Tags
Creators
Details
Licensed ARR
Published 4 years ago
Updated last year
All versions
3.0.0.15
Release
Mana and Artifice 3.0.0.152 years ago 1,562
Compatibility
Minecraft: Java Edition
1.20.1
Platforms
Forge
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Any compatible version
Changes
Additions
- Added new vfx for gates. Note that old gates from pre-upgrade will still render with the old style, and may hover higher above the ground than new ones. Remember they can be closed by throwing a rune of marking into them, so you can re-open them with the new VFX.
- Added an isRaining condition for constructs. It has an optional isStorming boolean parameter.
- Added a new wind projectile renderer
- Added a new ender projectile renderer
- You can now right click on a construct gantry with a non-construct part to remove parts. They will be removed in the following order: Left Arm, Right Arm, Torso, Head, Legs. Previous part swapping functionality remains unchanged.
- Pasting from the system clipboard into a patterning prism will now also properly set the prism into lodestar paste mode.
Bug Fixes
- Fixed construct pathing when flight is enabled. They should no longer spin in circles so much.
- Fixed construct targeting for faction enemies.
- Fixed construct patrol not having its points in the lodestar.
- Fixed levitate still requiring a feather for the fey
- The Transcription Table and Altar of Arcana can no longer accept spell books (which would void the items)
- Fixed the ritual of visiting not correctly locating previous death data
- Attempting to craft vellum at a cauldron with a full inventory now correctly drops the resultant vellum on the ground
- Fixed an issue with use item on block not returning the correct exit code in certain circumstances (such as creating leather).
- The ritual of the flat lands will now drop its reagents when it fails for being too large or too far away.
- Fixed an incorrect display of a message indicating there was an error setting serverside values and that validation had failed when opening the spell adjust gui while no spell was present on the spell item.
- Fixed wooden constructs not dropping their materials on death.
- Fixed an issue where offscreen lodestar nodes could prevent interacting with other controls within the lodestar gui.
- Fixed an issue where constructs weren't properly able to automate manaweaves in bottles.
- Fixed a bug where codices could be duplicated using the M&A lectern.
- Fixed an issue with constructs requiring reagents for spell casting and made it more clear when they need a reagent.
- Constructs no longer play a hurt sound when taking damage they're meant to be immune to.
- Teleporting constructs more carefully select their destination.
Balance
- Added a teleport overlay and timer. Now, when teleporting, you will stand still for roughly 2 seconds before actually moving. This will mean you will need to take some slight precautions when teleporting in combat.
- Updated Fissure to have a slight built in bonus to radius.
- Wickerwood and wood constructs now burn in the nether. Standard factors like fire resist can mitigate this damage.
- Levitate no longer requires the tarma root for the fey to be permanent.
- Impulse can no longer be channeled.
- Re-balanced summer fire and winter ice
- During auspicious times, boost durations 25%, damage 25%, range 50%, speed 50%
- During inauspicious times, step down Duration/Speed 2 ticks, Range 3 ticks, Damage 5 ticks (previously it was inverted percentages to the boosts)
- The lowering can no longer lower attributes below their configured minimums
API
- Fixed an API issue where a method signature surrounding spell reagents was accidentally removed
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:NMkitlJl"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:zaRGNexp:NMkitlJl"
}

