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Details
0.3.1-alpha+1.21.1
Compatibility
Required content
Changes
Overview
Significant feature expansion including new dungeon mechanics (bonfires, key golems), wire infrastructure improvements, UI enhancements, and numerous bug fixes. All the features are in the process of being made to redo the "main" part of the mod (At this point the structure itself is a small part with all the stuff ive added), the trial chamber
New Features
Bonfire System
- BonfireBlock: New block for setting local spawn points
- Client-server synchronization via
BonfireSyncPayload - Configurable radius per block (stored in NBT)
- Renderer displays bonfire effect for saved spawn
- Client-server synchronization via
Key Golem Entity & Related Blocks
- KeyGolemEntity: New AI-controllable golem type
ReturnHomeGoal: Navigate back to saved home position- Persistent home location via NBT serialization
- Mount state tracking to prevent incorrect initialization
- Can be summoned/controlled via Pet Totem item
Door Enhancements
- DungeonDoorBlock: New door type
GOLEM- Opens when Key Golem on player's shoulder
- Support for KeyGolem and locked door combinations
New UI/Block Elements
-
DungeonButtonBlock: Configurable pressure-sensitive button
- 40 tick press
- Directional output using
IDungeonWire - Full redstone compatibility
-
ObsidianChestBlock: Personal loot chest system
- Per-player inventory storage
- Loot table generation on first open
- Waterloggable
- Animated block entity renderer
Pressure Plate Improvements
- DungeonPressurePlateBlock: Enhanced with dungeon wire support
- Accepts both PlayerEntity and TrialCubeEntity
- Proper powered state management
- Wire power emission on DOWN face
Dungeon Flame Blocks
- Redesigned with
Configinterface for flexibility- Configurable damage, particles, and lighting
DEEP_FLAME: 2.0 damage, soul fire particlesFORTRESS_FLAME: Always lit (1.0/2.0 damage hybrid)- All support powered state toggling via dungeon wire
Architectural Blocks
- Pilasters: Stone, stone bricks, cracked stone, chiseled tuff variants
- Pillars: Polished tuff, tuff bricks, chiseled tuff variants
- Power variants: PowerPilasterBlock & PowerPillarBlock with wire integration
Brazier Improvements
- Added waterlogging support
Infrastructure & Refactoring
Wire System Overhaul
- Deprecated interfaces:
ICopperWireConnect,IDungeonWireConnectmarked@Deprecated - New wire interface:
IDungeonWirewith power detection - WireBlockSlow: Renamed from
WireBlockfor clarity, as it is old - DungeonDoorBlock now uses dungeon wire for wired operation
Recipes
- KeyDuplicateRecipe: Special recipe for key duplication
- UnbreakableSmithingRecipe: New smithing recipe type with custom serializer
Components & NBT
-
Wrench system refactored:
WRENCH_DIRECTIONcomponent removedWRENCH_TYPEnow uses enum codec- Spell components unified
-
New Components:
STORED_MOB_UUID: Pet Totem bindingSTORED_MOB_NBT: Pet entity data persistenceSTORED_ENTITY_TYPE: Entity type reference- Corner position components moved to
ModComponents
Pet Totem System
- UseEntityCallback for pet binding
- Supports TameableEntity and Tameable interfaces
- Persistent pet storage in totem items
- Invulnerability & persistence flags on binding
Gameplay Mechanics
Golem AI Integration
- KeyGolemEntity attributes registered
- ReturnHomeGoal pathfinding to home positions
- Added
mountDelflag tracking for entity mounting on KeyGolem - Home position relative offset calculations
- NBT persistence for mount state recovery
Dungeon Door Wiring
- Pressure plates trigger wired doors
- Power movement through dungeon wire network
- DoorType support for wired operations
- Power pillar/pilaster blocks that are simple to build with and fully intagratable into the existing system.
- Dungeon Button that fits onto the pillar and powers wires.
- Interface
IDungeonWirethat allows for creation of blocks that power wires seemlessly, also a helper method in it that lets you check if it is being powered from an array of directions. Includes java docs for explanation.
Bug Fixes
- Corrected relative offset initialization for mounted entities
- Wire power state calculations in dungeon circuits
- Door state propagation in wired configurations
- Fixed pilaster collision shapes for horizontal faces
- Corrected pressure plate redstone output
Configuration Changes
Build Configuration
- Added access widener path to
build.gradle
Block Naming Updates
COLUMN→PILLARtag (better clarity)cracked_stone_pillar→cracked_stone_bricks_pillar- Registry aliases for backward compatibility
Technical Improvements
- Reduced commented debug code throughout
- Better NBT compound handling
- Improved component codec usage
- Enhanced data generation infrastructure
- Waterloggable support expanded to 5+ blocks
- Proper FluidState handling on all eligible blocks
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:PDkYCAeF:pEQ1Q3YL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:PDkYCAeF:pEQ1Q3YL"
}

