Compatibility
Minecraft: Java Edition
1.21.x
Platforms
Fabric
Supported environments
90% of ad revenue goes to creators
Support creators and Modrinth ad-free with Modrinth+Details
Licensed MIT
Published 5 months ago
Updated 4 days ago
Changelog
- Redesigned the mana system significantly, making mana a semi-limited resource. (@enjarai and @StellarWitch7)
- Players and entities no longer have mana pools.
- Bloodcasting is no longer possible.
- Instead, mana is contained in items called Knots.
- These gemstones encased in glass orbs hold a certain amount of mana based on their rarity.
- Some Knot types may have unique properties that manipulate mana in special ways.
- Most Knots can be passively recharged under moonlight.
- Knots charge most strongly under a new or full moon, but may not charge at all on some phases inbetween.
- Mana over time is now measured in Merlins.
Merlins = Gandalfs / Tick
- Many trick costs have been rebalanced to accommodate these changes.
- Multiple tricks have also been added to automatically move mana around between knots.
- Introduced Spell Constructs. (@enjarai and @StellarWitch7)
- These artificial spellcasting devices directly replace in-world spell circles, which have been removed.
- Spell Constructs do not have an up-front mana cost, but must be crafted instead.
- Once crafted, a spell can be inscribed onto the Construct.
- When placed in the world, this spell will be cast persistently until completion.
- If a mana source is required, a Knot may be inserted into the Construct.
- Also introduced Modular Spell Constructs. (@enjarai and @StellarWitch7)
- These variations of the normal Construct contain four slots for Spell Cores.
- Instead of casting a spell directly, Cores must be inserted containing the spells to be cast.
- All inserted spells will be cast and run concurrently.
- All cores share the same crowmind and mana pool from the provided knot.
- Multiple tricks have been added to delegate to and manipulate other cores on the same Construct.
- This allows for practical and persistent multithreaded spell design.
- These variations of the normal Construct contain four slots for Spell Cores.
- Added Macros. (@Master-Bw3, @enjarai, and @StellarWitch7)
- A list of Macros may be defined by inscribing a map of patterns to spells onto a common ring.
- When wearing this ring, any pattern defined in the map can be drawn while spell-scribing to invoke the corresponding spell.
- The given spell will be cast and given the circle the pattern was drawn in as an argument.
- The spell may then construct a new circle using meta-programming to replace the given one.
- A few changes were made to support this.
- Any fragment can now be inscribed onto an item, not just spells.
- Map fragments were added.
- Wards and the Closure Stratagem have been tweaked to make use of this.
- Pattern literals were added.
- Removed shadow blocks. (@StellarWitch7)
- This feature has been moved to a separate addon mod due to Sodium incompatibilities.
- Added internal caching for pure tricks. (@StellarWitch7)
- Significantly increased viable spell depth, making it effectively™ infinite. (@StellarWitch7)
- Impulse cost scaling now accounts for multiple casts within the same tick. (@StellarWitch7)
- As a consequence, tricks may now internally attach arbitrary data to a spell which persists for the remaining executions in the current tick.
- Added a trick to guarantee a spell's full execution within a single tick. (@StellarWitch7)
- Fixed a couple things which appeared to cause incompatibility with Connector. (@unilock)
- Might not be everything, given #64 changed a lot.
Dependencies
Files
Metadata
Release channel
BetaVersion number
2.0.0-beta.1Loaders
Game versions
1.21–1.21.1Downloads
17Publication date
November 12, 2024 at 7:01 PMPublisher
enjarai
Funny Code Creator