Tags
Creators
Details
All versions
1.2.0
Release
1.2.03 months ago 7
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Changes
CurseForge import: magnetization-1.2.0.jar
1.2.0 — Propulsion ladder, fluids, gallium, and magnetic gear
New content
- Alfvén Ribbon Backpack (Solar Wind Wings): a chest-slot Elytra alternative whose superconducting ribbons catch the ambient solar-wind current for a permanent, fuel-free forward boost while gliding — no firework rockets. The boost kicks in when you glide high up in daylight (above Y≈120) or anywhere in the End. Crafted from Solar Sail panels + phantom membrane + copper.
- MR Liquid Armor (helmet / chestplate / leggings / boots): leather-light, flexible armor that hardens the instant you're hit — a kinetic impact (physical, fall, or blast) pulses the magnetorheological fluid rigid and absorbs most of it. Mitigation scales with pieces worn (each ≈ 22.5%, full set ≈ 90%); fire/magic/drowning pass through normally. Crafted by infusing leather armor with an MR Fluid Bucket.
- G-Force Cushion (magnetoresistive kinetic dampener): place it at the bottom of a drop — anyone wearing metallic armor who lands on it has their fall completely arrested (zero fall damage from any height), with a spark + clang. Without metallic armor (the conductor the field grips), it's a normal landing.
- Magnetoresistive Dampening Boots: standalone magnetic-metal boots that auto-save you from any fall (no block needed), costing a little durability per save. Uniquely, they're inert to magnetic fields by default — never yanked by emitters — until you choose to magnetize them in the electromagnet GUI, after which they react like other magnetized gear. (This also generalizes the field system: any explicitly-magnetized armor piece now reacts, even non-metal.)
- Magnetosphere Solar Sail (Alfvén wave sail): mount these panels on a Create: Aeronautics airship for passive, fuel-free forward thrust — they intercept the ambient field of the solar wind. Build a wide, one-block-deep wall of them: thrust scales automatically with panel count (more sail = more push) and with altitude (stronger the higher you fly). Full power by day, half by night — or right-click a panel to toggle its night cut-off (off entirely after dusk). No energy, no fuel; great for long sky-shipping routes.
- Ferrofluid Micro-Thruster (capillary spike jet): the mod's top propulsion tier. Burns raw ferrofluid (held in an 8-bucket internal tank, topped up by right-clicking ferrofluid buckets — also pipe-fillable) plus FE electricity to push a magnetic craft along its facing harder and faster than anything else (up to 3.6 blocks·s⁻¹). Its stored ferrofluid and FE are shown in WTHIT / Jade / The One Probe. Crafted from an MHD Jet + titanomagnetite + copper.
- MHD Jet Thruster (ionocraft): the mod's strongest ship propulsion. A magnetohydrodynamic engine that pushes magnetic Create: Aeronautics craft along its facing — silent, no propeller. Needs both a magnet (right-click to slot one) and FE electricity: the magnet sets the speed ceiling + thrust (Plate 1.6 / Temporary 2.2 / Permanent 3.0 blocks·s⁻¹), and a stronger magnet burns proportionally more FE per tick — so a big magnet only reaches full speed if you feed it matching power. Lights up while firing. Far stronger than the directional Repulsor.
- Homopolar Motor / Magnetic Flywheel: a Create kinetic generator that runs on a magnet alone — no fuel, no energy. Open its GUI and drop a magnet in the slot (or quick-insert by right-clicking with one) and it spins a shaft on its placement axis. Speed and stress capacity scale with the magnet's strength, but it's deliberately gentle (a Permanent Magnet tops out at 32 RPM / 128 su) — a compact, silent starter generator.
- Structural Inducer: place it under a structure (a ruin, a build, a chunk of terrain) and power it — it magnetically grabs the whole solid mass directly above it, glues it into a single Create: Aeronautics physics craft, and lifts it off the ground, then releases it as a free-floating ship. Scans a 9×9×16 box above itself, gated on clearance ("nothing above" the structure, so it won't grind into a ceiling), capped at 512 blocks. Skips block entities, fluids, unbreakable blocks, and
#magnetization:excavator_immune, so it can't grab chests/machines/protected blocks. One lift per redstone pulse. Reuses the Magnetic Excavator's Sable block→sub-level machinery. (Boot-verified registration; the in-world lift itself wants a physics playtest.) - Tokamak fusion reactor (multiblock): build a ring of Tokamak Confinement Coils (superconductor — copper + titanomagnetite) around a Tokamak Reactor Core, then right-click the core with a Deuterium Fuel Cell to load it. Ringed + fuelled, it fuses (core glows) and generates a large, steady 2,000 FE/tick that it pushes to adjacent machines/cables — the mod's top-tier power source. Fuel is real D-T fusion fuel: deuterium extracted from a water bucket inside a redstone/iron/glowstone containment shell, ~4 min burn per cell. (Confinement ring is the 8 coils around the core in its own layer for now — a compact tokamak; a larger torus footprint can come later.)
- Magnetic-metal anvils (Magnetite / Maghemite / Hematite / Titanomagnetite): full anvils with all the vanilla behaviour, but each is self-dampened (no clang) and has a per-metal durability. Magnetite/maghemite/hematite are convenient-but-degrading side-grades; Titanomagnetite never degrades — the one metal that beats a vanilla iron anvil + dampener (it's both in one block). Crafted like a vanilla anvil from the metal's storage blocks + ingots. (Anvil model is a simple metal-textured shape for now — pending an art pass.)
- Magnetorheological (MR) Fluid: an iron-particle "smart fluid" (iron-grey). It flows like a liquid, but when a redstone signal is applied it instantly stiffens to a near-solid with a full collision box — entities walk on it like a block — and reverts to liquid when the signal drops. Toggleable bridges, gates, and dams. Player-made (water bucket + iron + raw magnetite).
- Ferrofluid: a black, water-like magnetic liquid (renders as near-black tinted water). Generates naturally only in the Magnetic Anomaly biome — its water bodies are ferrofluid — and is otherwise player-made (water bucket + 2 raw magnetite). Full fluid: source/flowing, placeable, bucketable.
- Magnetized ferrofluid (pourable, shapeable magnetism): drop a ferrofluid bucket into the electromagnet GUI and pick a pole (N/S) to magnetize it — it becomes a glinting "Magnetized Ferrofluid Bucket". Pour it out and you get a fully flowing fluid that is also a weak magnetic field source: its source blocks pull/push ferromagnetic items and Sable ships like a gentle emitter, with the chosen polarity. Plain (un-magnetized) ferrofluid emits and feels no field, so the Anomaly biome's pools sit still instead of draining themselves away. (Follow-up polish: picking magnetized fluid back up currently yields a plain bucket, and magnetized-flows-into-plain doesn't yet auto-convert the plain — both tracked.)
- Magnetic Gyrostabilizer (rotation lock): mount it on a Create: Aeronautics craft and power it — it magnetically locks the ship's orientation, cancelling its angular velocity each tick so the craft still moves up/down/forward/back but won't spin, pitch, or roll. Unpowered, the ship rotates freely. Run cleanly over repulsor tracks, hold a heading, or use it as a crude autopilot on a self-propelled craft.
- Directional Repulsor + Vector Core: craft a Vector Core (titanomagnetite + compass + redstone) and slot it into a Repulsor Coil (right-click to install; recoverable by breaking the coil). With the core installed the coil keeps its normal repulsion cone and thrusts magnetic ships in a chosen direction — pick one of the four directions perpendicular to the coil's facing with the in-GUI direction-cycle button — turning it into a self-propelling magnetic conveyor/track up to a terminal speed. While the core is in use the coil also damps the ship's spin so it tracks straight. Tunable: track thrust (0.5), track max speed (5.0), and spin damping (0.75).
- Pyrolytic Carbon (diamagnetic levitation): a strongly diamagnetic wafer (crafted from 4 charcoal). Dropped within a magnetic field it's repelled by both poles — pushed away from the source with its motion damped, so it settles into a stable hover above a magnet instead of being pulled in. Real diamagnetic levitation, gamified. (Hover height/feel is a first tuning pass —
FieldApplicator.DIAMAGNETIC_SUSCEPTIBILITY.) - Halbach-array boost: line up magnets of the same polarity so their faces touch and the field concentrates — each face-adjacent same-polarity magnet steps an emitter's strength tier up (clamped to EXTREME), so a row of aligned magnets reads as one powerful emitter. The exact mirror of the hematite dampener (which steps it down). Rewards deliberate magnet arrangements.
- EMP Flux Charge: a single-use electromagnetic bomb. Power it with redstone and it detonates — every magnetic emitter in a 12-block radius goes dark for 10s and every machine/battery's stored FE is wiped, with a flash + thunderclap, then the charge is consumed. Fries electronics, not terrain (no block damage).
- Kinetic Induction Coil: Faraday's law as a generator — a magnetic ship moving through the coil induces an EMF proportional to its speed, so the coil generates FE (pushed to adjacent machines/cables) and emits a redstone pulse while the magnet passes. No fuel; pure kinetic-to-electric. Pairs with Lenz braking and propulsion tracks.
- Barkhausen Noise Generator: a true-RNG block. With a magnet (any
#magnetization:anvil_dampenersblock) placed against it, its iron domains flip chaotically and it emits a rapid, unpredictable stream of random redstone strengths; idle otherwise. For random lighting, casino logic, or unpredictable spawners. - Magnetostrictive Sensor: a buried magnetic tripwire. Nearby motion — a player or mob running/jumping within 8 blocks — flexes its magnetostrictive core and it reads out an analog redstone signal (stronger the closer/faster), decaying when things go still. Detects through blocks, so it makes an invisible perimeter alarm or seismic mob detector.
- Induction Charging Pad: a block that buffers FE (fed from cables/generators) and wirelessly tops up every energy-storing item a nearby player carries — main inventory, armor, offhand, and Curios slots (when Curios is installed). Electromagnetic induction, gamified.
- Lenz-effect braking: a magnetic ship moving over conductive non-ferrous blocks (
#magnetization:eddy_conductors— copper, aluminium, …) is dragged to a slow float/coast by induced eddy currents, exactly like a magnet falling through a copper pipe. Lay a copper track to brake or gently lower a craft. Tunable viaphysics.lenzBrakingStrength(0 disables). - Magnetic Item Frame: a thin magnetic wall plate that holds one item/tool/armor stuck flat to it for display (no rotation) — right-click to stick on, empty-hand to pop off. Crafted from a vanilla item frame + a magnetic plate.
- Anvil magnetic dampener: place any magnet or magnetic storage block (
#magnetization:anvil_dampeners) touching an anvil — its field steadies the anvil so it never degrades, and deadens the use-clang. - Ore Dowsing Compass: a compass whose needle points to the nearest metallic ore vein (anything in
#magnetization:metallic_ores— our ferrous ores plus vanilla/modded#c:ores/*). Anvil-combine it with a specific ore to tune it to track only that ore. Like the other compasses, the needle scrambles inside the Magnetic Anomaly biome. The world scan is bounded + throttled (nearest-first expanding sweep, capped, re-run every second). Crafted from a vanilla compass + 2 raw magnetite.
New content — gallium, fluids, golems & gear
- Gallium (liquid metal): a silvery liquid that melts just above room temperature. It conducts redstone like the other conductive fluids, and when powered and in a magnetic field it drives a Lorentz entity-current that pushes entities along the flow (tunable via
mechanics.galliumCurrentSpeed/performance.galliumCurrentTicks). Player-made from raw gallium; smelt raw gallium (or zinc / aluminium) into a Gallium Ingot. - Solid Gallium: liquid gallium freezes to a solid block when a cooling source (ice / snow / powder snow) sits next to it and melts back to fluid once the cooling is gone (timing via
mechanics.galliumFreezeDelayTicks/galliumMeltDelayTicks); WTHIT/Jade shows its freeze/melt state. It still conducts redstone — a frozen gallium bridge carries a signal — and is the storage block + crafting material for gallium gear (9 ingots). - Mixed Gallium: gallium with magnetite stirred in (steel-blue tint). Does both at once — it creeps toward magnets like ferrofluid and carries the gallium Lorentz current when powered in a field.
- Gallium gear (full tool set, armor set, and horse armor): crafted from gallium ingots. Gold-like but softer — low durability and quick to break.
- Gallium Golem: build an iron-golem shape out of Solid Gallium with a carved-pumpkin head to cast one. It defends like an iron golem but is weaker (lower health, no knockback resistance), takes extra damage in warm biomes, and eventually melts away into a gallium fluid source (no drops) outside a cold biome — killed by other means it shatters back into solid gallium. Tunable via the
combat.galliumGolem*config. - MR Fluid Golem: a golem cast from MR fluid that hardens in a magnetic field, raising its damage mitigation while in-field (
combat.mrGolemFieldMitigation). Spawned via its spawn egg. - MR Fluid tools (sword / pickaxe / axe / shovel / hoe): magnetorheological counterparts to the MR Liquid Armor — they flex to a hardened state when struck/used. Crafted with an MR Fluid Bucket.
- Magnetic horse armor: barding in five metals (Magnetite / Maghemite / Ferromagnetic / Gallium / Magnetorheological). Equips on a horse and is magnetizable in any electromagnet GUI just like wearable armor, so a barded horse reacts to fields.
- Deuterium Oxide (heavy water): a denser, darker-blue water-like fluid (source / flowing, bucketable). Made by irradiating a bucket of water with glowstone dust; it behaves like water and is the fuel feedstock for the Deuterium Fuel Cell that runs the Tokamak.
- Conductive-fluid dyes: a Ferrofluid Bucket crafts black dye and an MR Fluid Bucket crafts gray dye, using the magnetic fluids as colourants.
Dependencies
- Updated the Create:Aeronautics + Sable stack to latest (still MC 1.21.1): Sable 2.0.3 (from 1.2.2), Ponder 1.0.85, Create Aeronautics 1.3.0, Create Simulated 1.3.0, Sable Companion 1.6.0, Create 6.0.11-292, NeoForge 21.1.233. Sable's
mods.tomlrange moved to[2.0.0,3.0.0). Sable 2.0's reworked physics-constraint API, the split-outsable_rapiernative module, and the newly-@Internalclasses required no source changes on our side — the APIs we use (connected-chain walk,RigidBodyHandle, sub-level container, mass/bounding-box) are unchanged. Verified: compiles clean and a dedicated server boots in ~1.6s with Rapier scenes initialized.
Optional dependencies
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
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:j2z1RwvT:518HgWl6"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:j2z1RwvT:518HgWl6"
}

