Creators
Details
0.2.0-beta
Compatibility
Required content
Changes
Changed
- A human is an ordinary player again. He had forty health — twice a vanilla player's — and permanent Regeneration IV. Nobody decided that: he was the one character with no case of his own in the table of starting stats, so he fell through to the fallback, which hands out five points in everything. Five points of durability is twenty health, and five of regeneration is Regeneration IV. The character defined by having no powers had two of them, by accident. He is zero everywhere now, which is what "an ordinary player" has to mean, and an untuned newcomer to that table starts as a man rather than as half a hero. An existing human who never spent a point is put right on his next login; one who did spend keeps his old five underneath what he bought, because taking back progression someone paid for would be the worse wrong. This also settles what Robot falls back to out of his armour: not a floor picked by hand near a human's, but a human's.
Added
- The Mark One's eyes and antenna glow in the dark. The layer that does it shipped without a single mask to prove it worked, which is the same as not shipping it. The Mark One has one now, built from the model's own box UVs rather than painted by eye: the front face of each visor cube and the whole of the antenna, checked against every other bone so no light leaks onto a shoulder. It is the worked example for the four placeholder suits and for whatever replaces them.
- An armour's visor can glow in the dark. Drop a
<type>_glowmask.pngnext to a type's texture — transparent everywhere except the parts that light up — and those pixels are drawn a second time at full brightness over the rest. Nothing to declare in the type file and no Java for a new armour: it is a fourth file beside the three an armour already resolves from its own id. Types without a mask render exactly as before rather than logging a missing file at every frame, which is what the stock layer would have done for four of the five shipped suits. A resource reload is noticed, so a pack switched on mid-game lights up what it brought. - The antenna: a Viltrumite in range stops being one. Robot cannot beat a Viltrumite by hitting it — that is the character. He can build the thing that takes the Viltrumite away for as long as he needs, and this is it. Inside the field there is no flight, no abilities, and half the strength; a grounded Viltrumite who can no longer throw anything is a very strong man, which is a different fight. The bubble is the balance. It has no duration and no cooldown, it has a radius — twenty-four blocks by default, and stepping outside gives everything back at once, with nothing to wait for. That makes it a way of holding ground rather than of killing a target, and it hands the Viltrumite an answer he can play instead of a timer he can only sit through. It dies with the armour that carries it, which is the anti-Viltrumite suit and only that: the machine that hits them hardest is now also the one that silences them, two halves of the one thing it was built for. Only Viltrumites. Not the Immortal, who has their powers and none of their biology. Whether it reaches Viltrumite mobs — Omni-Man, Conquest, the soldiers — is a config switch, on by default, because an antenna that only worked between players would do nothing at all on a solo world.
- Two armours built to dig, and they dig without a pickaxe. Robot's suits were all built to fight something; these are built to get through rock, and they are the tool rather than something you hold a tool inside. The Mining Mk1 mines at exactly what a diamond pickaxe under Haste II does — 11.2, the two numbers multiplied, not a figure picked to feel right — and harvests everything a diamond pickaxe would, bare-handed. Copper, iron and redstone: it is the suit you build to go and find the ones you cannot afford yet. The Mining Mk2 is netherite under Haste III, 14.4, harvesting anything in the game. This is a floor rather than a bonus, which matters in both directions. Vanilla's mining-speed attribute multiplies what you are holding, so an armour promising "a diamond's power" would quietly mean eleven times whatever pickaxe you already had. Here it means the number it says, empty-handed or not — and if what you are holding is genuinely better, your pickaxe wins. The armour helps; it does not confiscate. They see in the dark and shrug off a fall, both of them, and both fly — a suit that digs two hundred blocks down and then has to walk back up is a suit nobody builds twice. The Mk2 also does not burn — lava is weather to it — and breaks three blocks by three, in the plane you are facing. Hold sneak for a single block, because an armour that always takes nine is unusable the moment you want one. It never breaks anything you could not have broken yourself, and it leaves chests alone.
- An armour can be spent instead of moved. Everything else Robot does with a suit puts it
somewhere — calls it, goes out in it, stores it, walks it beside him. Self-destruct is the one
that costs him the machine. Unlocked behind remote control, it opens the usual wheel over every
armour he owns, anywhere; picking one opens a second screen where the charge is set — one TNT up
to a hundred by default, with the ceiling a config value — and only then does it go off. The
screen states the blast in blocks, because "18.6" of vanilla explosion power is not a number
anyone can picture. Two screens where the others take one, on
purpose: pressing a wheel twice by accident calls an armour twice, pressing this one costs an
armour.
The blast follows the cube root of the charge, which is how explosives actually work and the only
scale that stays playable: a hundred times the material is five times the radius, not a hundred
times the crater. That is also what makes the ceiling safe to raise — pushing it to a thousand
does not even double what a hundred did. It obeys
mobGriefinglike the drone strike does, so a server can keep the weapon and refuse the hole. What it does to whoever is standing there, it does regardless. Any of his armours, wherever it is — so one parked in someone's base is a mine laid in advance, and one he is flying is a kamikaze. Including the one he is wearing. Nothing stops him and nothing warns him, because that is a decision and not a mistake — and since piloting is going there, blowing up the armour he is piloting kills the pilot too. - There is more than one armour to build. The Mark One was the only suit, so the workbench had nothing to ask and the choice of playstyle the type files promised was a promise. Two more answer it, and the bench now has a selector to pick between them before you press Build. The Monster armour is the one you build second: dearer than a Mark One but still made of what a mine gives you, it trades the sky for a body that hits — Monster Girl's strength and her scream, ground-bound, and the sturdiest thing you will wear for a long while. The anti-Viltrumite armour is the one you build last: copper, iron, amethyst, diamond and a netherite ingot, forty minutes on the bench, and it is very nearly not destructible. It hits a Viltrumite three and a half times as hard as it hits anything else — Omni-Man, Conquest, the Viltrumite mobs, and any player who chose that blood. Not the Immortal, who is not one of them: he borrows powers that look Viltrumite, he does not have their biology, and a weapon built against a species does not go after whoever resembles it. Against everything else it is a mediocre weapon on an extraordinary shell, which is the point: it is not a better suit, it is a suit built for one enemy.
- Every armour breathes underwater. It is a sealed machine; the man inside it is not holding his breath. Your air stops falling the moment you are wearing one, whichever type it is, and that includes an armour you are piloting from the other side of the world.
- Robot builds his armours, and wears them. His power was a drone he conjured out of nothing every twenty seconds, which is not the character: Rudolph Zeigler is a man in a life-support tank who acts through machines he made. So he makes them now. An armour is built, it stands in the world where you left it, and it can be lost. Call it and it closes on you — and because it is drawn on your own body rather than glued to your coordinates, it walks, runs and flies with your movements instead of hovering alongside them. Five may stand in the world at once; each keeps its patch of world loaded, which is what that limit is for.
- Wear an armour and you are the armour. It used to paint you the suit's colour and leave your own body showing through, which was the right answer while no model existed. One does now, so the body goes and the machine stands in its place — and it moves as you do rather than playing its own idle: its limbs are taken from your own skeleton, so vanilla's walk and sprint, the ability poses and the flight pose all reach it without anything being synchronised. Piloting one from across the world looks like it too, because piloting is wearing.
- The Mark One has a face. It was a tinted vanilla silhouette standing in for a model nobody had drawn. It turns out one had been: the drone's, built for the machine Robot used to send out in his place — which this rework decided had been his armour all along. The files changed name, not content. Each armour type resolves its own model, texture and animation from its id, so a later type brings its look with it and needs no code.
- The armour workbench. An armour is no longer a thing you craft in a grid and unfold from your hand — it is built. Put its materials into the workbench, pick a type, press Build, and it assembles while you wait. There is no output slot: the finished armour stands up beside the bench, which quietly makes wherever you build your armoury. It refuses a sixth armour and says so rather than doing nothing, it names what you are short of before you press anything, and breaking it gives your materials back. Anyone can place one; only Robot can open it.
- You can go out to an armour in another world. The wheel lists every armour you own, wherever it stands, and going to one crosses dimensions if that is where it is. Piloting is not travelling — it is the mind that goes, and a mind has no distance to cover. Your body stays exactly where it was, in its own world, with its chunk held so it can still be hit. That is what makes it bearable: an armour on the far side of the universe is worth nothing if you left nothing behind. Branches for armours elsewhere say which world instead of how far, because "40,000 blocks" answers a question nobody asked. If the armour is destroyed out there, you come home across the worlds, the same as you always did across a field.
- Robot goes out to his armours and leaves his body behind. Press the ability and a wheel opens with every armour you have parked in this world; pick one and you are there, wearing it, walking or flying it exactly as if you had called it to you. Press again and it parks where you stopped and you wake up where you left off. There is no cooldown and no range. This is the third of the three things he can do without a suit on, next to building one and calling one — and if he is already in an armour, his body keeps it on: it stands there in the suit, and he is wearing it again the moment he comes back. Your body is not safe while you are out. It stands where you left it, it can be hit, and everything it takes reaches you across the map. The old drones made you invulnerable while piloting, which turned remote control into the safest way to exist in this mod. It is a gamble now.
- An armour that cannot fly has weight. The flag that let a called armour cross the ground also switched off its gravity and its collisions, and the escort inherited both — so a suit that walks floated over the terrain and through it. Only a flying type is weightless now; the rest fall, bump into things, and step over a block rather than stopping at the first kerb.
- An escort. Send an armour out to walk with you and hit what comes at you, and press again on the same one to stand it down. It keeps a few paces off, goes for whatever is threatening you rather than whatever is nearest itself — the classic companion that wanders off hunting — and swings once a second for whatever its type says it hits for. It is not clever: no pathing round obstacles, no memory, no target it did not pick because it was closest to you. A machine you let off the leash, not a friend.
- You choose which armour comes, and which one goes. Calling one used to take the nearest, which is no choice at all once five of them sleep in five corners of the map. The recall opens the same wheel as remote control now; so does the escort, and so does the orbital bay.
- A called armour flies to you. It used to appear on you the instant you asked. That was honest about the data and wrong about the character: the one moment you should see the machine coming had nothing to see. It crosses the ground now and closes on you when it arrives, passing through whatever is in the way rather than snagging on a fence while you are being killed. Press again to wave it off; it parks where it got to.
- An armour in orbit looks like one. The wheel said so in a word under the middle, and only while you hovered, so telling stored armours from parked ones meant pointing at each in turn. A stored one now sits on night blue with a ring drawn round it and a few stars behind, its silhouette dimmed like something that is not there, and every branch carries its distance — or "in orbit" — under its name whether you point at it or not. The middle says what the click will do instead, which for the bay is the only place the two directions were ever named.
- The orbital bay. Unlocked in the skill tree, it puts an armour somewhere that is not the world. Armours in orbit hold no chunk, so they do not count against the five you may have standing — the limit was never a balance number, it was the tax on loaded ground, and one in orbit costs none. The same wheel that picks an armour to pilot sends one up or calls one down; which way it goes is decided by where the armour already is. Bringing one down still respects the five: the bay stores the overflow, it does not raise the ceiling.
- An armour banks when it turns. Robot flew rigid — perfectly upright, whatever he was doing — while every other flier leans into a climb and rolls into a corner. He leans now, with the same attitude they have rather than one of his own: the lean is what flying looks like in this mod, and one flight is one flight. It took more than giving him the numbers. A flying player is leaned in the middle of his own render, and the armour is drawn in place of the body that lean is applied to — so the man inside pitched into the dive while the machine everyone actually sees stayed dead level. The armour is leaned itself now, by the same code, on the same frame.
- The body you leave behind wears your name. It stood there labelled "Body", which is not who is standing there.
- Armours have names, and wear them. Name one as you build it and it stands there with that name above it, so five suits in a room are five different suits rather than five silhouettes. Leave the field empty and it is named for you from its type and its place in the fleet — Mark One I, Mark One II. The typing field also stops the inventory key from slamming the workbench shut halfway through a word, which it did for every name containing an "e".
- What an armour gives you is written in the armour. Each type's file now declares its build cost, its build time, and the abilities it grants. Out of the suit Robot keeps only the call — laser vision, the drone strike and the combat protocol all come from the Mark One and vanish with it. This is what makes the armour types of a later release a choice of playstyle rather than a change of colour.
Changed
-
The Immortal is not a Viltrumite, and the game stops telling you he is. He was reading as one everywhere it counted: he climbed the Viltrumite power ranks with age and took their damage, speed and health bonuses at every tier, his stats screen gave him a Viltrumite rank up to "★ Legendary", and the anti-Viltrumite armour hit him at three and a half times as if he shared their blood. He does not share it. He borrows powers that resemble theirs — that is the whole of the connection, and it is not a species. He now ages like everybody else, with no rank and no tier bonuses; any Immortal already carrying them drops them on his next login. What he keeps is what he was always meant to keep: the abilities, and flying the way they fly. Growing old still gets its yearly line, minus the four rising tiers of strength it used to promise — surviving another year is the remarkable part, and it never needed stars.
-
A Mark One is copper and redstone. It asked for iron and two diamonds; it asks for twenty-four copper and eight redstone. A first suit should be the thing you build because you found a hillside, not the thing you wait on a diamond for.
-
Robot can be chosen again. He shipped switched off in
disabledCharacterswhile he was a drone summoner nobody wanted to be. The armour is what he was waiting for, so the default list is empty now and every character on the selection screen is selectable. A world whose config file already exists keeps whatever that file says — cleardisabledCharactersinconfig/invincible-common.tomlto let him back in there. -
Out of an armour, Robot is an ordinary man. No flight, no strength, nothing but what an intelligent human has: the ability to build, to call what he built, and to pilot it. This is the point of him. The armour is not an upgrade to a superhero — it is the only reason he is one.
-
Neither a human nor Robot has passives. Being ordinary is the whole of the human, and the active abilities have refused him since he was added — but nobody ever asked the question about passives, so the one character defined by having nothing could buy tougher skin, faster recovery and a charged leap. Robot is barred for the same reason one step removed: a passive is bought once and worn in the skin, which makes it the one power he would keep after stepping out of the armour. Everything he has is declared in the armour's file. Anything either of them already bought stops working and can be handed back for its refund.
-
Robot's stats are the armour's. His strength, durability and regeneration only apply while he is wearing one; out of it he has a human's, which is what he is. He keeps every point he trained — putting the armour back on returns all of it at once. And flying no longer costs him stamina, because it is not him flying: the gauge is gone for him, and his flight ends when the armour does rather than when his breath does.
-
Opening your armour in mid-air now drops you. The flight condition was only checked at takeoff, so a Robot who stepped out of his suit a hundred blocks up kept gliding on nothing. It is checked every tick now, and a Robot with no armour on takes fall damage like the man he is — he was previously immune to it whether he was wearing anything or not.
Fixed
-
An armour in the water lies down in it. A player's body is not just a set of limb poses — it is also flat when swimming, pitched when gliding, leaning when flying in this mod — and none of that lives in the model. It is applied halfway through the player's own render and undone before the armour is drawn, so the machine got a swimmer's outstretched arms on a body still standing to attention: head floating clear of the shoulders, arms out sideways, a robot standing bolt upright on the seabed. It now takes the same attitude its wearer has, swimming, crawling and gliding included.
-
Armour worn under an armour stops showing through it. The body is hidden and the machine drawn in its place, but vanilla's equipment layer has its own model and never consulted the body's visibility — so a helmet and a chestplate floated on the machine where the player would have been. They are only hidden, not removed: they still protect you, and they are back the moment you step out.
-
The armour you are wearing is no longer described as being in orbit. Neither has a position, so both arrived at the wheel as "nowhere", and the self-destruct wheel — the only one that lists the suit you have on — drew it on night blue with an orbital ring and a few stars.
-
A parked armour falls. None of them did — the gravity a LivingEntity gets lives in code this entity deliberately never runs, and the replacement was only ever consulted by the two things that walk an armour somewhere. Anything else left one hanging: built beside a bench on a ledge, opened in mid-air, standing where the floor used to be. Worse, the weight test asked whether the type could fly, which looked right while one suit in five could and turns every parked armour into a balloon now that most can. Flying is something an armour does — coming to you, escorting you — not something it is; standing still, it weighs what it weighs.
-
A three-by-three armour dug three-by-three through dirt and one block through stone. The neighbour check asked
hasCorrectToolForDrops, which is the deprecated overload: it answers with vanilla's own verdict and never fires the harvest event, so it never learned that the armour is the pickaxe. Dirt passed because dirt needs no tool at all. It askscanHarvestBlocknow, the same question the block being struck already went through. -
A pilot's body wears the armour it kept on. It showed as a player skin dyed the suit's colour, which was the right answer while no armour model existed. One does, and the living wearer has been showing the machine for a while — so the body left behind was the last place still doing it the old way. It goes through the same code as the wearer now, so there is one way of drawing this and not two.
-
The anti-Viltrumite armour hits the two Viltrumites that matter. It asked whether its victim was an
AbstractViltrumiteEntity, and Omni-Man and Conquest are bosses first — so the suit built against a species left untouched the only two of that species anyone actually fights. Being a Viltrumite is now a tag rather than a place in a class hierarchy, which is the right question for it: classes say how a thing fights, tags say what it is. One answer now serves both the armour and the antenna, so the weapon and the jammer can never disagree about who they are for. -
A kill you caused counts, even when something else landed the blow. Quest objectives and the reputation ledger both wanted the fatal hit to come from a player's own hand, which is not what killing something usually looks like: knock a Reanimen off a ledge and the fall kills it, set it alight and the fire does, push it into water and the water does. The player did the work and the journal counted nothing. Both now ask the game who it holds responsible — the same answer that decides who gets the experience and the looting bonus — so the rule is one you already know: if the game gives you the loot, it gives you the tick. On the reputation side that also closes a hole rather than an annoyance, because a villager pushed into lava was a murder the ledger never saw.
-
The mod's mobs can swim. Not one of them had a float goal, so none of them ever did. They only avoid water while wandering; chasing someone takes them straight in, and in they sank. A Reanimen following a player along a lakeshore was dying of the lake.
-
A worn armour moves like the man wearing it, not like whoever was drawn before him. It took its limbs from the player's skeleton, which is the whole trick — except it took them a moment too early, before the game had posed him for that frame. What it copied was whatever the previous player had left in the model, and a
PlayerRendereris shared by everyone with the same build. Alone, that was your own pose one frame late and nobody could tell. It showed as an armour that simply stopped animating — standing at rest while its wearer ran — whenever the model had not been posed yet, and as an armour walking somebody else's walk whenever two players were in frame. The armour is drawn after its wearer now, which is the only moment his pose exists. -
The body you leave behind goes away when you come back. Sometimes it did not: it was hunted down by the id the session remembered, before the trip home, and if its chunk happened to be unloaded at that instant nothing was found — and then you landed right next to it, which loaded it, which stood your own double back up for good. It is cleared after the journey now, and by the rule rather than by the id: a player who is not out has no body standing anywhere, in any world. The body itself checks the same rule every tick, so one orphaned by a crash — sessions live in memory, bodies live on disk — removes itself the moment its chunk loads again instead of waiting for someone to notice it.
-
A grab that grabs nothing tells you why. It failed in silence, which is the same thing as a broken key from where the player stands. It now says whether there was nothing in reach at all, or something in reach it is not allowed to touch — a creative or spectating player, a server with PvP off, someone on your team. Armours are perfectly liftable, which is what an armoured Robot ought to be able to do to one.
-
Quick Recovery does something. It cost two skill points and 75 XP and had no effect at all: a comment pointed at where its +50% stamina regen was handled, and no such code was ever written there. It is applied now, where stamina actually regenerates.
-
Passives let go when you stop being the character who had them. Their bonuses are written into your attributes once and only rewritten on login, on respawn, or when you equip something — so changing character kept every one of them until you next reconnected, and the Reset Chamber emptied your passive list while leaving all its bonuses standing. A full character wipe kept the tougher skin it had just wiped.
Removed
- The drones are gone. ⚠️ Breaking for existing saves. The drone entity, the drone deployer item and its recipe, and the Drone Control ability no longer exist. A Robot character who had drones out will find them missing, and the skill tree nodes that led to them have been replaced. Anything crafted from the deployer recipe is lost. This is deliberate: while a drone could be summoned free on a cooldown, building an armour meant nothing.
- The provisional armour frame is gone. ⚠️ Breaking for existing saves. The
armor_frameitem and its recipe existed only to make Robot playable before the workbench did; the workbench replaces it. Any frame still in a chest is now an unknown item and will disappear. Armours already built are untouched.
Note
Robot's rework is complete as a loop you can play: build, call, wear, lose, rebuild. Still to come: remote control and escort, the orbital satellite for a fleet larger than five, armour types with behaviours of their own, and the antenna that neutralises a Viltrumite.
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:TbMEy6RR:7DAPIE5n"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:TbMEy6RR:7DAPIE5n"
}
