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.Â
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.
Additions =====================================
- Added lodestar task grouping capabilities for better logic organization and commenting
- Added health check condition for constructs
- Added name check condition for constructs
- Added area empty check condition for constructs
- Added break block task for constructs
Balance Changes =====================================
- Certain construct materials have a much larger impact on block break time (Stone, Iron, Diamond) for chopping trees and breaking blocks
- Adjusted tool levels for several rituals that broke blocks in some way without direct player control over break strength
- Adjusted tool levels for several construct tasks that broke blocks in some way without direct player control over break strength
- Adjusted tool levels for several spell parts that broke blocks in some way without direct player control over break strength
Bug Fixes =====================================
- Constructs will no longer target minecolonies citizens
- Constructs will target and attack things that you attack while following you, including other players
- Faction mobs will no longer target minecolonies citizens
- Construct harvesting of sugarcane (and in general age-less blocks) with a smart head has been fixed
- Fixed a dupe bug with constructs and spell casting
- Fixed a dupe bug with crystallize and constructs
- Fixed some sided inventory issues with the runescribing table and runic anvil
Additions ==================================
- Added a tooltip for runes of marking to more clearly indicate when they cannot be used (magic not unlocked)
- Added range to light which will offset the light's position against the face the spell is cast against
- Added a filter parameter to Construct Collect Items tasks
- Ported worldgen for the mna flowers to 1.20
Bug Fixes ==================================
- Fixed badge icon positions for casting resources on the hud
- Fixed a crashing issue with explosion
- Fixed the render issue with the transcription table
- Fixed rendering and texture issues on several entities
Added support for byproducts in the following MnA recipe types:
Eldrin Altar
Manaweaving Altar
Runeforge
Runic Anvil
Construct Crushing
No recipes were changed at this time to add byproducts, this just supports pack makers and addons.
Added 2 new events to the API allowing custom interactions with the Runeforge for non-standard items (similar to how charcoal and sorcerous sewing sets interact) - again, useful to addon devs:
RunicAnvilItemUsedEvent; can be used to customize the "craft"
RunicAnvilShouldActivateEvent; can be used to force the runes on the anvil to show, for something that doesn't match as a standard recipe
Fixed a crashing bug with Elemental Sentry rendering when broken
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Update to 1.20
-
Switch to NeoForge (this version will still run on Forge for 1.20.1)
-
Added Tome of Recipes, an item that lets you save up to 16 recipes from the manaweaving altar and craft them with a click. It's also dyeable.
-
Animus blocks are now rideable.
-
Added spell book chords. You can use these to change spells in Spell Books, Grimoires, and Books of Rote while moving.
-
Added support for byproducts in the following MnA recipe types:
-
Eldrin Altar
-
Manaweaving Altar
-
Runeforge
-
Runic Anvil
-
Construct Crushing
-
No recipes were changed at this time to add byproducts, this just supports pack makers and addons.
-
The codex and JEI will display these byproducts when present, up to a maximum of 5
-
Added 2 new events to the API allowing custom interactions with the Runeforge for non-standard items (similar to how charcoal and sorcerous sewing sets interact) - again, useful to addon devs
-
RunicAnvilItemUsedEvent; can be used to customize the "craft"
-
RunicAnvilShouldActivateEvent; can be used to force the runes on the anvil to show, for something that doesn't match as a standard recipe
-
Made the lodestar gui able to zoom in and out
-
Improved feedback in the lodestar as to which tasks are not fully configured
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Added a button to the lodestar gui to make it re-center the viewport on the logic in case it gets lost off screen
Fixed a crashing bug on servers from the beta
Improved logic within demon lord phase transition Fixed a crashing bug with the pig dragon Nethergate no longer breaks blocks, instead placing you similar to eldrin flight. This does not mean it will place you safely. Fixed an issue where the Transcription table would require conduits all of the affinities in order to function
Improved logic within demon lord phase transition Fixed a crashing bug with the pig dragon Nethergate no longer breaks blocks, instead placing you similar to eldrin flight. This does not mean it will place you safely. Fixed an issue where the Transcription table would require conduits all of the affinities in order to function
- Construct take item now has a minimum count option in order to successfully take the item.
- In all cases, the item is "selected" before counting it
- If "random from filter" is enabled, the item is randomly selected as before
- Otherwise, if the construct has a smart head it will scan through every item in a filter until it finds an item matching the count, at which point it will select that item
- If the construct is not smart, it will only look at the first matching item, and if the count is too low, it will fail.
- Is item in container has an option to count individual items from a filter and return success if any one of them has the correct quantity rather than the default behaviour of calculating a total.
- Fixed construct door pathing.
- Construct debugging improvements.
- Constructs have finished their apprenticeships and should be much more effective at casting spells.
- Fixed some log spam issues
- Buffed Odin. I'll need some feedback as to whether I turned the knobs too far.
- Added a visual overlay when you're in mist form
Additions
Shooting a brazier with a light spell will set the brazier's flame color to the light color. Added easy-to-use utility methods into the API to create new spell books, staves, and grimoires. Integrated the "Crush All The Things" pack into baseline M&A. Thanks, The Shadow!
Fixes
Fixed a couple JEI rendering issues Fixed boss AI such that it no longer crashes the game Adjusted Council Warden AI to be more aggressive Fixed several Council Warden abilities that didn't work correctly Fixed a crashing bug with Embers Added new models and textures for metal ritual runes Ritual of the Deep Ocean now correctly detects ocean biomes Ritual of the Searing Inferno now correctly detects nether biomes Fixed structure tags Fixed boss structure protection Fixed broker trades for boss arena thaumaturgic links Fixed the Council Warden not correctly detecting its structure Fixed the Fey Queens fighting each other Fixed wellspring generation - they will retroactively generate into existing worlds, but you will need to explore and load the various chunks for them to do so.
What should be pretty much working, in no particular order. By working I mean I did a cursory test, and haven't done a deep dive into it:
- Custom Villagers and Structures
- Villager Trades
- Advancements
- Spells
- Rituals
- Constructs
- Manaweaving
- Worldgen Structures, and the boss arenas should spawn more accurately. There still may be a couple things that spawn inside the boss structures, blocking movement or access (looking at you, basalt pillars -_-). Remember creative mode can bypass the protection so you can clear a path if needed. So far though they're actually there every single time. We take the win.
- Vinteum Ore Gen
- Chimerite Drops
- Beheading Drops
- Particles
- Mob Spawning. Lantern wraiths still need tweaking. I know.
- Bosses
- Mob AI
- Servers
Known Issues:
- Trying to join a game can sometimes time you out with "NullPointerException" and kick you to the server list (even in singleplayer). Just try again, it should work on the second time.
It's mostly a straight port except for:
Intentionally Removed Things:
- Entity configs, as these are datapackable now
- Faction sharing of wellspring power. I want to do better and it was being annoying to port. So, yeet.
Intentional Changes:
- Fortune now affects chimerite drops, and is configurable via datapack. It will pick from the tool you mined the block with, or your ring fortune level - whichever is higher. This affects both amount and chance.
- Bouncy has been toned down, should lose vertical velocity much faster. This will inevitably change the fling travel meta, but when you weren't traveling it was more annoying than helpful. Consider flinging downward to travel and keep more velocity.
- Added an event for when broker trades are generated as per requests. Added one for the Wandering Wizard too while I was at it.
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Improved divination rendering
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The witherbone armor set bonus now makes mist form permanent until disabled and increases the flight speed by 50%
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The ender disc can now cross dimensions
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Added a summon blacklist allowing mobs to be blacklisted from summoning regardless of other configured values
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Fixed a couple of codex issues
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Fixed an issue with construct shearing that could cause log spam
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Fixed construct shearing not dropping feathers from chickens
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Fixed construct shearing not properly waiting between shear operations
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Fixed bound shield not acting as a light source when paired with Lucent
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Fixed mana repair repairing things that shouldn't be repaired.
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Fixed certain summons dropping drops
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Fixed a crashing bug with tfpd on servers
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Fixed the UI for particle emitters and auras