same strength, 0 to 15, read once a second. It faces the way it was placed, like a dispenser, and is itself the source: dust, a repeater or a comparator next to it picks up the level, no iron blocks needed. The Goggles show the level and the facing. Crafted from three glass, two redstone, a daylight detector and three cobblestone. The world sensors share one slow clock that only runs while one of them is loaded.
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Weather Sensor (Sensors). Turns on while it rains, during a thunderstorm, by day or by night, depending on its mode; Shift+right-click with the Wrench steps through them, and the Goggles show the mode and the output. Output as the Entity Detector's: iron blocks around it turn into redstone blocks. Read once a second on the same clock as the Light Sensor. Crafted from three glass, two redstone, a lightning rod and three copper ingots.
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Held Item Detector (Sensors). Turns on while a player within its radius (1 to 16, default 5) carries its item in the main hand, the offhand, either hand or anywhere in the inventory (slot; Shift+right-click with the Wrench steps through them). The item is an id or an item tag (
minecraft:diamond,#minecraft:logs), set with the Data Handler, [Set from hand] included; an id the game does not know detects nothing. Spectators are never counted. Output as the Entity Detector's: iron blocks around it turn into redstone blocks. Read once a second on the world sensors' clock. The Goggles show the item, the slot, the radius and the output. Crafted from five copper ingots, an item frame, an observer and two redstone. -
Player Detector (Sensors). Turns on while a player from its list of names is within its radius (1 to 16, default 5). The list holds up to 16 names, edited in the Data Handler like the Tag Adder's tags ([Add], [Edit all], [List]); names are matched exactly, capitals included, and a new detector starts with an empty list. Spectators are never counted. Output as the Entity Detector's. Read once a second on the world sensors' clock. The Goggles show how many names are listed, the radius and the output. Crafted from five copper ingots, a book and quill, an observer and two redstone.
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Block Detector (Sensors). Turns on while the block at its target is its block: a block id or a block tag (
#minecraft:logs), set from the hand in the Data Handler; empty means any block but air. The target is a position from the detector, 16 blocks each way (admins 64); a new detector watches the block in front of it. Output as the Entity Detector's, read once a second on the world sensors' clock. The Goggles show the block, the target and the output. Crafted from five copper ingots, an eye of ender, an observer and two redstone. -
Positions in the Data Handler. A setting that is a position or an offset (the Block Detector's target, a display's offset) is three whole numbers with an editor of its own: [Edit] opens one row per axis with [Type] (the number prompt, showing the range) and [-X]/[+X] buttons that move it by a chosen step (1, 4 or 16 blocks; 1/16, 1/4 or 1 block for an offset), [Pick] to take the block you are looking at, and [Reset]. The block a position points at is outlined in green while you edit. Each block sets the range, and admins get a wider one where the block has one, marked (admin). Nothing typed is ever pasted into a command.
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Network Gauge (Transport Networks). A redstone signal, 0 to 15, from how full a network is:
ceil(15 × stored / capacity), so any contents give at least 1 and only a full network gives 15, as a comparator reads a chest. One block for every network: place it against a pipe, tank, wire or battery and it reads the network behind it (or the first one beside it). It is a target block, so dust, a repeater or a comparator next to it picks up the level; it is not part of the network, so placing it never splits or joins anything. Read twice a second, on a clock that only runs while a gauge is loaded. The Goggles show the level, the network and what it holds out of its capacity. Crafted from four copper ingots, glass, two redstone, a comparator and a target. -
Usage Meter (Transport Networks). A redstone pulse every every units (1 to 100000000, default 1000, mL or EU) consumed from or produced into the network behind it, for electricity or water bills, with a running total that the Wrench resets (plain right-click) and the Data Handler shows read only. Shift+right-click with the Wrench switches between consumed (what is taken out: machines, drains pouring, a valve or breaker moving it away) and produced (what is put in). The pulse is 2 ticks on the meter's own target block, at most one per read (twice a second); pulses due beyond that wait their turn and none are lost. Only networks a meter reads keep counts, so others cost one test per transfer. The Goggles show the mode, the total, the pulse size and what has gone through since the last pulse. The default every for new meters is on the Power & Fluids settings page. Crafted like the Network Gauge with a clock in place of the comparator.
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Tesla Coil (Transport Networks). On an EU grid and with a redstone signal, zaps every hostile mob within its radius (1 to 16, default 8, stepped by Shift+right-click with the Wrench; admins up to 32) once a second for damage (default 6) of lightning damage, with an electric arc to each one and a crackle. Each mob hit costs eu_per_zap (default 200), paid per mob: with EU for three, the three nearest are hit, at most 16. No mob in range costs nothing. Targets are the entity tag
#ra_wires:tesla_targets(hostile mobs only, no bosses), so players, pets, villagers, golems and armour stands are never hit. damage and eu_per_zap are admin only, with defaults for new coils on the Power & Fluids settings page. The Goggles show what it is doing, the radius, the cost per mob and the grid's EU. Crafted from four copper ingots, a lightning rod, two redstone, a block of redstone and an iron ingot. -
Spout (Transport Networks). Fills one empty container a second from its fluid network: a bucket becomes a water, lava, powder snow or milk bucket (5000 mL), a glass bottle a water bottle or the network's potion, with its effects and colour (1000 mL), or a bottle o' enchanting (700 mL of experience). The empty is taken from a container under it (hopper, chest, barrel…), and the filled one goes back into it, so a hopper line makes a bottling line; an empty dropped under it works too. Only a whole container's worth is taken; the fluid that arrived first is tried first. Redstone locks it, like a hopper. Other packs can add their own fluids to
storage ra:wires item_fills. The Goggles show what it is doing and the network's fluid. Crafted from five copper ingots, a bucket and pointed dripstone. -
Water Wheel (Transport Networks). An EU generator turned by flowing water. Its wheel turns facing you as you place it, and the eight blocks around the hub in the wheel's plane are where its paddles dip: each one holding flowing or falling water (not a source block) adds eu_per_block EU per tick (default 5, so 5 to 40 EU/t; admin only, default on the settings page), day and night. The wheel is drawn with block displays and turns smoothly while water flows, faster with three or more flowing blocks, and stops where it is when the water does. The Goggles show what it is doing, the flowing water it finds, what it makes and the grid's EU. It holds 1000 EU. Crafted from four spruce slabs, four sticks, a copper block and redstone.
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Air Tank, Air Charger and Heavy Boots (Transport Networks). The Air Tank is a chestplate (iron armour) holding 15 minutes of air: worn with your head under water, it breathes for you and counts down a second of air per second, and keeps its air out of the water or while you have Water Breathing or Conduit Power. Its tooltip shows the air left, and while you dive the action bar shows a gauge (turn it off with Air tank gauge in Your Preferences). The Air Charger, a gas network block, fills the tank of whoever stands on it from the network's oxygen: a minute of air for 600 mL each second, all or nothing, so an empty tank is full in 15 seconds. Heavy Boots (iron armour) make you sink in water and walk on the bottom at your usual pace; on land they are ordinary boots. Neither item runs any command while worn: the tank breathes through a hidden attribute, the boots through their own Heavy enchantment. Crafted from an iron chestplate, iron, copper and two glass bottles; iron boots, iron and two heavy weighted pressure plates; iron, copper, a heavy weighted pressure plate, a glass bottle and redstone.
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Oxygen in survival (Transport Networks). A Gas Pump beside an upward bubble column (soul sand under water) draws oxygen from it, 500 mL a second, without using it up.
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Elevator (Interactive Machines). Stand on it and jump to go up, or sneak to go down, to the next Elevator straight above or below in the same column, at most range blocks away (2 to 64, default 16; admins up to 384). You land on top of it facing the same way, if the two blocks above it are free. Pressing sneak rides once, holding it does not keep going down. Teleport sound and particles follow each player's settings. Crafted from eight white wool around an ender pearl, two per craft. Only players who jump or sneak are checked, so idle Elevators cost nothing.
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Trash Can (Interactive Machines). A barrel that destroys whatever enters it: items put in by hand, pushed in by a hopper, an Item Pipe or an Item Mover, and dropped items landing on top of it. Smoke and a hiss follow each player's particle and sound settings. Crafted from six iron ingots, a cactus and a barrel. An empty can costs two quick tests a tick.
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Fan (Interactive Machines). While powered, pushes dropped items, mobs and players along its face through the range blocks in front of it (1 to 16, default 8; admins up to 64), at a speed set by strength (1 to 5, default 2, one block a second per step; admins up to 10). It faces the way it was placed, up and down included. Players move in small steps every tick, so the push looks smooth; they are never pushed into a wall, an upward Fan lifts them with Levitation, and spectators and flying creative players are left alone. A wind puff follows each player's particle setting. Crafted from four cobblestone, three feathers, a dropper and redstone. An unpowered Fan only checks its own block every other tick.
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Analog Emitter and Analog Receiver (Wireless Redstone). Carry a signal strength, 0 to 15, over a channel instead of only on or off. The Analog Emitter sends the strongest signal reaching it; every Analog Receiver on the same channel outputs the strongest level the emitters on it send, on the target blocks around it (dust or a comparator next to a target picks it up), and iron blocks around it turn into redstone blocks while the level is above 0. A Wireless Emitter on the channel counts as 15, and a Wireless Receiver turns on while an Analog Emitter on its channel sends 1 or more. The level only travels when an emitter's signal changes, so a still channel costs nothing; receivers check their channel again every two seconds, which picks up a channel changed with the Data Handler. The Goggles show the channel and the level. Crafted like the Wireless Emitter and Receiver, with a comparator (end stone) or a target (amethyst blocks) in the middle.
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Pager (Wireless Redstone). Carried anywhere in the inventory or in the offhand, it alerts you when its channel turns on: a title, a chat line and a chime (the chime follows your Machine sounds setting). A channel turns on when its first emitter starts sending, a Wireless Emitter being powered or an Analog Emitter going above 0. Right-click shows the channel; Sneak+right-click sets it with an Input Form book, like the Redstone Remote (letters, digits, spaces and
_ . + - : / #). Nothing runs while channels stay as they are: players are only checked on the tick a channel turns on. Crafted from an amethyst shard, two iron ingots, a note block and redstone. -
Jetpack fuel gauge. While an Iron jetpack is in the air, the action bar shows the fuel left in the burning piece as a coloured bar and a percentage, and the coal you carry (
Fuel ▮▮▮▮▮▮▯▯▯▯ 63% · 12 coal). Green while there is coal to come, then yellow, red under a quarter of the last piece. It waits for the jetpack's other action bar messages instead of overwriting them. Turn it off for yourself with Jetpack fuel gauge in Your Preferences. -
Anchor Terminal (Ender Links). A block to choose where to go: stand on it and sneak, and a menu opens in chat with its favourites (up to 8 anchor names, set with the Data Handler) as [Go] buttons, and [Type a destination], which asks for any anchor name in the Input Form book. You arrive on top of that Teleport Anchor, in any chunk or dimension, with the usual arrival grace. The anchors of the world are not listed: a destination is a favourite or a name you know. Using it is free. Looks like a lodestone; crafted from five obsidian, a glass pane, two ender pearls and a compass. The Goggles show how many favourites it has.
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Anchor Tablet (Ender Links). An item that sends you to a Teleport Anchor from anywhere: right-click it for the same menu as the Anchor Terminal. The tablet keeps its own favourites (up to 8) and its last trip: [Save] keeps the last trip, [Forget] removes a favourite. A trip costs 1 ender pearl (none in creative) and the tablet then recharges for 10 seconds; both are server settings on the Ender Links page (
ender_tablet_pearls, 0 to 16, andender_tablet_cooldown, 0 to 600 seconds). Hard to craft on purpose: an Overstar in the middle, a recovery compass below, three gold ingots and four eyes of ender; the recipe unlocks when you hold an Overstar. -
Disenchanter (Enchant Crafting). Moves an item's enchantments onto a book. Throw an enchanted item and a book on top: it makes an enchanted book holding the item's enchantments and leaves the item without them, its repair cost reset as at a grindstone. Curses stay on the item. The price is 1000 mL of liquid experience (10 points) per enchantment moved, taken all at once from a fluid network touching the block (a pipe, tank or drain on a side or below); the server setting
disenchanter_xp(0 to 100000, 0 = free, no network needed) changes it. Looks like crying obsidian; crafted from two books, a grindstone, a diamond and five obsidian. The Goggles show what it is doing and the last price. It only works while something lies on it. -
Book Upgrader (Enchant Crafting). Raises one enchantment of a book by one level. Throw an enchanted book on top: it raises the enchantment named by its enchantment property (set with the Data Handler,
sharpnessorminecraft:sharpness), or with none set the first one in alphabetical order that is below the highest level. Going from level L to L+1 costs 500 × 2^L mL of liquid experience (Sharpness V to VI: 16000 mL), all at once, from a fluid network touching the block. The highest level it makes is 10. Server settingsbook_upgrader_base(1 to 1000) andbook_upgrader_max(1 to 20). The raised book stays on the block: throw it again for the next level. Looks like a lapis block; crafted from four lapis blocks, four books and an enchanting table. The Goggles show the chosen enchantment, what it is doing and the last price. -
Book Printer (Enchant Crafting). Copies enchanted books. Throw an enchanted book on top: it is used up, and with a 2% chance a Schematic of it comes out (otherwise the book is simply gone, a gamble like the enchanting table). Right-click the printer with a Schematic to set it as the target (one is taken from your hand; the one it held comes back to you), then throw plain books on top: twice a second, one book becomes a copy of the enchanted book, for 1000 mL of liquid experience per enchantment level of the copy (Sharpness V: 5000 mL), all at once, from a fluid network touching the block. The Schematic stays in the printer, so one lucky draw prints as many copies as you have books and experience; a plain Wrench click takes it back out, and breaking the printer drops it. Server settings
book_printer_chance(0 to 100%) andbook_printer_xp(0 to 100000 mL; 0 prints for free). The Schematic lists its enchantments in its lore and cannot be crafted; an anvil or grindstone does not take it for a book. Looks like a fletching table; crafted from two ink sacs, a piston, two books, a lectern and three obsidian. The Goggles show what it is doing, the last price and the stored Schematic's enchantments; the Data Handler shows whether a Schematic is set. New advancement Lucky Draw for the first Schematic. -
Goggles Lens (Tools). An expensive upgrade that gives any helmet the Goggles' view: hold it, wear a helmet (leather, copper, chainmail, iron, gold, diamond, netherite or a turtle shell) and right-click; the lens is used up and the helmet keeps its material, enchantments, trims and durability. A lensed helmet shows every block's label exactly like the Goggles, worn or held.
/trigger ra.gogglesopens a small menu to switch the lens off and on (the helmet's lore says which) or remove it and get the lens back. Crafted from four tinted glass, two diamonds, two gold ingots and a netherite ingot; unlocked by picking up a netherite ingot. Any helmet takes it, whatever lore, name or data it already has; only the Goggles and an already-lensed helmet are refused. -
Displays (new module,
ra_displays). Blocks that show something with display entities;/function ra_displays:items/give_allgives them, and the settings have a Displays page to turn each one off and to set the scale new ones get. Every display can be configured after it is placed, with the Data Handler (and the Wrench for the choices): facing (the face it is drawn on or floats from, all six), direction (how it is turned on that face), colour, position (offset, x, y and z each -16 to 16 sixteenths of a block), scale (25 % to 400 %, admins up to 1600 %) and rotation (a tilt of the text or the hologram's item, yaw -180 to 180 and pitch -90 to 90 degrees, about its own middle; the hologram's name stays upright). Text displays have a background colour, none by default, so only the block's face shows behind the text; pick one of the sixteen chat colours and an opacity, or type#AARRGGBB. A Data Handler change shows within a second. -
Gauge Bar (Displays). A bar on its front face, filled to the redstone level feeding it, 0 to 15, from any side; a repeater or comparator pointing in fills it. It faces the way it was placed, up and down included. It is drawn as text, like the Text Screen: fifteen segments, one per level, lit in the fill colour and the rest in the track colour, crisp at any scale. direction is which way it fills (from the left, the right, the bottom or the top); color and track_color take a colour name or
#RRGGBB; background is a colour behind it, none by default. The Goggles show the level. The bar is only redrawn when the level changes. Crafted from three glass panes, two redstone, a comparator and three polished blackstone. -
Item Hologram (Displays). A barrel that shows the first item inside it floating above its lid, turning slowly, with the item's name (its anvil name, or its usual name in your language) over it. Fill it by hand or with a hopper or an Item Pipe; the hologram follows within a second. It can float out of any face; direction is where a still item faces, color the name's colour (a colour name or
#RRGGBB). Shift+right-click with the Wrench turns the spin or the name off, or changes the rest. Nothing runs per tick: one check a second, and the turning is done by the client. Crafted from a glass block, two amethyst shards, an ender pearl and a barrel. -
Text Screen (Displays). A barrel whose lid shows one line of glowing amber text, nixie-tube style, picked by the redstone level feeding it from any side: 15 shows the name of the item in the first slot, 14 the second, down to 1 for the fifteenth (an anvil name, or the usual name in your language); 0 or an empty slot leaves the tube dark, and an empty barrel shows the level itself in large digits. The text is only rewritten when what it shows changes; new contents show within a second. It faces the way it was placed, up and down included (the lid follows a new facing, contents kept); direction turns the text a quarter at a time and color takes a colour name or
#RRGGBB. Breaking it spills the barrel. Crafted from three glass panes, two glowstone dust, a comparator and a barrel. -
Automation, a new module (
ra_automation): blocks and items that run vanilla machines for you. Its settings page lists its blocks, and it has its own branch in the advancement tab. -
Pattern (Automation). An item that remembers a 3×3 crafting grid: sneak + right-click a crafter to copy which item is in each of its nine slots (counts and item details are ignored), sneak + right-click air to clear it. The lore shows the grid as item names. Patterns stack to 64 (identical ones together, blank with blank); recording or clearing from a stack rewrites one Pattern and hands it to you, the rest of the stack stays as it was. Three paper and a redstone dust make three; unlocked by picking up a crafter.
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Crafter Controller (Automation). A target block placed against a vanilla crafter. Right-click it with a recorded Pattern to load it (it takes one from a stack; the Pattern it held comes back to you). Twice a second it compares the crafter's slots with the Pattern; when every slot holds the Pattern's item and every slot the Pattern leaves empty is empty, it gives the crafter a short redstone pulse and the crafter crafts once. It then waits until the crafter's contents change, so a crafter that cannot craft is not fired again and again. A container on the Controller's far side, opposite the crafter, is pulled from: every half second the Controller moves one ingredient from it into each empty slot the Pattern names, then fires once every slot is right, craft after craft. Only vanilla containers count (never another crafter or a block of this pack, such as a Trash Can or a Magic Crate). Only plain items are taken (never a renamed, enchanted or damaged one), an item leaves the container only once it is in the crafter, a slot holding something else is left alone, and a slot disabled in the crafter is never filled (the Goggles say so when the Pattern needs one). With no container there it only compares and fires. Shift+RMB with the Wrench switches it off and on, a plain wrench click takes the Pattern back out, and breaking it drops the Pattern. The Goggles show its state and how many times it has fired. Crafted from five iron ingots, a redstone dust, two target blocks and a crafter.
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Uncrafter (Automation). Takes items back apart into the ingredients of their vanilla crafting recipe: a container on top is its input, a container underneath receives the ingredients, and a wire or Battery beside it pays 2000 EU per item (
eu_per_uncraft, admin only, default on the Automation settings page). It knows storage blocks, iron, gold and diamond tools and armour, hoppers, observers, dispensers, repeaters, comparators, anvils, beacons, enchanting tables and more, and waits for a full recipe's worth (three iron doors, sixteen iron bars). It never gives back more than went in: only exact recipes, none a stonecutter makes more cheaply, none taking "any planks", none returning buckets or bottles. Damaged, enchanted, renamed or unknown items are passed to the output unchanged. Nothing moves until the output has room and the grid holds the whole price; a redstone signal stops it. One item a second. It is a grindstone standing on the floor, turned the way it was placed. Crafted from six iron ingots, a grindstone, a crafter and a redstone block. -
Experience Absorber (Automation). Collects the experience orbs within its radius (default 4, up to 8, admins up to 16; Shift+RMB with the Wrench cycles 2, 4, 6, 8) once a second and sends them into a pipe, tank or drain touching it as liquid experience, at 100 mL a point like the Fluid Drain, so it pays for the Disenchanter, Book Upgrader and Book Printer. It takes only what the network has room for, leaving the rest of a large orb on the ground, and leaves a network holding another fluid alone. The Goggles show its state, radius and the points absorbed. Crafted from six copper ingots, a lapis block, a hopper and a bucket.
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Security, a new module (
ra_security): blocks that open only for the right code. Its settings page lists its blocks and the Keypad's defaults, and it has its own branch in the advancement tab. -
Keypad (Security). A crafter, placed facing you like a vanilla one, whose slots are the keypad: open it and click its empty slots to switch them off and on, and the set of slots switched off is the code. A combination is entered once the grid has stopped changing for 1 second, and every slot is then switched back on. The first combination entered becomes the code ("code set"); after that the right one gives a redstone pulse (
pulse, 20 ticks by default) and a chime, and a wrong one buzzes; after three wrong tries in a row it refuses every try for 30 seconds (max_attemptsandlockout, which only admins can change). The pulse is the pack's standard output: the iron blocks around it (the 3x3x3, corners included) become redstone blocks for the pulse, then iron again, even when the pulse is cut by breaking it, an unload or a /reload. Its owner (whoever placed it) or an admin clears the code with a plain Wrench click, and the next combination entered sets a new one. It never crafts: items put into it are thrown back out at once. The code is never shown: the Goggles say only whether one is set, who owns the Keypad and its state, and the Data Handler and Clipboard never see it. Shift+RMB with the Wrench steps the pulse through 2, 10, 20 and 40 ticks. Crafted from three stone buttons, four iron ingots, a crafter and a redstone dust. -
Railworks, a new module (
ra_railworks,/function ra_railworks:items/give_all), with its page in the docs, an advancement branch and a settings page. -
Route Rail (Railworks). A block placed under a rail junction. When a minecart on one of the junction's lines comes within 2 blocks, the rail on top is set to on_match if the cart carries the route, or to on_miss if it does not; carts on a parallel track beside it are ignored, and a slope on top is never changed. What the route is read from is source: the cart's name (a name tag), an entity tag on the cart (from a Tag Adder, say), an item in a chest or hopper minecart (its id, like
minecraft:coal), or rider (anyone riding it). The shapes are rail shapes (north_south,east_west,north_east,north_west,south_east,south_west) ornoneto leave the rail alone. Shift+RMB with the Wrench steps through the source, the match shape and the other shape; the Data Handler edits all four, and the Goggles also show the last cart's result. The route is compared with the cart's data, never put into a command, so any text is safe. Carts are looked for every other tick, with two small boxes per Route Rail. Crafted from six copper ingots, a rail, a name tag and a redstone dust. -
Audio, a new module (
ra_audio, Audio): blocks that make sound on a redstone signal. Sounds come from a fixed list in the pack, picked by number, and are heard by every player within the block's range (1 to 64 blocks; admins up to 256) at its volume (10 to 100 %).- Alarm: a redstone lamp that, while powered, plays its sound every interval ticks (20 by default, 10 to 1200). Seven sounds: bell, siren, klaxon, beeper, alarm clock, toll and buzzer. Shift+RMB with the Wrench steps to the next sound and plays it. Crafted from five iron ingots, a note block, two redstone and a redstone lamp.
- Doorbell: a polished blackstone button that plays its chime once per press, and gives the usual button pulse. Six chimes: ding-dong, Westminster, chime, bell, buzzer and knock. It is placed on the face of the block you click, like a button, and refused (item given back) where there is no full face to hold it. Crafted from a polished blackstone button, a gold ingot and a note block, stacked.
- Jukebox Controller: a waxed copper bulb that runs the jukebox next to it. A pulse of strength 15 (a button or lever against it) plays or stops, 8 to 14 plays the next disc, 1 to 7 stops. A chest, barrel or shulker box of music discs next to it is the playlist, played in slot order, each disc going back to its slot; with continuous on (the default, Shift+RMB with the Wrench) the next disc plays when one ends. Without a chest it stops and restarts the disc in the jukebox. The bulb is lit while it plays. Crafted from five copper ingots, a comparator, two redstone and a hopper.
- Idle, each costs one block test per tick: the vanilla block (a lit lamp, a pressed button, a powered bulb) carries the input. The Audio settings page holds the Alarm's interval and range and the Doorbell's range for new blocks.
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Farming, a new module (
ra_farming): blocks that tend crops and animals. Its settings page lists its blocks and the Sprinkler's radius, and it has its own branch in the advancement tab. -
Sprinkler (Farming). Waters the farmland around it from a fluid network: put a pipe, tank or drain against any face and fill it with water, and every 5 seconds all the farmland in its square (
radiusblocks each way, 1 to 8, default 4; admins up to 16) becomes fully moist, for 4 mL of water per block of the square. With liquid experience in the network, the crops in the square also grow about 4 times as fast on moist farmland: once a second it grows crops at random spots, three times as often as the game itself would, for 10 mL (a tenth of a point) per stage. The experience is taken first and what did not grow anything goes back to the network. It reaches crops level with it, one block above or one below, so it works in place of a farm's water hole or standing among the crops. Wheat, carrots, potatoes, beetroots, nether wart, melon and pumpkin stems, torchflower crops and sweet berry bushes. Redstone locks it. The Goggles show its state, the watering, the experience boost and the radius. Crafted from a copper grate, four copper ingots and a bucket. -
Capture Net and Master Capture Net (Farming). Both look like a bundle. Right-click a mob to catch it into the net and carry it; right-click a block to let it out there. The mob keeps its name, health, equipment, owner and, for a villager, its trades; the net shows what it holds. The Capture Net catches farm animals and other small peaceful mobs; the Master Capture Net catches any mob but the wither, the ender dragon and players. Neither catches a mob with a rider or a pet tamed by another player. A mob on a lead is let off it first: the lead drops where it is tied, and a mob it was holding on a lead drops that lead too, one lead per leash, as when a leash breaks; no leash goes into the net. Only the types on the net's list come back out. The mob is only removed once the net holds it, and the net is only emptied once the mob is back. The Capture Net is crafted from three string and two sticks. The Master Capture Net is not crafted: throw an empty Capture Net onto an enchanting table, and 35% of the time it comes back as an empty Master Capture Net; otherwise the net is used up. A net holding a mob is left alone on the table.
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Item Pipe Splitter (Automation). Looks like an Item Pipe (a dispenser, its opening facing up) but is neither a container nor a pipe: nothing can be put into it, redstone never makes it shoot anything, and Item Pipes do not push into it. Takes the items out of the container above it (a chest, a hopper pointing into it, the end of an Item Pipe) and shares them out between the containers on its four sides and under it, one item at a time and each side in turn. Each side has a share (0 to 16, default 1) in the Data Handler: a side gets that many items in a row before the next side's turn, so 2 and 1 splits two thirds and one third, and 0 switches a side off. A side with no container or no room is skipped (and a shulker box is never sent into a shulker box); items only leave the input once there is room, so none are dropped. 8 items a second by default (Shift+RMB with the Wrench: 2, 4, 8, 16; admins up to 64), on the automation clock; redstone stops it. The Goggles show its state, speed and the items moved. Crafted from a hopper, a comparator and four iron ingots.
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Conveyor (Automation). A smooth stone slab with an arrow that carries dropped items, mobs and players the way it points, at speed blocks a second (1 to 5, default 2; admins up to 10; Shift+RMB with the Wrench). Players ride in small steps every tick, so the ride is smooth, and are never pushed into a wall; Conveyors in a line hand things on straight away. An idle Conveyor costs one test every 5 ticks. Crafted from three dried kelp over two iron ingots and a redstone (makes six).
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Direction, facing and colour settings in the Data Handler. A setting that is one of the six faces (a display's facing) has a button per face on its row. A yaw and pitch (a display's rotation) opens with [Edit]: [Type] an angle, nudge it by 1, 15 or 45 degrees, or [Reset]; a compass facing also has [North] [East] [South] [West]. A colour (a display's background) shows a swatch and opens with [Edit]: the sixteen chat colours, an opacity (100, 75, 50, 25 %), [None], [Reset], or [Type] a name,
#RRGGBB,#AARRGGBBor a number. What is typed is read as a number, never pasted into a command. The Clipboard pastes these settings only when the Data Handler would have taken them. -
Overstar (Ender Links). A nether star thrown onto an enchanting table is used up, one star a second, and 1 time in 10 it comes back as an Overstar (epic, glinting, the nether star look). Particles and a sound show each hit and miss, and the player who threw the stars is told how each one went. Only plain nether stars are taken: a renamed star, or one with any custom data (an Overstar, an RA item, another pack's item), is left alone. Its only use is the Anchor Tablet recipe. Advancement: Overstar (Ender Links tab).
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Ender Links advancements: a new Ender Links branch in the Redstone Additions tab, with Overstar and Anchor Tablet.
Changed
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Less chat text: automatic notices are off by default. A new setting in Your Preferences (
/trigger ra.settings.open), Chat notices, off unless you turn it on, now holds the lines the pack used to send without being asked:- the result of an enchanting-table sacrifice (the Overstar, the Master Capture Net);
- the Rail Builder's progress lines ("Building east", "Stopped: ...", "Back at the start.");
- "Ram Upgrade fitted", "Iron jetpack fitted", "Infinite jetpack fitted", "... kit fitted" and "Goggles Lens fitted";
- "Pattern recorded.", "Pattern cleared.", "Pattern loaded into the Crafter Controller.", "Schematic set" on the Book Printer, "Caught: ..." from the Capture Net, "Pulsed receivers on channel ..." from the Remote, the Keypad's "Code accepted." and "Multiblock disassembled.";
- wrench readouts (
[Wrench] Conveyor speed: 3, the Route Rail's settings and every other one) and "Multiblock assembled!" for the players within 10 blocks of the one holding the wrench. The player who used the wrench always reads them.
Menus, readouts you open yourself (Goggles, Multimeter, Data Handler, Pager, wrench menus), "Received ..." lines, load messages and the reason an action was refused always show.
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Recipes rebalanced. Every recipe now asks for things you can get in survival at the point in the game where the block is worth having, is laid out like a vanilla recipe, and uses ingredients that match what the block does. No two recipes share a grid, with each other or with vanilla. Items you already have are not touched; only new crafts cost the new price. The Recipe Atlas shows every new grid. Notable changes:
- Logic Gates are all built like a repeater: a row of three stone under the part that does the work. Delayer: three repeaters. Extender: repeaters and a slime ball. Shortener: repeaters and shears. Randomizer: repeaters and a dropper. Edge Detector: repeaters and an observer. UNI Gate: redstone torches and a repeater. Counter: a comparator over repeaters and a hopper. Signal Calculator: comparators and quartz. Sequencer: repeaters and a comparator. The simple gates no longer need quartz from the Nether.
- Wireless Emitter, Receiver and the Analog pair no longer need End stone or purpur: a lightning rod as the antenna, amethyst shards (or comparators for the analog ones) and a row of smooth stone slabs. The Emitter has a redstone torch in the middle, the Receiver a repeater.
- Block Breaker, Block Placer, Breeder and Fan are crafted like a dispenser, with the part that does the job in the middle: an iron pickaxe, a piston, a hay bale, a breeze rod (the Fan no longer uses feathers). Cobblestone, blackstone and cobbled deepslate all work.
- Boxer (piston and barrel) and Unboxer (sticky piston and barrel) in a cobblestone frame.
- Item Pipe: six iron ingots and a hopper make 8.
- Infinite Lava Cauldron needs magma blocks and blaze rods: endless lava is Nether-tier, like a blaze farm.
- Tag Adder gains a redstone; the Tag Remover is a name tag and a water bucket.
- Multiblock Bases: Copper, Gold and Diamond now take eight ingots or diamonds around a redstone, like the Iron Base, instead of eight blocks (the Diamond Base cost 72 diamonds).
- Generator Casing takes a netherite ingot instead of a scrap, so a Nether Generator no longer pays for itself in ten minutes.
- Book Upgrader needs a nether star: raising books past their vanilla maximum is a post-Wither upgrade.
- Ender Item Vault is built around an ender chest with purpur, like the other two vaults; the Teleport Anchor takes ender eyes instead of pearls.
- Iron Jetpack Kit: four iron ingots, a blaze rod, a redstone block and two fire charges as the exhaust. Thruster Kit: firework rockets and wind charges.
- Solar Panel is built around a daylight detector; the Gas Valve is the iron twin of the Liquid Valve.
- Prices: the Disenchanter costs 3000 mL of experience per enchantment (was 1000), the Book Printer 2500 mL per level (was 1000), and the Book Upgrader's base price is 1000 mL (was 500). A server that already saved its own value in the settings keeps it.
- Recipe book: recipes unlock on an item they actually use (the Wrench on iron, the Data Handler on a redstone torch, the Entity Detector on an observer, the Clock on a clock...). The Big Torch and the Enchanted Coal Block now appear in the recipe book once you hold Enchanted Coal or an Enchanted Coal Block. The Wrench and the Data Handler moved to the Equipment tab.
- The Creative EU Source and Creative Fluid Source stay creative only, with no recipe.
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The Liquid Drain is now the Fluid Drain, and also vents gases (Transport Networks). Powered by redstone on a gas network, it lets the gas out of its front with the gas's effect, renewed at each action (once a second at the default rate): Oxygen bubbles up the water straight above its front, like a magma block, and gives water breathing (10 seconds) to whoever is in that column; the new Toxic Gas withers (3 seconds) everyone and every mob within 4 blocks. Steam and smoke are only vented, as before; liquids pour out as before. The Goggles say
ventingfor a gas. Other packs can give their own gases an effect instorage ra:wires gas_effects. Only the name changed: drains already placed or in a chest keep working, and its recipe is the same. Oxygen and Toxic Gas have no source in survival yet (the Chemistry module will make them); the Creative Fluid Source now cycles through both. -
Anyone can change a Message Block's text. It was locked to admins in v6.0.1 because rich chat text can carry a clickable command. The text a player types is always shown exactly as typed, quotes and braces included, so it can never become a command. Rich text (colours, links) is something only an operator can write, with the Creative Data Handler or
/data, and the Clipboard no longer pastes it for players without server-settings access. The selector still follows Players may edit entity selectors and tags. -
The Clipboard checks text settings like the Data Handler. For players without server-settings access, a copied text value that its block would refuse from the Data Handler (a selector with a command after it, a tag with spaces) is left out of the paste; the rest of the paste goes through.
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Admins go past range limits. Players with server-settings access can set a range or radius above the players' maximum, up to a higher ceiling that protects the server: Big Torch radius up to 256 (players 100), Magic Crate radius up to 64 (players 20), Message Block range up to 1024 (players 128), in the Data Handler and on the server settings' placement defaults. The block keeps the larger value whoever uses it later; only the ceiling is applied when it runs. Other players can still lower it within their own range, and the Clipboard pastes a number only within the range its holder could type.
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Admin-only settings are marked. A setting only an admin may change shows a gold (admin) after its name in the Data Handler, for everyone: admins see which changes are theirs alone, other players see why the row is locked. A value above the players' maximum is marked the same way, and the Wrench's cycle menu marks admin-only rows for admins. The Wrench now also offers an admin-only setting to everyone when its server setting opens it to players, like the Data Handler.
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Teleport Anchor names are unique, and anchors reach anywhere. Every anchor is filed by name in one destinations table, so a teleport looks the name up instead of searching the loaded anchors: the destination may be in a chunk that is not loaded, or in another dimension. A name belongs to one anchor: the Data Handler (and
/function ra_ender:tools/anchor/set_id) refuses a name another anchor has, and a new anchor is namedanchor,anchor_2, … instead ofA. Names use letters, digits and_ . + - : / #, without spaces. An anchor that ends up with a taken name some other way (a Clipboard paste) becomesname_2, and its owner, admins and players nearby are told. The Goggles mark a target no anchor has with (no such anchor). Operators can drop the entry of an anchor removed without being broken with/function ra_ender:tools/anchor/forget {id:"…"}. In an existing world, names and targets lose the characters no longer allowed (Main basebecomesMainbase); where several anchors shared a name (every anchor wasAuntil now), the first one loaded keeps it and the others becomeA_2,A_3, …, each announced in chat, and targets that named it lead to the one that kept it. -
Smoother Thruster. The Thruster Kit's push now builds up over about half a second when you start sprinting in the air and fades the same way when you stop, instead of arriving and vanishing in one tick.
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The Breeder is part of Farming (was Interactive Machines). It is listed, handed out (
/function ra_farming:items/give_all, the Farming Bundle), switched off and documented with the Farming module now, and its advancement is in the Farming branch. Its recipe and ids are the same, so Breeders already placed keep working.
Removed
- The Upgrade Platform. The netherite-tier multiblock that gambled dropped materials into the next tier (10% success, otherwise destroyed) is gone, with its recipes and its two example advancements (Upgrade Platform Base and Example Progression). Everything it made is a vanilla item with its normal source, so nothing becomes unobtainable. In an existing world, assembled platforms are taken apart on the first load (one in a chunk that is not loaded comes apart when the chunk loads); the Netherite Base and the smooth stone stay where they were, and the base can be broken and picked up as before. The Netherite Base itself stays, as a tier with no machine yet.
- The Teleport Anchor destination list (v6.0.1): the Data Handler's [Choose] on each
strength and
/function ra_ender:tools/anchor/list. Destinations are typed with [Edit], and anchor names are no longer listed anywhere to pick from.
Fixed
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Fan pushed armor stands, including the armor-stand markers of custom blocks placed before 5.1.8, and any other entity the pack itself placed: it now leaves alone everything tagged
raand every armor stand, like markers and displays. It also no longer pushes a player who is riding something or gliding with an elytra, and a player a Conveyor already moved this tick. -
A Data Handler button in an old menu never changes another block. A [Toggle], a vec3 [Edit] or any other button clicked in a menu drawn for one block changed the block selected since (with the Creative Data Handler, which shares the selection). Every button now checks that its menu showed the selected block; otherwise nothing changes and the menu is shown again for the block selected now.
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The bat a block's item spawns no longer shows while the block is placed. It now spawns with an infinite, hidden invisibility effect (no particles, no icon), as well as silent, frozen and invulnerable as before. Every copy of a block's item carries it:
give, recipes, the drop when the block is broken, refunds and bundles. There is no migration: items made before 6.0.3 keep a visible bat until they are used up, and do not stack with new copies of the same block. -
No shulker box into a shulker box.
ra_lib:inventory/insert_or_dropdrops a shulker box instead of putting it into a shulker box, andcan_accept_onereports no room for it, as the game itself refuses it. The Uncrafter leaves a shulker box in its input when the container below is a shulker box, instead of passing it on. -
The Goggles Lens fits a helmet that has a description of its own. A helmet with lore (or another pack's data) was refused with "That helmet carries a description of its own". The lens now fits any helmet, whatever its lore, name, enchantments, trim, damage, dye or other data. The helmet keeps its own lore: the lens adds its lines above it, switching changes only those lines, and removing the lens takes away only its own lines and data. Goggles and a helmet that already has a lens are still refused.
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A Message Block's range reaches as far as it says. A block without a selector sent to the players within its
range, but the range was rounded to 8, 16, 32 or 64 blocks, so a range of 10 reached 16 and a range of 128 stopped at 64. It now reaches the exact range. -
A poured potion shows its own colour when the pour empties the network. A powered Liquid Drain pours a potion out as a cloud in the potion's colour, but the colour was read after the potion had been taken from the network, so the pour that emptied it could come out in the default water-bottle blue. The colour is now read first.
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The Item Crate shows its box skin again. Its head only named the skin's owner (
profile:"BoxMan01234"), which the game has to look up, and the crate showed a broken head when it could not. The skin itself is now written into the crate. Crates made before keep the old head until the Boxer next adds a stack to them, which gives them the skin. -
A Liquid Drain pouring water in the Nether makes it evaporate. The check for dimensions where water evaporates used the predicate key from before 26.3, so it never ran, and its sizzle sound had a pitch the game refuses. Both are fixed.
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The Breeder's advancement unlocks. It looked for the item's marker as a number rather than the flag the item carries, so picking up a Breeder never granted it.
For contributors
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Cart tracker (
ra/modules/railworks/carts/CartTracker.kt). A minecart has no death event, so a cart that carries something of ours has a marker that follows it every tick, linked by a number inra.rw.id. A tracker its cart did not stamp this tick (ra.rw.seen) looks for the cart item the game dropped at the cart's last position (Age:0s, within a block, each item claimed once, by kind): found, it drops the Ram Upgrade, or turns the vanilla hopper minecart item into a Rail Builder; not found (/kill, creative, an unloaded chunk), it removes itself and the cart makes a new one when it is back. Only carts taggedra.rw.trackedare looked at.Ra.wrenchEntityHookslets a part handle a Wrench Shift+RMB on an entity before the block ray (ra:tools/wrench/entity_hooks). -
Minecart speed upgrade design (
planning/design/minecart-speed-upgrade.md): what a data pack can do about minecart speed in 26.3, the options with their costs, and how it relates to the Speed Setter note (#97). Both were dropped: 26.3 caps every cart at 8 blocks a second. -
Property types
direction,facingandcolor(ra/core/DirectionProps.kt,ra/core/ColorProps.kt), declared likevec3:direction(name, default),facing(name, FacingSpec(...))(yaw and pitch in degrees,LOCALorWORLDframe), andcolor(name, ColorSpec(alpha, none, default, presetAlpha))(one int, RGB or ARGB). Use time:readFacingandreadColorleave clamped integers in scores. The editors aretools/datahandler/props/DataHandlerDirection.kt,DataHandlerFacing.ktandDataHandlerColor.kt(ColorParse.ktturns typed text into a number one character at a time). See "Direction, facing and colour" in docs/tools-and-registries.md. -
Displays:
facingis now adirectionproperty,rotationafacingandbackgroundacolor(the Gauge Bar's oldbackground:1bflag reads as the colour 1, transparent: a Gauge Bar placed by an earlier 6.0.3 build loses its dark plate on its next redraw, since text displays have no backdrop by default).defineForms(..., tilt = true)andForm(pivot = ...)give a part the tilt, about its centre; the quaternion comes from a sine table written at load (DisplayTilt.kt,storage ra:displays trig). -
Goggles Lens (
ra/tools/goggles/lens/GogglesLens.kt). A switched-on lensed helmet carries{ra:{goggles:1b,lensed:1b}}, so goggles/tick finds it with its existingcustom_data~{ra:{goggles:1b}}check and nothing per tick was added for detection; off is{ra:{lensed:1b}}. Unlike a jetpack kit's switch, "off" is on the item, not a player tag, so the Goggles check stays one predicate. Thera.gogglestrigger is polled with one score selector per tick and handed to lensed-helmet wearers once per Goggles redraw. Fitting merges the keys withset_custom_dataand inserts the lens lines at the top of the lore withset_lore; a switch or a removal replaces only those top lines, and takes keys out ofcustom_data.raby copying it throughstorage ra:temp lensand back withcopy_custom_data, in the same modifier list as the lore change so the lines and keys cannot drift apart. The lens is used up only once the helmet reads lensed, and given back only once it no longer does. -
Channel items share one prompt (
ra/modules/wireless/tools/ChannelPrompt.kt). The Redstone Remote's Sneak+right-click book prompt is now a class with one instance per item (its own pending, slot and request objectives), used by the Remote and the Pager; the Remote's functions are generated unchanged. An optional text format refuses a channel the item could not use. -
A core sanitiser for player input (
ra_lib:safe/clean,ra_lib:safe/number,ra/lib/safe/SafeClean.kt).cleanturns a value into one that is safe to paste in a given text format: free text loses its double quotes, backslashes and line breaks, so it can sit inside{text:"$(value)"}without closing it; an id, name or tag loses the characters its format does not accept; a selector or coordinates are kept only when valid.numbersays whether a value is a number and hands it back as an int. The Data Handler's number test now lives there, and the Goggles' Teleport Anchor and Fluid Vault lines pass their value throughcleanbefore pasting it. See the developer guide, safe: player input in commands. -
Admin limits in one place (
ra/core/Admin.kt).Admin.TAGis thera.admintag every admin check uses. A number declaresadminMaxnext tomax(generated asadmin_max);raiseMaxForAdminlifts an edit-time bound for an admin,overPlayerMaxtells a menu to mark a value, andreadCappedPropertyreads a property at use time clamped only toadminMax. See Admin limits in Tools and registries. -
The Teleport Anchor destinations table (
storage ra:ender anchors,ra/modules/ender/anchors/AnchorTable.kt): one entry per anchor, keyed by its id,{id, x, y, z, dim, owner}.ra_ender:anchors/lookupreads an entry fromlookup.id, andra_ender:anchors/sendteleports@sto it; neither searches entities. A text property can declareunique = "<storage>" to "<path>"(formatIDorTAG): the Data Handler then refuses a value that is already a key of that compound. The Data Handler's list picker and thechoicesdeclaration are gone with the destination list. -
Automation module (
ra/modules/automation/). A block that takes Patterns adds itself toPattern.targets(TagRoute(markerTag, fn)); right-clicking it with a Pattern runsfnas its marker, the player taggedra.auto.pattern_user. The Pattern's data is{ra:{pattern:{slots:[<nine item ids, "" for empty>]}}}in crafter slot order; check an id withra_lib:safe/check(format ID) before pasting it, as the Crafter Controller does when a Pattern is loaded. A Recipe Pattern made with an earlier 6.0.3 build (recipe:1bbesideslots) is a plain Pattern: nothing reads the flag. The Controller only runs while one with a valid Pattern is loaded (tagra.auto.cc_armed, a 10-tick schedule), and skips the slot comparison while the crafter'sItemsare unchanged since its last look. -
Uncrafter table (
ra/modules/automation/uncrafter/UncraftTable.kt): a curated list of vanilla recipes, written at load intostorage ra_automation:uncraft mapas{"<id>":{n:<made per craft>,out:[{id,count},...]}}. The Uncrafter and the Experience Absorber share one 20-tick schedule (AutomationClock, markers taggedra.auto.clocked) started at load, with no per-tick test, and neither is a network node: they reach into the network of a node beside them, as the Boiler does. -
Fake Player not included (
ra/modules/automation/fakeplayer/). Its natural spawning uses simplified biome lists and spawns single mobs, so it is not a good enough stand-in for a player. The code stays in the source, switched off byFakePlayer.ENABLED: no recipe, item, bundle entry, advancement, settings row or spawning. Only two things stay on for worlds built with an earlier 6.0.3 build: its break check (a broken one drops its item and loses its marker) and the sweep on the automation clock that lets the mobs it spawned despawn again. -
Dev worlds from earlier 6.0.3 builds: an Uncrafter still on chiseled tuff bricks and an Item Pipe Splitter still on chiseled tuff fail their break check on the next tick, so the item comes back and the marker goes; the old vanilla block stays where it was. Place the item again.
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ra_lib:skin/apply_facing {real, skin, id, facing}: a skin turned to a fixed facing over a real block that has nofacingof its own. The Item Pipe Splitter is cobblestone wearing a dispenser facing up, repaired on the automation clock when its skin goes missing. -
Shared formulas are named providers (
ra/core/Compute.kt:namedProvider,defineProvider). A formula used in more than one place is a 26.3context_int_providerfile that/computenames by id:ra_lib:transport/net/free(the room on a network, used by pumps, drains, boilers, bridges and the creative sources),ra_wires:blocks/solar_panel/eu(the solar curve),ra_wires:bridge/move(bridge levelling),ra_jetpacks:flight/smooth_x/smooth_zandramp_up/ramp_down(Thruster smoothing and easing),ra_wires:diving/air_minutes/air_secondsandra_wires:fluid/experience_ml. Same values, same rounding. A Solar Panel now reads its curve in onecompute block ~ ~ ~instead of elevenexecute if blocklines a tick. The build fails on a reference with no file. See Arithmetic with/computein the developer guide. -
Sacrifice messages:
sacrificeRecipe(..., won = "...", lost = "...")(andstorage ra:enchant won/lostfor addons) sends a message to the player who threw the item, throughexecute on origin, on a hit and on a miss.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:52z5jQjy:oSmp95lL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:52z5jQjy:oSmp95lL"
}

