Tags
Creators
Details
Licensed MIT
Published 5 months ago
Updated 3 months ago
All versions
2.1.6
Release
HexIntent 2.1.65 months ago 354
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Fabric
Supported environments
Client and server
Required content
Any compatible version
Unavailable version
Unavailable version
Any compatible version
Changes
HexIntent 2.1.6
Not many additional features but a ton of refactoring bringing more stability and easier maintability.
New Features:
- Memory Crystals: Like properties from hexcellular but tied to an item. You can also really jam these things into items capable of casting or storing iotas. Giving them a portable memory bank. I was told they're great for charms, for those subverting the natural laws of order with lani, whatever that means.
- Permanent Thresholds: Casting manifest threshold with 35 charged crystals worth of media on a threshold frame will create a permanent threshold. The Presence Intent used as the destination must also be the location of a block of a portal frame.
Changes To Gameplay:
- Presence Intents now cost 35 Charged Crystals to make.
- Equation Synthesiser can now take time as a parameter.
- Thresholds can take an optional label and pigment.
- Put a check in to prevent flaying minds from a Mind Vault into another Mind Vault. That felt like cheating.
- Hard dependency on more iotas, strings are used for Menus.
Fixes
- Equation Hex Cloud refactored to hopefully prevent rare occasions where it would appear at an offset whilst animating.
- Variable parameter patterns now use a helper to avoid confusion when the stack is greater than the total parameter number.
- Numerous rewrites of the documentation so no more overflows in the book.
- Added costs to the documentation.
- Rewrote the visual spell circle to use Hex Castings serializer to prevent string size issues.
- Open Casting Grid now works without a staff.
Changes
- Hex Menus now use the proper serialiser from Hex Casting instead of a custom one.
- Mixins are now done properly, not more reflections! (I mean, as properly as I'm aware lol).
- Refactored a lot of Actions to use the proper classes.
Optional dependencies
Any compatible version
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:4G64Rm66:x7NXzMx1"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:4G64Rm66:x7NXzMx1"
}

