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v2.0.5+26.1
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Changes
NeoOrigins 2.0.5 — armor rework + in-game config screen + tester-driven polish
Headlining the release: a rework of every "natural armor" power on tanky origins so they actually matter at end-game gear levels, plus NeoForge's auto-generated config screen wired in with full label translations so server admins can edit settings without leaving the game.
Vanilla armor caps at 80% damage reduction at 20 effective armor, and the attribute itself caps at 30. Origin powers stacking +armor on top of full Netherite + Prot IV mostly hit that wall and contributed ~1 saved damage per hit. 16 origin powers reworked:
13 tanky origins now have permanent Resistance (own budget, multiplicative on top of armor + protection): Automaton, Sculkborn, Shulk, Gorgon, Kraken, Strider, Cinderborn, Golem, Dwarf, Frostborn, Sporeling — all Resistance I. Phantom — Resistance I, night-only (kept the moon-armor flavour). Warden — Resistance II (the only origin >+8 armor before).
3 lighter origins gain max HP instead (pure pool, no cap competition): Abyssal +2 hearts, Blazeling +3 hearts, Stoneguard +3 hearts.
Class +armor powers (Warrior, Paladin, Sentinel, Mason, Berserker) intentionally untouched — they're early-game bumps that don't hit the ceiling.
NeoForge's auto-generated ConfigurationScreen is now wired into the mod menu's Config button via a client-only trampoline (so dedicated servers don't break). 271 translation keys added across two passes covering every section, every per-origin enable toggle, every per-class enable toggle, and 176 power_overrides subsection labels (generated by title-casing each registered power id). Section buttons, top-level toggles, and inside-section values all read as human names instead of raw 'neoorigins.configuration.<key>' paths.
PersistentEffectPower's codec now reads a top-level 'amplifier' field as a config-override hook, since power_overrides writes fields at the JSON root and the Resistance amplifier lives nested under effects[0].amplifier. The 13 reworked powers now register fi('amplifier', N, 0, 4) instead of f('amount', ...) so admins can re-tune Resistance level (I → V) via TOML or the in-game screen without touching the JSON.
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Elytrian: removed the −2-hearts Frail Frame penalty; can't-wear- heavy-armor restriction is enough drawback on its own.
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Sentinel Anchored: knockback resist 20% → 40%.
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Sentinel Guard Stance: +20% sneaking → +35% sneaking (40% + 35% = 75% total when crouching).
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Earth Mage / SWIM prevent_action: previously only zeroed upward velocity, which fought vanilla water buoyancy and produced an "occasional freeze in place" stutter. Now forces a constant downward sink (-0.16) and clears the swim flag every tick — player walks the ocean floor cleanly regardless of input.
Optional dependencies
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:RUtQ9kfe:hpojOUfA"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:RUtQ9kfe:hpojOUfA"
}


