
Portalmod: Glacier
This is a mod for portalmod that adds a bunch of new stuff from various portal games and mods aswell as some original content, there is a space cube that has no gravity and a gravity changing cube that changes gravity depending on the surface and more!
0.1.7
Compatibility
Required content
Changes
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Added Lowered Laser Catcher variant. ✅
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Added dedicated Reflection Glass and its dyed variants, for those who don’t want to/don’t know how to use datapacks(full block and panes).
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Added Reflection Gel. Bounces lasers off and can be coated over cubes and players.
- Has support for Gel Dropper from Portalmod: Additions.
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Added Schrödingers Cube. Wirelessly transmits laser with dedicated linking system, multiple Same-ID linking support, laser chaining and more.
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Added Dyed Laser Emitters, Dyed Laser Catchers and Dyed Laser Relays, works the same way as Dyed Fizzlers and Dyed Cubes.
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Added Glass Cube(w/ Dyed Variants). Laser passes through, fragile and breaks on high speed impacts unless it hits a soft surface.
- In conjunction, added a new block tag dedicated to Glass Cube: “glass_cube_soft_surface”, if the glass cube hits a block with this tag, the cube will not shatter(default blocks are wools of all types, hay block and Repulsion Gel)
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Added Wire Mesh Cube and Dirty Wire Mesh Cube. Laser passes through, a sturdier version of Glass Cube
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Added Reflective Cube. Bounces lasers off when directed onto, shatters on impact.
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Added Thermal Hyperfluid Emitter and Catcher. Hyperfluid Laser has gravity after a few blocks and goes down slightly until hitting the ground.
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Added Thermal Hyperfluid Redirection Cube, Hyperfluid Redirection Cube resets the downwards force and redirects the Hyperfluid Laser.
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Added the Remodeled Incendiary Turret.
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Added Grind Turret Icon.
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Force-Fixed Portalmod Cube Dropping being wonky, can be toggled off through config.
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Fixed Antline connectivity being weird with both full-block and wall variants of the Laser Emitter
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Added Turret Voicelines.
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Fixed MANY bugs with the Copy-Cube and its inconsistencies.
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Added Laser and Ice Cube Interaction. Laser fizzles Ice Cubes on contact.
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Added Laser and Turret Interaction. Turrets hit with a laser will be ignited and blown up, permanently decommissioning them.
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Added Battery Cube. Stores charge and fizzles when it runs out of charge. Recharges at dedicated Recharge Station
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Fixed doLaserDamage false gamerule also unaffecting other entities such as Turrets
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Updated the Redirection Cube texture
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Fix Linkage Indicators affecting adjacent fizzles that are in front/behind each other.
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Add a Gamerule option for allowing cube damage.
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Add Dark Fizzler Emitter.
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Fixed the Mortality Sensitive Sensor saying “Morality” when using it on a Combination Fizzler
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Fixed certain connection angles not working with Mortality Sensitive Sensor
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Add Light Disruption Field Emitter. Blocks lasers, light bridges and concentrated light but allows everything else through.
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Add Refractive Smokescreen Field Emitter. Bounces off lasers and concentrated light, but allows everything else through.
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Fixed the Mortality Sensitive Sensor not disabling itself if its own emitter is placed inside the field.
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Add Orbit Cube. Items and Cubes in the radius of the Orbit Cube begin to orbit around it. Floats half a block off the ground and also has no gravity. Orbiting cubes can be stood on and traveled along the path.
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Add a tag system for all interactable objects using following nametags: “disable”: makes the entity physically disabled and float with no gravity. “ungrabable”: similar to disable, but retains gravity and interactions with other special elements. ”collision”: toggles off the collision of the entity, being able to phase through the player and other entities. “enable”: makes the entity return to its original state.
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REWORKED THE MORTALITY SENSITIVE SENSOR TO BE SO MUCH BETTER.
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Fixed many countless bugs that couldn’t be listed here, added many small QOL features, as well as finally fixed multiplayer support.
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:DnKbj79R:ALOEHg5Z"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:DnKbj79R:ALOEHg5Z"
}
