Tags
Creators
Details
Licensed ARR
Published 4 years ago
Updated last year
All versions
3.0.0.17
Release
Mana and Artifice 3.0.0.172 years ago 161
Uploaded by
Compatibility
Minecraft: Java Edition
1.20.1
Platforms
Forge
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Any compatible version
Changes
Bug Fixes
- Fixed blink and transplace to no longer incorrectly apply the teleport overlays - they are again instant, as intended.
- Chalk runes no longer break mob pathfinding
- Ritual of Locating has had a slight change which will hopefully make it work for those that have been having problems with it
- Construct crafting now properly crafts the correct quantity from the workbench's remembered recipe
- Fixed fey attribute calculation for day/night...again
- Fixed a bug in hud rendering
-
- Addon devs if you've registered new casting resources you'll need to adjust getBadgeItemOffsetX and getBadgeItemOffsetY
- Fixed homing math
- Fixed book of marks visualizations of in-world points
- Construct ender legs now pick an appropriate point to teleport to, doing a brief search of nearby blocks for an open space, and failing to teleport if they cannot find one. In that case, they will attempt to walk instead.
- The Seer Stone now properly updates its redstone signal of the block that is below it
- Fixed the codex not falling back to en_us for translated versions of addons
- Improved construct swimming while acting as a vehicle
- Fixed drown damage applying in reverse (creatures that couldn't drown were drowning and creatures that could drown wouldn't)
Additions
- Codex entries now track whether or not they have been read. This is automatic; addon devs you need take no action.
- Codex entries can have an optional advancement ID required for them to show. This can be used to gate progression more gradually.
- Merged the ui elements for mana and affinity; affinity will now be positioned relative to the main mana hud
- Added Pylons! These eldrin power consuming devices cause effects in a configurable area. They can be set for map making/strutcture mode by right clicking them with a debug orb. They can also be dyed by right clicking them with dye once placed. Applying the same dye again will cause it to instead use its default color again (which is the color of the effect).
- Added the following pylons:
- Bind Wounds (Tier 4)
- Camouflage (Tier 4)
- Charge Equipped Items (Tier 4)
- Creative Flight (Tier 5)
- Grow (Tier 4)
- Haste (Tier 2)
- Insight (Tier 2)
- Interdiction (Tier 5)
- Leap (Tier 2)
- Levitation (Tier 4)
- Night Vision (Tier 4)
- Pilgrim's Path (Tier 4)
- Repair Gear (Tier 4)
- Shrink (Tier 4)
- Slowfall (Tier 3)
- Spider Climb (Tier 2)
- Soar (Tier 5)
- Swift Swim (Tier 3)
- Water Breathing (Tier 4)
- Water Walking (Tier 3)
- The Practitioners Pouch can now be worn in the belt slot, continuing to supply spell reagents when placed there. There is no change to inventory slot functionality; this is in addition to existing.
- Added the Staff of the Wildlands; only craftable by the fey
- Added the Bone Scythe; only craftable by the undead
- Thaumaturgic links now use a different texture when they are pointing at a biome vs a structure
- Added a new material for constructs: bone. Only craftable by the undead.
Balance
- Increased the damage of hammer arms on constructs in exchange for slower attack speed. It now goes Sword -> Axe -> Hammer, as attack damage goes up, speed goes down.
- Adjusted construct wood/wickerwood weakness to fire
- Demon overcasting damage is no longer preventable
- Crystallize no longer affects summons
API
- The API now allows forcing constructs into specific animations.
- Deprecated a duplicate event in the API; SpellCastingEvent - use SpellCastEvent instead. This will be removed soon, so update to ensure your addon doesn't break!
Localization
- Updated existing translations
- Added japanese translation
Optional dependencies
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:zaRGNexp:4SFP31Aw"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:zaRGNexp:4SFP31Aw"
}

